Character Progression System

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The Character Progression system offers opportunities for your character to deepen their connection with their nanites/magic. Most characters will follow the typical progression path outlined below, however, as long as you stay within the bounds of your character's current level and purchased talents, we allow for some flexibility in interpretation. You may purchase alternate progression paths for characters from the Marketplace; contact the support team if you have an idea you would like to explore!

Participating in the progression system is completely optional. If you prefer your character remain at Level 0, that is perfectly fine. The levels serve as a guide for unlocking new experiences, not a requirement.

★ Earning Progression Points

  • Each post you write that includes or mentions the use of your character's Primary Force will net you +40 progression points.
    • Primary Forces are currently magic, nanites, primal, eminent, or tenebrant.
  • A character's point balance is automatically updated when you create a new post with the Character Progression option selected.
    • Please notify Support using your private support channel if you incorrectly mark a post, so we can add/remove points as needed.
  • Level progression is tracked on a character's profile.
  • You may also gain character progression points during events, Seasons, or mini-games.

Using Magic

There are currently no restrictions on how a character accesses and directs their magic; we've included a list of just a few examples below. You are welcome to use whatever method you'd like and can try out different methods during in character posting, some characters may even channel their magic in multiple ways!

Examples of Magic Styles

  • Kinetic Magicians ("Benders") require, or are strengthened by, movement. They may use hand gestures, twitch their nose, stomp, clap, dance, etc.
  • Article Magicians ("Witches") require, or are strengthened by, a physical object. They may channel their magic in to wands, swords, scrolls, mirrors, crystal balls, cards or dice, etc.
  • Glyph Magicians ("Mages") require, or are strengthened by, specific symbols. These may be drawn in the air, on a surface, or mentally. They could be arcane, intricate glyphs or more simple.
  • Mental Magicians ("Silences") require, or are strengthened by, their imagination. They may see themselves pulling "threads" of magic from a well within them; might picture an opponent on fire to cast a fireball; etc.
  • Verbal Magicians ("Resonances") require, or are strengthened by, verbal commands. They may shout a specific word or phrase, pray, chant, hum, sing, etc,
  • Adaptation Magicians ("Changelings") have, or can create, physical changes in their own body. They may be more powerful when in animal form, have superhuman strength, have supernaturally good hearing, etc.
  • Your idea here? If you have another idea we can add to the list of examples please let us know!

Magic Progression

  • Basic magic allows Valka to interact with the natural world; this ability was given as a gift to Valka by Dzoana, the now-exiled goddess.
  • Most Valka are born with the ability to connect with the natural world, granting them access to magic.
  • Magic is seen as the living, innate counterpart to each person, originating from the natural world. Like two sides of one coin, a mage's magic is an individual entity that is still part of their being. Mages can deepen their bond with their magic through meditation, time in nature, or clan-specific rituals.
  • A mage's magic can even manifest a distinct "personality". For example, someone deeply connected to fire may have forceful, quick-burning magic allowing huge -- but very draining -- power surges. Others may have wild, animalistic magic requiring firm but gentle coaxing for cooperation.

Level 0 [0 points]

All magic users, even those not participating in the Progression System, have access to the following baseline abilities:

  • Summon and direct minor magic
  • Perform simple tasks such as:
    • Creating small illusory lights
    • Sensing plants' needs for sun/water
    • Subtly influencing behavior of animals
    • A minor affinity for animals matching their True Form
  • Magic manifests as a living, innate force originating from nature

Due to their limited bond with magic, mages may experience:

  • Inability to maintain more than one spell at a time
  • Delayed response time from magic
  • Spells that fizzle out quickly, requiring frequent renewal
  • Limited control over magic's "personality"

Level I [100 points]

Upgraded abilities:

  • Magic reflects user's emotional state more strongly
  • Perform tasks such as:
    • Changing colors/properties of small natural objects
    • Healing minor wounds on animals/plants
    • Gaining empathy with animals
    • Resisting natural hazards like cold or poison
  • Magic exhibits a more distinct personality
  • Can maintain 2 minor spells simultaneously

Unpredictability and inconsistent behavior:

  • Slow response times from magic
  • Spells may fizzle out if too complex
  • Personality of magic still hard to control
  • Empathy can be overwhelming
  • Resistances are only temporary defenses
  • Multitasking divides focus and power

Level II [250 points]

Upgraded abilities:

  • Developed an intuitive understanding of their magic's wants and needs
  • Perform tasks such as:
    • Healing wounds and ailments in animals/plants
    • Summonning mist/fog for concealment
    • Changing weather in small area temporarily
    • Enhancing own senses to perceive natural energies
  • Magic takes on a more autonomous identity
  • Magic may be channeled in to one animal or insect that can be up to the size of a dragonfly
  • Can maintain 3 moderate spells

Unpredictability and inconsistent behavior:

  • Healing may have unintended side effects
  • Weather magic spreads unpredictably, and grows unstable easily
  • Enhanced senses can be overwhelming
  • Personality of magic resists complete control
  • Constructs may behave erratically
  • Multitasking divides focus unevenly
  • Spells degrade quickly when stretched thin
  • Pushing past limits strains connection to magic

Level III [450 points]

Upgraded abilities:

  • Magic integrates more seamlessly into body and reflexes
  • Perform tasks such as:
    • Heal injuries and restore vitality in people
    • Conjure useful tools like ropes, lights, or weapons
    • Telekinetically manipulate objects up to 50 lbs
    • Commune with spirits to gain knowledge
  • Magic operates more independently with its own agenda
  • Magic may be channeled in to one animal or insect that can be up to the size of a housecat
  • Can maintain 4 complex spells simultaneously

Unpredictability and inconsistent behavior:

  • Healing causes temporary weakness afterward
  • Conjured tools and constructs may behave unpredictably
  • Telekinesis is mentally taxing
  • Communion reveals confusing visions
  • Magic personality resists orders
  • Multitasking is extremely difficult
  • Overextension drains life force
  • Pushing past limits causes magic to backlash

Level IV [700 points]

Upgraded abilities:

  • Magic bonds with user like a lifelong friend/companion
  • Perform tasks such as:
    • Summon elemental forces like storms or wildfires
    • Enchant tools and objects with magic
    • Perceive events across far distances
    • Fortify structures and areas with protective wards
  • Magic operates freely with a complex personality
  • Channel magic in to up to 2 animal or insect shapes that may be up to large dog-size
    • Constructs may take on a single elemental affiliation (fire, earth, air, or water)
  • Maintain 5 complex spells simultaneously

Unpredictability and inconsistent behavior:

  • Elemental forces spread unpredictably and can rip from a mage's control
  • Enchanted objects behave erratically
  • Enchantments naturally degrade over time
  • Distant visions are convoluted, requiring careful study
  • Multitasking divides focus unevenly
  • Overextension severs connection to magic
  • Pushing past limits causes magic to backlash violently

Level V [1000 points]

Upgraded abilities:

  • Instinctively sense flows of nearby magical energy
  • Perform tasks such as:
    • Temporarily conjure minor elementals
    • Imbue weapons and armor with elemental energy
    • Commune with ancient nature spirits
  • Channel magic into up to 3 animal or insect shapes that may be up to large dog-size with a single elemental affiliation
    • Constructs exhibit great cunning and problem-solving

Unpredictability and inconsistent behavior:

  • Elementals retain some autonomy
  • Imbued gear drains user's vitality
  • Ancient spirits give cryptic guidance
  • Construct personalities may diverge from user's
  • Pushing past limits strains connection to magic
  • Magic backlashes inflict grave harm to the user

Level VI [1350 points]

Upgraded abilities:

  • Stamina and vitality increase in harmony with magic
  • Perform tasks such as:
    • Manifest a wellspring of elemental energy
    • Reverse injuries and even regrow lost limbs
    • Grant allies enhanced speed, strength, and resilience
    • Telepathically connect with animals
  • Channel magic into up to 3 animal or insect shapes that may be up to horse-size with a mix of up to two elemental affiliations
    • Constructs can operate independently for long periods

Unpredictability and inconsistent behavior:

  • Wellsprings spread like wildfires
  • Regrowing limbs drains lifeforce
  • Enhancements to allies may degrade unexpectedly or have unusual side-effects
  • Telepathic animals retain instincts and personalities
  • Rare materials may be needed to activate or focus certain major abilities
  • Pushing past limits frays connection to magic
  • Backlashes badly damage the user and may even create serious environmental damage

Level VII [1750 points]

Upgraded abilities:

  • Magic may sustain the mage beyond normal limitations
  • Perform tasks such as:
    • Animate statues, trees, and rock formations
    • Enchant weapons to hold elementals; grants the weapon/armor a "personality" and elemental effects.
    • Conjure powerful elemental spirits
    • Teleport via natural pathways
  • Channel magic into up to 4 animal or insect shapes that may be up to elephant-size
    • Constructs may have a mix of up to two base elemental affiliations or one rarer elemental affiliation (dark, light, death, life, etc.)

Unpredictability and inconsistent behavior:

  • Animated objects retain some autonomy
  • Enchanted weapons may have unexpected side effects, such as draining wielder's life force or only working for characters over a certain level
  • Elemental spirits may rebel unexpectedly
  • Teleportation is mentally exhausting
  • Pushing past limits severs magical connection for an extended period of time, continuing past that point could cause magic to disappear for years or even decades
  • Backlashes inflict grave harm to the user and the environment around them.

Level VIII [2200+ points]

Beyond level VIII, mages may select ONE of the following specializations:

  • Chrono-Mystic: These mages gain the ability to manipulate time itself. They can temporarily slow down or speed up time in localized areas, glimpse into potential futures, or even reverse minor events. The cost of such magic is immense; meddling with time can have unpredictable ripple effects and might attract the ire of cosmic beings.
  • Druidic Paragon: A master of natural magic, the mage can now communicate and control whole ecosystems. From growing forests overnight to calming natural disasters, their abilities are unparalleled. Yet, every action creates an imbalance in nature that must eventually be righted.
  • Psyche Sculptor: These mages delve deeply into the realm of minds and emotions. They can cure mental afflictions, plant suggestions, or even create shared dreamscapes. However, the closer they get to the core of a person’s psyche, the more ethical dilemmas and risks of psychic backlash they face.
  • Aetheric Alchemist: The mage gains the capability to transmute matter on a molecular level, turning lead into gold or dissipating poison into harmless elements. This power comes with the danger of unintended reactions and the moral quandary of potentially destabilizing economies or natural orders.
  • Archon of the Celestial: Mages in this specialization form a pact with celestial entities, gaining the ability to channel divine power for miraculous feats. However, these celestial favors are a double-edged sword, often requiring the mage to undertake quests or make sacrifices that test their moral and ethical boundaries.
  • Necro-Sovereign: These mages master the forces of life and death. They can resurrect the dead, speak with spirits, and manipulate life forces. The cost is steep—every life saved might require another to be sacrificed, or the mage might become a beacon attracting restless souls and demonic entities.
  • Primal Elementalist: Far beyond mere elemental magic, these mages form bonds with elemental spirits, allowing them to summon and command elementals of extraordinary power. However, each summoning disturbs the elemental balance and might provoke rival elemental spirits into acting against the mage.
  • Soul Cartographer: These mages can navigate and even alter the very fabric of souls. They can heal spiritual wounds, sever or mend soul bonds, and even retrieve lost memories. But tampering with souls risks damaging the very essence of individuals and may lead to existential crises.
  • Cosmic Conjurer: This specialization allows mages to open rifts to other dimensions or realities, summoning entities or artifacts from those realms. The unpredictable nature of these other realities and the beings within them means that every summoning is a gamble.
  • Harmony Scribe: Mages in this path can write new magical laws into the fabric of reality, effectively reprogramming localized areas to obey different rules. This powerful act can either solve complex problems or create new, possibly unsolvable ones, depending on the mage's understanding and intent.

Using Nanites

There are currently no restrictions on how a character accesses and directs their nanites; we've included a list of just a few examples below. You are welcome to use whatever method you'd like and can try out different methods during in character posting, some characters may even channel their magic in multiple ways!

Examples of Nanite Styles

  • Kinetic Operators ("Movers") require, or are strengthened by, movement. They may guide their nanites through gestures, intricate dances, finger snaps, or other bodily motions. This active involvement creates a dynamic flow of nanites responding instantly to their physical commands.
  • Artifact Operators ("Wielders") require, or are strengthened by, a physical object. They may have nanites residing in objects such as staffs, jewelry, artificial limbs, clothing, or even implanted chips that they use to harness and channel their nanite abilities in various ways.
  • Symbol Operators ("Scribes") require, or are strengthened by, specific symbols. These users can create effects by drawing diagrams or schematics either physically or digitally, which command the nanites to form complex structures or functions.
  • Mental Operators ("Dreamers") require, or are strengthened by, their mental prowess. They might visualize complex nano-constructs, directing the nanites through sheer force of will and imagination.
  • Verbal Operators ("Speakers") require, or are strengthened by, verbal commands. By speaking specific phrases, commands, or even by utilizing harmonious singing, these individuals can direct nanites to perform tasks or create effects, harmonizing voice modulation with nanite reactions.
  • Your idea here? If you have another idea we can add to the list of examples please let us know!

Nanite Progression

  • Nanites are a "base" or "natural" form of technology; the ability to summon and control them was given as a gift to humans by the god Hivhur.
  • Most humans are born with the ability to summon and control a small number of nanites; one's control over their nanites is typically at its most unstable during puberty and strongest in old age.
  • A user's condition can also change how strong their control is; for example, some people experience stronger/smoother control while pregnant, others might lose control of their nanites easily if stressed or upset. This varies from person to person; one person's weakness might be another's strength and vice versa!

Level 0 [0 points]

All tech users, even those not participating in the Progression System, have access to the following baseline abilities:

  • Summon and control up to 100 nanites
  • Perform minor tasks such as:
    • Create a small, temporary bandage
    • Telekinetically manipulate objects up to 1lb.
    • Weak scanning/identification of basic objects

Due to the limited bond with nanites and small number available, technicians may experience:

  • Nanites that can only perform one action at a time
  • Slow response times from nanites
  • Frequent breakdown of nanites, requiring replacement

Level I [100 points]

Upgraded abilities:

  • Summon and control up to 500 nanites
  • Perform tasks such as:
    • Delivering a weak, targeted electric shock
    • Picking basic locks or disarming simple traps
    • Telekinetically manipulating objects up to 5lbs.
  • Creating basic shapes like cubes, spheres, and pyramids
  • Interfacing with and hacking simple machines

Unpredictability and inconsistent behavior may occur, such as:

  • Nanites taking some time to follow instructions
  • Movement of objects may be shaky or irregular
  • Constructed shapes may be lopsided or asymmetric
  • Occasional misfirings of electric shocks
  • Struggling with more complex locks or traps
  • Hacking effects being temporary or limited in scope

Level II [250 points]

Upgraded abilities:

  • Summon and control up to 1000 nanites
  • Perform tasks such as:
    • Enhanced lock picking and disarming complex traps
    • Healing minor wounds like cuts, burns, and bruises
    • Creating nanite 'sensors' to detect environmental changes
  • Construct nanites in to one identifiable shape up to the size of a dragonfly
  • Interfacing with and hacking moderately complex machines

Unpredictability and inconsistent behavior may occur, such as:

  • Movement of objects may still be irregular at times
  • Shapes and constructs may have minor flaws
  • Hacking effects are wider in scope but still temporary
  • Using nanites for multiple complex tasks can cause strain and fatigue
  • Pushing nanites past their capabilities can temporarily injure the user (small cuts, nosebleeds, headaches)

Level III [450 points]

Upgraded abilities:

  • Summon and control up to 5000 nanites
  • Perform tasks such as:
    • Short-range communication with other nanite users
    • Enhance senses by sending sensory data back to user
    • Create temporary tools such as ropes, ladders, or simple bridges
    • Telekinetically manipulate objects up to 50lbs.
  • Construct nanites in to one identifiable shape up to the size of a housecat
  • Interface with and hack moderately complex networks and machines

Unpredictability and inconsistent behavior:

  • Communication "noise" from excessive nanite chatter
  • Risk of overextension - complex tasks can quickly drain reserves
  • Intricate constructs may degrade faster than expected
  • Sensory enhancements can be disorienting
  • Hacks may have unintended ripple effects
  • Maintaining control of a large nanite swarm takes focus and energy
  • Pushing limits can cause injuries (nausea, migraines, unconsciousness)

Level IV [700 points]

Upgraded abilities:

  • Summon and control up to 10,000 nanites
  • Perform tasks such as:
    • Grant temporary transformations to user's body (fangs, claws, wings)
    • Form a swarm for repair or attack
    • Create more intricate mechanisms like locks, clocks, or musical instruments
    • Scan and identify complex objects in detail
  • Construct up to 2 identifiable shapes up to large dog-size
    • May assimilate nearby materials into forms to differentiate the "personalities" of the constructs
  • Interface with and hack complex standalone systems

Unpredictability and inconsistent behavior:

  • Limited range - remote hacking requires line of sight
  • Intricate constructs may malfunction if flawed
  • Sensory overload from scanning dense environments
  • Communication lags over long distances
  • Hacks have visible consequences elsewhere in system
  • Maintaining control of swarm is mentally tiring
  • Pushing past limits causes moderate injuries (seizures, unconsciousness)
  • Assimilated materials may behave unpredictably
  • Transformation effects are temporary and draining

Level V [1000 points]

Upgraded abilities:

  • Summon and control up to 50,000 nanites
  • Perform tasks such as:
    • Form complex weapons like bows and swords
    • Create protective barriers or walls
    • Scan environments in high detail across long distances
    • Telekinetically manipulate objects up to 100lbs.
  • Construct up to 3 identifiable shapes up to large dog-size
    • May assimilate materials for offensive/defensive purposes
    • Constructs are highly durable
    • Constructs may be used as autonomous 'scouts' for exploration
  • Interface with and hack networks and multifaceted systems

Unpredictability and inconsistent behavior:

  • Cooldown (waiting period) after using high-level abilities
  • Specialization causes some general control loss
  • Sensory overload from scanning dense areas
  • Allies enhanced in one area are hindered in others
  • Intricate constructs degrade without maintenance
  • Hacks spread through interconnected systems unpredictably
  • Pushing past limits risks severe injuries (internal damage, coma)
  • Maintaining large swarms are exhausting

Level VI [1350 points]

Upgraded abilities:

  • Summon and control up to 100,000 nanites
  • Perform tasks such as:
    • Grant temporary enhancements to others
    • Construct nanite "factories" to self-replicate
    • Create weapons and tools with special effects (e.g., a flaming sword, freezing arrow)
    • Long-distance nanite communication with other masters
  • Construct up to 3 identifiable shapes up to horse-size
    • Can combine smaller constructs into larger forms
    • Extremely durable constructs with weapon capabilities
  • Interface with and hack other constructs, including ancient tech/magic constructs and the constructs of NPCs/characters

Unpredictability and inconsistent behavior:

  • Advanced abilities consume rare materials
  • Enhancements to others can backfire or overload
  • Autonomous creations may behave erratically
  • Hacks have widespread implications across multiple systems
  • Holding form of large creations is exhausting
  • Pushing past limits causes severe harm (brain damage, loss of limbs)
  • Losing control can have devastating effects on surroundings

Level VII [1750 points]

Upgraded abilities:

  • Summon and control up to 500,000 nanites
  • Perform tasks such as:
    • Create clones of self/others to perform tasks
    • Ability to perform nanite 'alchemy'—changing the properties of materials temporarily
    • Create large, intricate constructs (buildings, vehicles)
    • Construct portal linked to pocket dimension to store items
    • Temporarily reshape environment (e.g. diverting river, raising mountains)
  • Construct up to 4 identifiable shapes up to elephant-size
    • Can combine to form mega-structures
    • May develop their own complex identities

Unpredictability and inconsistent behavior:

  • Nanites respond quickly but can act on subconscious cues, potentially revealing hidden thoughts or emotions
  • Reshaping land has far-reaching consequences
  • Mega-structures are unwieldy
  • Construct identities introduce unpredictability
  • Clones exhibit flaws and erratic behavior
  • Alchemy changes have unintended side effects
  • Storing too many items overwhelms pocket dimension

Level VIII [2200+ points]

Beyond level VII, technicians may select ONE of the following specializations:

  • Nanite Warden: This specialization focuses on defensive and protective abilities, transforming the nanites into unparalleled shields and barriers. Characters could create force fields, deflect incoming attacks, and even absorb energy to fuel their other abilities. The challenge is in deciding when to use this limited absorption capability, as using it too often could weaken other functions.
  • Elemental Sovereign: The character gains control over elemental nanites that can manipulate fire, water, air, and earth at a molecular level. Summoning storms, causing earthquakes, or even creating bodies of water are all within their grasp. However, each elemental feat may have a significant environmental impact that they must carefully consider.
  • Vital Guardian: Specializing in healing and life-giving abilities, these characters can resurrect the recently deceased, cure ailments thought incurable, or even extend lifespans with their nanites. The ethical dilemma may be immense, including the classic problems of who to save and why.
  • Quantum Seer: This path involves the manipulation of probabilities and outcomes. Characters may influence the likelihood of certain events, making them a master of luck and chance. Getting greedy and manipulating probabilities too often may attract the attention of cosmic entities displeased with the tampering.
  • Neural Whisperer: Characters may use their nanites to interface with biological neural networks, essentially granting them the ability to read minds, influence thoughts, or even share consciousness. However, invasive or unethical use of these abilities may lead to social, legal, or even divine backlash.
  • Architect of Reality: The character gains the ability to literally shape reality, changing the physical laws in a localized area with their nanites. They might use their nanites in order to reverse gravity, speed up or slowing down light, or even change the properties of materials. Each change may come with unintended consequences that could prove to be puzzles in themselves.
  • Ecliptic Envoy: These character's nanites become intermediaries between the mortal realm and higher cosmic entities, allowing the character to request favors or access cosmic wisdom. However, every favor comes at a cost, be it a quest, a sacrifice, or something unknown.
  • Harmony Maestro: Upgraded nanites allow the character to specialize in creating balance and harmony, whether in environments, among groups of people, or in the application of different forces. They excel at restoring equilibrium, but often struggle in situations of extreme chaos or where balance is inherently impossible.
  • Nanite Philosopher: This specialization allows characters to imbue their constructs with philosophical concepts like justice, truth, or liberty, each having unique abilities and effects. However, applying these abstract concepts is complex and likely to cause glitches or unpredictable behavior in their constructs.
  • Spectral Weaver: This path allows a character to manipulate the spectrum of light and energy through their nanites. They may become invisible, create illusions from different parts of the spectrum (like infrared or ultraviolet), or even manipulate existing light for offensive or defensive purposes. Spectral energy is intense, meaning there is a limit to how much they can manage at one time.


Using Eminence

There are currently no restrictions on how a character accesses and directs their eminent; we've included a list of just a few examples below. You are welcome to use whatever method you'd like and can try out different methods during in-character posting; some characters may even channel their power in multiple ways!

Examples of Eminence Styles

  • Conduits ("Beacons"): Require, or are strengthened by, acts of pure focus and meditation. They might use intricate symbols, prayer wheels, or serene environments to quiet their minds and become a clear channel for divine power, manifesting as light, healing, or protective barriers.
  • Orators ("Heralds"): Require, or are strengthened by, spoken vows, commandments, or sacred verses. By declaring a principle of order or a promise of protection, they weave eminent power into reality.
  • Glyph-weavers ("Scribes"): Require, or are strengthened by, the inscription of sacred patterns. They might draw symbols in the air with light, carve them into surfaces, or create intricate jewelry that holds and focuses their power for delayed or persistent effects.
  • Zealots ("Martysts"): Require, or are strengthened by, sacrifice or unwavering conviction in a cause. Their power flares in moments of selflessness or when defending others, fueled by their dedication rather than calm focus.
  • Your idea here? If you have another idea we can add to the list of examples please let us know!

Eminence Progression

A character's access to Eminence begins with a divine spark, a fragment of divine energy that seeks out individuals, typically (but not always) those with a strong innate sense of justice, protection, or order. Upon awakening, the Spark subsumes and refines the user's innate Magic or Nanites, transforming it into a conduit for pure, divine power. This connection may manifest as an internal light, a halo of gentle energy, or a sacred symbol etched into the skin. Once the Spark takes hold, the connection is permanent. Through it, mortals can channel light, enforce order, heal, and protect.

  • Eminence is a primary progression system, replacing a character’s ability to use Magic or Nanites. The divine spark refines those energies into a new, focused pathway upon awakening.
  • Each player may pay 1000c per character to grant up to two characters access to this system.
    • Characters created through the Breeding system have a very small chance of being born with a divine spark, with marginally higher odds if one or both parents have access to this system themselves.

Level 0 [0 points]

All eminence users, even those not participating in the Progression System, have access to the following baseline abilities:

  • Intuitively sense the general state of order or disharmony in their immediate vicinity.
  • Encourage a simple, positive effect in a willing individual within sight, such as slightly bolstering courage, easing a minor headache, or helping a small wound clot faster.
  • Naturally radiates a subtle, subconscious aura that makes them seem more trustworthy, calm, or authoritative to ordinary people and animals.
  • Channel a soft, divine light from hands or eyes. This light can illuminate a small, dark room, is calming to ordinary animals.
    • Light feels unsettling to tenebris users and beings of pure malice or chaos.
  • Subtly impose minor order on their immediate environment. Examples:
    • Cause spilled liquid to pool neatly instead of spreading
    • Temporarily still a moving object
    • Cause a torn piece of paper to align its edges
  • Manifest a faint, shimmering barrier no larger than their palm for a few seconds, enough to deflect a small thrown object or a weak, non-energy attack.

Unpredictability and inconsistent behavior:

  • May feel a temporary sense of emotional detachment or a need for quiet and structure after channeling power, finding chaos and loud noises irritating.
  • Exposure to areas of great suffering, chaos, or powerful tenebris energy can cause physical discomfort, such as a low-grade headache or a feeling of static on the skin.
  • Use of emanant can make the user subtly more noticeable to supernatural beings. While comforting to benevolent spirits, it may attract the curiosity or hostility of malevolent entities.
  • May feel an instinctive, nagging urge to correct minor disorders, such as straightening a crooked picture frame or intervening in a minor injustice.
  • Aura is passive and constant; it can inadvertently calm agitated individuals who need their agitation, or make the user a target for those who are inherently suspicious of "do-gooders."

Level I [100 points]

Upgraded Abilities:

  • Sense the specific emotional state (e.g., fear, anger, calm) of a single individual within close proximity
  • Distinguish between different sources of supernatural disharmony (e.g., a minor curse versus a lingering spirit)
  • Can compel a single, simple truth from a willing or unaware individual through touch.
  • Mend minor injuries such as closing small cuts, soothing burns, or mending a sprained muscle.
  • Divine light can now be focused into a brief, blinding flash to disorient opponents or shaped into a sustained, hand-held torch.
    • Light now causes mild discomfort to hostile supernatural entities.
  • Can impose order more effectively. Examples:
    • Reassembling a shattered ceramic cup
    • Untangling a knotted rope with a touch
    • Calming a startled animal
  • Can manifest a barrier the size of a small shield for up to ten seconds, capable of deflecting stronger projectiles or absorbing the force of a significant blunt impact.

Unpredictability and inconsistent behavior:

  • Compulsion on an unwilling target creates a faint, one-way link that forces the user to experience flashes of the target's most dominant emotions.
  • Healing can create a faint, one-way empathetic link; the healer may briefly feel a phantom ache or echo of the pain they just relieved.
  • Focusing light for offensive use can leave the user's own vision slightly blurred or oversensitive for a few minutes afterward.
  • Imposing order on complex objects requires intense concentration; failure can result in a backlash of disordered energy, causing minor, random messes in the immediate area (e.g., books falling off a shelf, a gust of wind scattering papers).
  • The protective barrier may sometimes crystallize the air around it, creating a brief, shimmering aurora that draws unwanted attention.

Level II [250 points]

Upgraded Abilities:

  • Project a wave of calming order strong enough to pacify a small group of people or animals for a short duration.
  • Mend moderate injuries, such as deep lacerations or simple bone fractures.
  • Compel a simple truth through sustained eye contact, without the need for touch.
  • Divine light can now be woven into simple, tangible shapes (a rope of light, a simple shield) that persist for a minute before dissipating.
    • Light now causes palpable discomfort to hostile supernatural entities, potentially scaring them away or provoking them in to attacking.
  • Can impose order on a small area, creating a zone of temporary stability. Examples:
    • Reinforcing a crumbling doorway
    • Stilling the surface of a body of water to allow walking
    • Silencing all sound within a small room
  • Manifest a barrier that can fully encircle the user or protect another individual for up to thirty seconds, capable of withstanding sustained minor attacks or a single powerful blow.

Unpredictability and inconsistent behavior:

  • Pacifying a creature may inadvertently suppress its necessary survival instincts, leaving it vulnerable for a short time after the effect ends.
  • Mending complex injuries can sometimes "over-correct," leaving the affected area unnaturally stiff or numb for several hours.
  • If the target successfully resists the gaze (through strong will or supernatural nature), the user may experience a moment of disorientation, seeing fleeting, confusing images from the target's mind.
  • Creating tangible light constructs requires intense visualization; if concentration breaks, the construct may shatter violently in a harmless but startling burst of light.
  • Imposing order on an area drains the ambient energy; the area may feel eerily silent, sterile, or "dead" for a time after the effect fades.
  • The protective barrier may, under stress, release a concussive "ping" of ordered energy that can shatter glass or stun nearby allies.

Level III [450 points]

Upgraded Abilities:

  • Can now implant a minor, non-harmful compulsion through touch or eye contact that aligns with the target's base nature. The target believes the idea is their own. Examples:
    • Encouraging a guard to be "more diligent in their patrol" (leading them to look the other way)
    • Suggesting a merchant "ensure a fair deal is reached" (potentially in the user's favor)
  • Mend severe, life-threatening injuries, such as organ damage or massive blood loss.
  • Divine light can be solidified into complex, functional constructs like armor, a blade, or a set of tools that last for up to ten minutes.
    • Light is now painful to hostile supernatural entities, acting as a potent deterrent.
  • Can purify a small area of minor spiritual corruption, curses, or poison, restoring it to a state of natural order.
  • Can manifest a barrier capable of protecting a small group for up to a minute, strong enough to withstand significant magical or physical assault.

Unpredictability and inconsistent behavior:

  • Suggestions can be overridden by strong contrary commands or overwhelming emotion. If the suggestion is broken, the user gets a sharp psychic "ping" of feedback, and the target may suddenly realize they were influenced, leading to anger or distrust.
  • Performing advanced healing may cause the user to temporarily manifest a physical symptom of the injury they healed (e.g., a cough after healing a lung puncture, a limp after mending a leg).
  • Solid light constructs are brittle under unexpected stress; shattering can release a disruptive pulse that temporarily nullifies minor energy effects in the immediate area, including beneficial ones.
  • Purifying an area can draw the immediate, hostile attention of the entity that caused the corruption.
  • Maintaining a group barrier divides the user's focus; if the barrier breaks, the protective energy dissipates unevenly, potentially leaving one ally momentarily more vulnerable than the others.

Level IV [700 points]

Upgraded Abilities:

  • Create a zone around themselves that compels weak-willed individuals to obey simple, direct, and non-threatening commands (e.g., "Remain calm," "Leave this area," "Drop that weapon").
  • Grant a temporary boon through touch, such as bestowing temporary resistance to a specific type of harm (e.g., resistance to fire, resistance to fear) for up to ten minutes.
  • Fully cleanse an individual of a minor curse, poison, or spiritual affliction.
  • Divine light can be shaped into a stationary, complex ward that alerts the user to intruders or deters hostile entities for up to one hour.
  • Can impose a significant, localized law of order upon a small area for a short duration. Examples:
    • "No projectiles may cross this threshold."
    • "All sounds within this room are muted."
    • "Gravity's pull is halved within this space."
  • Can manifest a barrier that can move with the user or a designated ally for up to thirty seconds, actively deflecting incoming attacks.

Unpredictability and inconsistent behavior:

  • The compulsion zone is mentally draining; overuse can leave the user feeling emotionally hollow and disconnected from their own desires.
  • Individuals with strong wills or chaotic natures (like many tenebris users) find the compulsion zone intensely irritating and may become hostile.
  • Granting a boon creates a sympathetic link; if the boon is broken violently, the user experiences a jarring shock of feedback.
  • Cleansing a powerful affliction may cause it to momentarily manifest physically on the user before dissipating, such as a brief rash or a chilling cold.
  • The ward's presence can be sensed by powerful beings as a challenge or an irritant, potentially attracting the very attention it seeks to deter.
  • Imposing a localized law is draining and can leave the area feeling unnaturally rigid and lifeless for hours after the effect ends; plants may wilt, and sounds may echo oddly.
  • The mobile barrier requires constant, subconscious focus; the user may become momentarily uncoordinated or clumsy in their own movements while maintaining it.

Level V [1000 points]

Upgraded Abilities:

  • Project a wide-area aura of order that calms all non-hostile creatures within a large radius, reducing aggression and promoting cooperation for up to thirty minutes.
  • Mend multiple individuals simultaneously, healing moderate injuries like broken bones or deep wounds for a small group with a single effort.
  • Compel a complex truth or confession through a spoken command, affecting all who hear it within a confined space, though the strong-willed may resist.
  • Divine light can be woven into a complex, stationary ward that not only deters hostile entities but can also passively heal allies within its radius for up to one hour.
  • Impose a lasting law of order upon a small area, such as "no deception may be spoken here" or "no weapons may be drawn," for up to twenty-four hours.

Unpredictability and inconsistent behavior:

  • The wide-area aura can be overly effective, suppressing necessary emotions like caution or righteous anger, leaving allies vulnerable to manipulation by others after the effect fades.
  • Healing multiple people at once creates a tangled web of empathetic links; the user may experience a jumble of phantom pains and emotional echoes from all healed individuals for hours.
  • A compelled truth from a group can unleash a cascade of unintended consequences, as secrets revealed may cause interpersonal conflicts that the user feels compelled to resolve.
  • The healing ward draws its energy from the user's life force; if maintained too long, it can leave the user physically drained and susceptible to illness.
  • Imposing a lasting law drains the area of natural chaos; plants may fail to grow, and creativity within the zone can be stifled for days after the law expires.

Level VI [1350 points]

Upgraded Abilities:

  • Grant a powerful, group-wide boon, such as bestowing temporary immunity to a specific element or granting the entire group the ability to understand any spoken language for up to one hour.
  • Perform a ritual of resurrection to restore a recently deceased individual to life, provided their soul is willing and the body is largely intact.
  • Divine light can be shaped into a semi-sentient, mobile guardian that can independently protect a designated area or individual for a short duration.
  • Impose a powerful, localized "edict" that alters a fundamental rule for a medium-sized area for up to 24 hours.
  • Create a permanent, minor consecration on a location, causing it to naturally repel low-level malicious entities and promote healing and peace for all who enter.

Unpredictability and inconsistent behavior:

  • Group-wide boon creates a strong, shared fate; if the boon is shattered for one member, the entire group suffers a wave of disorienting feedback, and the user bears the brunt of the psychic strain.
  • A successful resurrection forges an unbreakable, lifelong bond between the user and the resurrected; the user will be aware of their general location in the world (ex: "north" or "west") and may experience echoes of their physical pain or emotional trauma.
  • The light guardian, while powerful, operates on a simplistic understanding of "protection"; it may interpret a friendly spar or a heated argument as a threat and act with overwhelming force.
  • Imposing a fundamental edict is incredibly draining and may temporarily strip the user of their own lower-level abilities as their power focuses entirely on maintaining the paradox.
  • Creating a permanent consecration requires a permanent sacrifice of a portion of the user's own power, manifesting as a lingering physical weakness (e.g., a persistent cough, a slight limp, or increased susceptibility to illness).

Level VII [1750 points]

  • Purify a massive area, such as an entire neighborhood, of all spiritual corruption, curses, and persistent malevolent influences.
  • Temporarily ascend to a state of divine embodiment, becoming a vessel of pure order; gain the ability to fly, phase through solid objects, and radiate an aura that instantly heals mortal wounds and disintegrates lesser hostile entities.
  • Impose a "Universal Law" upon a large area for a short duration, fundamentally rewriting local reality for up to 24 hours.
  • Create a permanent, mobile bubble of absolute order that moves with the user; inside the bubble diseases are cured, emotions are calmed, and all allies gain enhanced resilience.
  • Call upon a direct manifestation of divine will, such as summoning a celestial avatar or channeling a purifying beam of light that can cleanse a city block in a single act.

Unpredictability and inconsistent behavior:

  • Mass purification may attract the attention of entities of chaos who view the user as a primary target for corruption or destruction.
  • Divine embodiment leaves the user spiritually exhausted and emotionally hollow for weeks after; during this time, they may struggle to feel empathy or connect with mortal emotions.
  • Imposing a Universal Law risks creating paradoxical backlash; if the law is broken by a powerful being, it could collapse chaotically, causing random reality distortions in the area for hours.
  • The bubble drains the user's vitality continuously; maintaining it for more than a few hours can lead to rapid aging or permanent loss of a portion of their life force.
  • Channeling divine will is mentally overwhelming; the user may experience vivid, distracting visions of cosmic order for days, making it difficult to focus on mundane tasks or conversations.

Level VIII [2200+ points]

Beyond level VII, emanant users may select ONE of the following specializations:

  • Truthsayer: This arbiter’s connection to order is so profound they become a conduit for absolute truth. They can discern any lie, force confessions with a glance, and weave words into unbreakable taboos. Their presence alone makes deception impossible. The drawback is a life of unbearable clarity; they perceive half-truths and self-deceptions in everyone, including allies, making trust and intimacy difficult, and their uncompromising nature can alienate others.
  • Lightweaver: A master of photic manifestation, the Lightweaver can sculpt divine light into permanent, sentient constructs—guardians, palaces, or tools—that endure for years. Their creations are bound to their will but possess a sliver of independent thought. The constant mental effort of maintaining these permanent constructs is draining, and if one is destroyed, the user suffers a severe psychic wound akin to losing a part of their own mind.
  • Mender of Souls: This specialist delves beyond physical flesh to heal spiritual wounds, mend broken minds, and even guide lost souls to rest. They can purge powerful curses, heal insanity, and restore a person’s very essence. The cost is dire empathy; they intimately share the suffering of those they heal, and profound spiritual damage can leave permanent scars on their own psyche, causing phobias, memories, or personality fragments from others to surface within them.
  • Warden of Law: The Warden can impose powerful, lasting edicts upon locations or even individuals. These laws are physically enforced by reality itself—e.g., "No one may draw a weapon in this city," or "This person is bound to speak only truth." Their power is that of ultimate order. However, if one of their major laws is ever broken, the ensuing backlash of chaotic energy violently ravages the Warden, potentially crippling their abilities permanently.
  • Beacon of Hope: This paragon’s power is purely supportive, radiating an aura that massively bolsters the abilities, courage, and resilience of all allies within a vast radius. Fear, despair, and fatigue are banished in their presence. Their own power grows with the number of people they inspire. The drawback is that they become a literal beacon for despair; beings that feed on negative emotions are irresistibly drawn to them and must eliminate them first, and the fall of an ally while under their effect can plunge the Beacon into a deep depression.
  • Purifier: A relentless enemy of corruption, the Purifier’s touch can cleanse anything—a cursed object, a poisoned land, even a demonically possessed person—returning it to a state of pristine purity. Their power is anathema to all that is unnatural or malevolent. Such focused opposition makes them a prime target for powerful corruptive entities, and overuse of their gift can leave them feeling sterile and disconnected from the messy, imperfect, but natural, world.
  • Hearthguard: This protector specializes in creating and maintaining permanent sanctuaries. A place they consecrate becomes a true bastion, healing inhabitants, repelling evil, and sustaining life effortlessly. Their connection to their sanctuary is profound. The downside is an unbreakable tether; they are exponentially more powerful within its bounds but grow progressively weaker the farther they travel from it, and if their sanctuary is ever defiled, they share in its spiritual death.
  • Oracle of Accord: This specialist sees the threads of fate and order. They can predict immediate consequences, identify the single most "orderly" path to a goal, and bless others for harmonious outcomes. Their guidance is invaluable. However, their vision is limited to paths of pure order; they are often blindsided by random acts of chaos, genuine accidents, or the unpredictable nature of free will, leading to catastrophic miscalculations when faced with true chaos.

Using Primalcraft

There are currently no restrictions on how a character accesses and directs their primal; we've included a list of just a few examples below. You are welcome to use whatever method you'd like and can try out different methods during in character posting, some characters may even channel their primal in multiple ways!

Examples of Primalcraft Styles

  • Totem Channelers ("Totemists"): Require, or are strengthened by, physical totems. They might carry animal bones, feathers, sacred stones, or carved idols to focus their connection to specific spirits.
  • Ritualists ("Dancers"): Require, or are strengthened by, specific movements or dances that mimic the creature or element they wish to embody. A slow, heavy stomp for a bear; a fluid, graceful motion for a river.
  • Vocalists ("Callers"): Require, or are strengthened by, vocalizations. They may roar, chirp, howl, whisper to the wind, or hum with the earth's resonance to invoke traits.
  • Empaths ("Whisperers"): Require, or are strengthened by, proximity and emotional connection to the natural world. They must touch an animal, stand in a forest, or feel the rain to borrow its essence effectively.
  • Conduits ("Summoners"): Require, or are strengthened by, pacts with the natural or spiritual world. They might call spectral animals, elemental shades, or ancestral echoes that embody the essence they wish to channel.
  • Your idea here? If you have another idea we can add to the list of examples please let us know!

Primalcraft Progression

A character's access to primal begins when an invasive spiritual "root" manifests in the body; this can happen at any age, but most typically occurs between birth and the age of 20. Once attached to the character, it devours their innate connection to Magic or Nanites, converting it into a new pathway: a tether to the primal spirits of Ognos. This invasive graft may begin as a literal root or as a seed, spore, crystal, or other essence, but once entwined with the body, it cannot be undone. Through it, mortals may borrow traits from beasts, plants, and elements, as well as entire forms.

  • Primalcraft is a primary progression system, replacing a character's ability to use Magic or Nanites. The invasive root severs those pathways upon manifestation.
  • Each player may pay 1000c per character to grant up to two characters access to this system.
    • Characters created through the Breeding system have a very small chance of being born Rooted, with marginally higher odds if one or both parents have access to this system themselves.
  • Primalcraft was created through the use of NEWT's New Progression System Token in September 2025!

Level 0 [0 points]

All primal users, even those not participating in the Progression System, have access to the following baseline abilities:

  • Basic, intuitive understanding of the general state (fear, hunger, health) of nearby animals and plants
  • Can encourage simple behaviors (a bird to sing, a plant to turn towards sunlight)
  • Can subtly alter body to borrow minor traits from nearby plants or animals within line of sight for minutes at a time. Examples:
    • The eyesight of a hawk to spot fine details or movement at a distance
    • The strength of a bear, lending brief physical power for lifting or striking
    • Bark-toughened skin from a tree, giving a brief resistance to cuts or scrapes
    • The flexibility of a reed or vine, allowing the body to bend or slip through narrow spaces
  • Can sense movement, terrain shifts, subtle heat or energy signatures in the immediate area
  • Can gently manipulate objects up to 5 feet away using root energy

Drawbacks:

  • Part-shifts are unstable and may cause mild pain or discomfort when active
  • May experience temporary sensory echoes, such as seeing in grayscale after using hawk sight or feeling sluggish/cold-blooded after borrowing reptile traits
  • May suddenly feel compelled to to consume raw, natural foods or spend time in sunlight or fertile soil
  • May feel instinctively wary of refined metals and processed materials, possibly finding them uncomfortable to touch for long periods

Level I [100 points]

Upgraded Abilities:

  • Intuitive understanding of flora and fauna deepens; can now sense more complex states, relationships, and specific needs
  • Can begin to sense the presence of primal spirits in the area
  • Can now borrow more distinct traits from nearby animals or plants for up to ten minutes at a time. Examples:
    • Functional claws from a feline or a nocturnal predator's eyes for low-light vision
    • Webbing between fingers and toes for swimming, drawn from a frog
    • A pungent deterrent scent, borrowed from skunk-cabbage
    • Thorny ridges taken from a rose bush to empower attacks
    • Bark plates pulled from trees to improve defense
  • Can gently influence the immediate environment, such as urging plants to flower or wilt
  • Can manipulate heavier objects (up to 25lbs) with root energy from up to 15 feet away

Unpredictability and inconsistent behavior:

  • Influencing the environment is imprecise
  • Maintaining a complex trait for the full ten minutes can leave the correlating body part feeling numb or "asleep" for an equal amount of time afterward
  • Borrowing more complex traits may result in instinctual urges or borrowed behaviors than linger for hours
  • Root energy may respond erratically based on the environment, for example, flinging an item instead of setting it down gently

Level II [250 points]

Upgraded Abilities:

  • Can issue simple, compelling commands to ordinary animals within line of sight
  • Can now hear primal spirits in the area and gain a basic understanding of their general wellbeing
  • Can now borrow complicated traits from plants or animals they have previously encountered for up to fifteen minutes at a time. Examples:
    • Fangs that produce a mild venom
    • Wings capable of gliding (but not full flight)
    • Eel's electric organ for numbing shocks
    • Hairs from a stinging nettle
    • The irritating oils of poison ivy
  • Can combine two simple traits at once, such as using the strength of a monkey with the grip of a tree frog for superior climbing
  • Can briefly imbue body or natural weapons with a minor elemental aspect
  • Can more precisely manipulate heavier objects (up to 50lbs) with root energy

Unpredictability and inconsistent behavior:

  • Combining two traits may strain concentration; if broken, both traits may fade prematurely
  • Elemental infusion may be draining and can cause minor backlash (small burns, minor frostbite)
  • Elemental infusion may attract or enrage minor elemental spirits associated with an opposing element
  • Animals may obey too literally or behave more aggressively than intended

Level III [450 points]

Upgraded Abilities:

  • Can issue complex, multi-step commands to ordinary animals and simple commands to magical beasts or constructs within line of sight
  • Can communicate with nearby primal spirits, asking simple questions and receiving intelligible answers
  • Can now borrow sophisticated traits from plants or animals for up to thirty minutes at a time, and can maintain two complex traits or three simple traits simultaneously. Examples:
    • Compound Traits: Wings capable of powerful, short-duration flight; gills and a swim bladder for true underwater breathing and buoyancy control
    • Advanced Offense/Defense: Chameleon skin for active camouflage; explosive seed-dispersal mechanism of a touch-me-not plant for a concussive blast
  • Can imbue natural weapons with a more potent elemental aspects or briefly shroud a small area in a minor environmental effect (e.g., a clinging mist, a pocket of intense humidity)
  • Can manipulate multiple objects (up to three, total weight limit 150lbs) with root energy independently or in concert

Unpredictability and inconsistent behavior:

  • Communicating with spirits may be mentally taxing; prolonged conversation can lead to headaches
  • Maintaining multiple complex traits may cause significant physical strain; may feel weak and depleted for up to an hour after the effects fade
  • Creating an environmental effect drains local energy and may cause the area to become temporarily barren
  • Complex commands to animals can be misinterpreted if not phrased with care, potentially leading to unintended consequences
  • The more potent elemental infusion risks a stronger backlash (e.g., second-degree burns from fire, deep frostbite from ice)

Level IV [700 points]

Upgraded Abilities:

  • Can share a single trait with a willing ally through physical contact; the shared trait lasts for up to ten minutes
  • Can fully transform into a single natural animal currently within line of sight for up to one hour
  • Can bargain with primal spirits in the nearby area for minor services
  • Environmental manipulation becomes more potent and controlled; can now create larger or more complex effects (e.g., shaping thick thorny walls from bushes, creating a stable bridge of interwoven roots)
  • Root energy manipulation becomes fine enough for complex tasks like manipulating locks or writing, and can affect objects up to 250lbs

Unpredictability and inconsistent behavior:

  • May share a sympathetic link with the ally; if the granted trait is damaged, the user may experience backlash
  • Animal instincts are powerful and may overwhelm conscious control, potentially causing them to flee, attack, or otherwise act according to the animal's nature
  • A spirit's aid is never free -- may require a future favor, a sacrifice of energy (leaving the user fatigued), or the completion of a task for the spirit
  • Reverting from full transformation may be physically draining, requiring a period of rest and caloric intake proportional to the form's size and activity
  • After reverting from a full transformation, normal human senses may feel dull and distant for several hours

Level V [1000 points]

Upgraded Abilities:

  • Can share a single trait with up to 3 allies simultaneously, or grant one ally two traits at once; shared traits last for up to fifteen minutes
  • Can fully transform into a single natural animal in the nearby area for up to thirty minutes
  • Can form a lasting bond with a single primal spirit; they act as a go-between with other spirits, smoothing (or complicating) negotiations and tasks, and can be called on from any distance
  • Environmental manipulation can now create semi-permanent alterations that last for hours or days without active concentration
  • Root energy manipulation can be used to construct simple objects or weapons from natural materials (stone, wood, vine) that last for up to an hour

Unpredictability and inconsistent behavior:

  • Sharing traits with multiple allies may divide focus and energy, significantly increasing exhaustion and backlash; the collapse of one ally's trait may cause all to fail prematurely
  • Bonded spirit has its own personality and agenda; its "help" may come with unsolicited advice, moral judgments, or manipulative interpretations of requests
  • Semi-permanent environmental changes draw attention; the altered site may attract curious or hostile spiritual entities, or cause localized ecological imbalances
  • Constructed objects are tied to the user's life force; if shattered, they may inflict a sharp psychic feedback akin to a minor concussion
  • Remaining in a full transformation for a long duration can make the animal's form feel more familiar, leading to temporary identity confusion upon reverting

Level VI [1350 points]

Upgraded Abilities:

  • Can share up to two traits with up to 3 allies simultaneously; shared traits last for up to thirty minutes
  • Can temporarily transform another living creature into a single natural animal form for up to fifteen minutes
  • Can now maintain a full nearby animal transformation for up to two hours, or shift rapidly between different animal forms within line of sight
  • Bonded spirit can now manifest a physical presence to aid the user directly and can call upon lesser spirits for assistance from any distance
  • Can create more complex and durable objects and constructs with root energy, which can last for several hours

Unpredictability and inconsistent behavior:

  • Unwilling creatures may cause the transformation to break more quickly, and it may produce a more severe backlash against the user
  • Transformed retain their intelligence and general knowledge but may lose track of their identity, be overwhelmed with new senses, or feel compelled by new instincts
  • Rapid shape-shifting is mentally jarring; the user may temporarily "lose" minor memories or skills as their consciousness adapts to different neural structures
  • The manifested spirit, while powerful, is a tangible entity that can be attacked, captured, or corrupted, potentially causing severe harm
  • More complex constructs require a larger piece of the user's life force to maintain; if the object is destroyed, the user may suffers physical injury proportional to the object's size and complexity

Level VII [1750 points]

  • Obtains a new, permanent animal form which may be an ordinary animal (including extinct animals) or a mythical creature; has access to a powerful custom ability while transformed
  • Bonded spirit has obtained prestige and power in the spirit realm as a direct result of your bond; lesser spirits obey without question, and greater spirits will view both spirit and user as their equals
  • Can impose a single, powerful "law of nature" upon a small area for up to two hours. Examples: "no fire may burn here," "all wounds heal at an accelerated rate," or "gravity has half its normal effect"
  • Can become one with a forest, a river, or a storm, gaining vast awareness and control as that natural phenomenon for a short time
  • Can temporarily transform a living creature into a single natural animal form for up to one day; transformed animals may be more easily convinced (but not forced) to assist the user
  • Can craft a single sentient, permanent item from natural materials and imbue it with a single ability

Unpredictability and inconsistent behavior:

  • User cannot stay in their new form permanently; using their custom ability may shorten the duration of the transformation or leave the user fatigued
  • Bonded spirit's new prestige may make it a target for rivals and challengers in the spirit world; force political or physical battles at random intervals
  • While merged, the physical body is vulnerable and stationary; returning is a jarring process and may result in temporary amnesia, sensory deprivation, or confusion
  • Sentient item has its own will and desires; it may refuse to activate its power, act to fulfill its own agenda, or beave in ways that strain other relationships

Level VIII [2200+ points]

Beyond level VII, primal users may select ONE of the following specializations:

  • Umbral Stalker: This hunter specializes in the darker, predatory aspects of nature. They can blend perfectly with shadows, move with supernatural silence, and deliver attacks that paralyze or instill primal terror. Their connection to the cycle of predation is so strong that they must regularly engage in a successful hunt to sate their abilities, lest the hungering instincts turn on them or their allies.
  • Worldheart Warden: The user becomes a true guardian of a specific, vast ecosystem (e.g., a forest, mountain, or lake). Within this domain, their powers are magnified, and they gain an intuitive understanding of every threat to its balance. However, they are spiritually tethered to this place; its wounds become their wounds, and its eventual death would mean their own.
  • Spirit Speaker: This specialist deepens their bond with the spirit world to an unprecedented degree. They can temporarily fuse with powerful primal spirits to access their ancient knowledge and abilities, or bind lesser spirits into objects or locations to create potent wards or blessings. This constant traffic with spirits, however, leaves them vulnerable to possession or spiritual corruption.
  • Life Shaper: A master of biological transmutation, the Life Shaper can permanently alter living creatures, bestowing beneficial mutations, healing genetic diseases, or creating entirely new hybrid species. The ethical burden is immense, as each change ripples through the genetic tapestry, and "correcting" one perceived flaw may unintentionally create a greater one downstream.
  • Pack Alpha: This specialization focuses on amplifying the power of the collective. The Alpha can form a deep, telepathic pack bond with a group of willing individuals, granting them shared senses, coordinated instincts, and the ability to pool their physical vitality. The downside is a shared vulnerability; if the pack suffers, the Alpha bears the emotional and physical brunt, and the loss of a pack member can be crippling.
  • Echo Walker: The Echo Walker can perceive and interact with the "memory" of the land. They can witness past events that occurred in a location, draw upon the skills of long-dead creatures or people, or even temporarily restore a place to a previous state of vitality. The danger is becoming lost in these echoes, confusing past and present, or accidentally awakening ancient, unresolved conflicts that manifest as hostile spectral phenomena.
  • Heart of the Swarm: This user gains a hive-mind connection to a single species of animal or insect within a large radius. They can perceive through countless senses at once and direct the swarm with precision for defense, construction, or information gathering. The constant sensory barrage is mentally exhausting, and the user's individual personality risks becoming submerged by the collective will of a large swarm.
  • Green Lord/Lady: This Paragon does not just command plants; they become the embodiment of relentless growth. They can accelerate plant life to terrifying speeds, creating impenetrable fortresses or restoring barren lands in moments. This growth is difficult to fully control; it may consume structures indiscriminately or require constant pruning to prevent it from overwhelming everything in its path.

Using Tenebris

There are currently no restrictions on how a character accesses and directs their tenebrant; we've included a list of just a few examples below. You are welcome to use whatever method you'd like and can try out different methods during in-character posting; some characters may even channel their power in multiple ways!

Examples of Tenebris Styles

  • Pact-Bound ("Oathkeepers"): Require, or are strengthened by, formal agreements with entities or the power inherent in promises and secrets. They might use contracts signed in blood, symbolic exchanges, or the invocation of true names to draw upon energies.
  • Hemomancers ("Bloodletters"): Require, or are strengthened by, the use of blood—their own or that of others—as a catalyst. A drop can empower a ritual; a sacrifice can fuel a devastating effect, channeling power through life essence.
  • Shadow-Stitchers ("Weavers"): Require, or are strengthened by, the manipulation of darkness and negative space. They might "sew" shadows together to create portals or constructs, or draw power from silence, grief, or fear lingering in a location.
  • Cursers ("Jinxes"): Require, or are strengthened by, the focus of intent onto a target through effigies, spoken ill-wishes, or relics of the victim. Their power excels at hexes, decay, and manipulating fortune towards misfortune.
  • Your idea here? If you have another idea we can add to the list of examples please let us know

Tenebris Progression

A character's access to Tenebris begins with a tenebrous shard, a fragment of potent shadow that seeks out individuals, typically (but not always) those who have known great loss, harbor deep secrets, or possess a fierce will to survive. Upon awakening, the shard corrupts and consumes the user's innate Magic or Nanites, transforming it into a conduit for raw, shadowy power. This connection may manifest as an inner chill, a personal shroud of twilight, or a faint, shifting mark on the skin. Once the shard takes hold, the connection is permanent. Through it, mortals can manipulate darkness, enforce curses, draw strength from sacrifice, and commune with forgotten entities.

  • Tenebris is a primary progression system, replacing a character’s ability to use Magic or Nanites. The tenebrous shard severs and replaces those energies into a new, focused pathway upon awakening.
  • Each player may pay 1000c per character to grant up to two characters access to this system.
    • Characters created through the Breeding system have a very small chance of being born with a tenebrous shard, with marginally higher odds if one or both parents have access to this system themselves.

Level 0 [0 points]

All tenebris users, even those not participating in the Progression System, have access to the following baseline abilities:

  • Intuitively sense the presence and intensity of strong, negative emotions (fear, anger, pain) in their immediate vicinity.
  • Influence minor chance in their favor for a fleeting moment, such as causing a die to land on a slightly better number or helping a hidden object catch their eye.
  • Naturally radiate a subtle, subconscious aura that makes ordinary animals wary and can cause sensitive individuals to feel uneasy or watchful.
  • Channel a wisp of shadow to snuff out a small flame, deepen existing shadows in a corner, or bring a chill to the air.
    • Shadows feel unsettling to emanant users and beings of pure order or light.
  • Subtly encourage minor disorder or decay in their immediate environment. Examples:
    • Cause a rusty hinge to creak louder
    • Help a frayed rope snap under slight pressure
    • Extend the echo after a loud noise
  • Manifest a faint, shimmering distortion no larger than their palm for a few seconds, enough to slightly deflect a very weak, non-energy attack or obscure a small object from view.

Drawbacks:

  • May feel a temporary sense of emotional numbness or a heightened irritability after channeling power, finding placid contentment and bright lights grating.
  • Exposure to areas of great peace, powerful emanant energy, or enforced order can cause physical discomfort, such as a feeling of skin-crawling restlessness or a dull throb behind the eyes.
  • Use of tenebrant can make the user subtly more noticeable to supernatural beings of a dark or chaotic nature. While potentially useful for communication, it may attract the predatory interest of malevolent entities.
  • May feel an instinctive, nagging urge to exploit minor weaknesses, such as nudging an already unstable pile of books to fall or whispering a doubt to an uncertain mind.
  • Aura is passive and constant; it can inadvertently make trust difficult to earn and may cause the user to be falsely suspected when misfortunes occur nearby.

Level I [100 points]

Upgraded Abilities:

  • Sense the specific negative emotion (e.g., fear, rage, despair) of a single individual within close proximity and gauge its intensity.
  • Distinguish between different types of supernatural unease (e.g., a residual ghostly presence versus an active minor curse).
  • Can place a simple, minor hex on another individual through touch, causing a streak of bad luck for a few minutes (e.g., tripping over nothing, spilling a drink, misplacing keys).
  • Deepen shadows to create a pocket of concealment large enough to hide their face or a small held object from casual observation.
  • Channeled shadow can now be formed into a single, weak tendril that can weakly grasp a very light object (like a key or a piece of paper) from up to 5 feet away for a few seconds.
  • Shadow now causes mild discomfort to beings of pure order or light, making them instinctively avoid the area it clings to.
  • Can more actively encourage decay or disorder. Examples:
    • Cause a fresh piece of fruit to rot faster
    • Weaken a section of a wooden board so it cracks under pressure
    • Amplify a whisper of doubt into a nagging thought in someone's mind
  • Manifest a distortion the size of a small shield for up to ten seconds, capable of blurring a thrown stone's path or making a sword swing glance off with reduced force.

Unpredictability and inconsistent behavior:

  • Placing a hex on a target creates a faint, one-way link that forces the user to experience a fleeting echo of the frustration or anger the hex causes.
  • Creating a pocket of shadow leaves the user's own vision slightly light-sensitive and strained for a few minutes when they step back into the light.
  • The shadow tendril is clumsy; it may fumble the object or react to the user's subconscious, potentially snatching something they merely glanced at with desire.
  • Actively encouraging decay requires focusing on negativity; the user may temporarily find it harder to perceive beauty or feel positive emotions afterward.
  • The protective distortion may sometimes absorb ambient sound as well as light, creating a disorienting bubble of silence that can unsettle allies or mask approaching danger.
  • Beings attracted to the user's power might interpret the use of abilities as an invitation, leading to unwanted encounters.

Level II [250 points]

Upgraded Abilities:

  • Project a wave of disquieting energy strong enough to unsettle a small group of people or animals, heightening fear, paranoia, or aggression for a short duration.
  • Place a more persistent hex through sustained eye contact, causing a target to suffer misfortunes for up to an hour (e.g., frequent minor injuries, social faux pas, equipment failures).
  • Deepened shadows can now be woven into simple, tangible shapes that persist for a minute before dissipating.
  • Shadow tendrils can now manipulate heavier objects (up to 10lbs) from up to 15 feet away, and can be used for simple tasks like unlocking a simple latch or retrieving a key from a hook.
  • Can impose disorder on a small area, creating a zone of temporary confusion. Examples:
    • Causing whispers to echo and distort
    • Making shadows flicker and move unnaturally
    • Disorienting the sense of direction for those inside
  • Manifest a distortion that can fully encircle the user or protect another individual for up to thirty seconds, capable of deflecting stronger projectiles or absorbing the impact of a significant blow.

Unpredictability and inconsistent behavior:

  • Unsettling a group may inadvertently create a feedback loop of panic that becomes difficult to control, potentially leading to a stampede or indiscriminate violence.
  • The persistent hex creates a stronger link; if the target possesses strong mental fortitude, they may become aware of the source of their misfortune, leading to direct retaliation.
  • Tangible shadow constructs are unstable; if the user's concentration wavers, the construct may melt away prematurely or collapse in a burst of darkness that blinds the user for a few seconds.
  • Imposing disorder on an area drains the ambient emotional energy, leaving the space feeling emotionally "flat" and depressing for a time after the effect fades. Prolonged use can attract spirits.
  • The protective distortion may, under stress, lash out with a spike of shadowy energy that could inadvertently harm a nearby ally or damage a fragile object.

Level III [450 points]

Upgraded Abilities:

  • Can now implant a minor, lingering compulsion through touch or eye contact that preys on a target's hidden fears or insecurities. The target believes the urge is their own. Examples:
    • Encouraging a greedy individual to "take what they deserve," potentially leading to theft.
    • Suggesting a paranoid guard that "they are not alone," causing them to abandon their post.
  • Inflict a tangible, physical ailment through a curse for up to 3 hours, such as a persistent cough, a numbing chill in the limbs, or temporary blindness in one eye.
  • Shadow can be solidified into complex, functional constructs like armor, a blade, or a set of lockpicks that last for up to ten minutes.
    • Shadow is now painful to beings of pure order or light, acting as a potent deterrent.
  • Can corrupt a small area, infusing it with minor spiritual malaise, bad luck, or a lingering sense of dread that persists for hours.
  • Can manifest a distortion capable of protecting a small group for up to a minute, strong enough to withstand significant energy-based or physical assault by dispersing the energy into the surrounding shadows.

Unpredictability and inconsistent behavior:

  • Compulsions can be overridden by strong will or overwhelming positive emotion. If the compulsion is broken, the user is flooded with a wave of the target's resulting relief or defiance, causing momentary disorientation.
  • Inflicting a physical curse creates a sympathetic wound; the user may develop a phantom version of the ailment (e.g., a tickling cough, a chill) for a short time after the curse ends.
  • Solid shadow constructs are brittle under the glare of strong light; shattering can release a pulse of negative energy that snuffs out light sources and dampens moods in the immediate area.
  • Corrupting an area can draw the immediate, curious attention of malevolent entities who may decide to take up residence.
  • Maintaining a group distortion divides the user's focus; if the distortion breaks, the shadowy energy may cling unevenly to one ally, making them a magnet for minor misfortunes for the next several hours.

Level IV [700 points]

Upgraded Abilities:

  • Create a zone of despair around themselves that saps the will of weak-willed individuals, making them susceptible to simple, direct commands (e.g., "Flee," "Drop your weapon," "Forget you saw me").
  • Grant a temporary boon to a willing ally through touch for up to 10 minutes. Examples:
    • See perfectly in darkness
    • Move with complete silence
    • Sense the emotional state of others
  • Fully afflict an individual with a potent, but non-lethal, curse for up to three days. Examples:
    • A wasting sickness that causes weakness
    • Paranoia that makes them distrust allies
    • A tangible shadow that clings to them and attracts misfortune
  • Shadow can be shaped into a stationary, complex ward that hides an area from casual perception, traps intruders in minor illusions, or drains the light and warmth from a room for up to one hour.
  • Can impose a significant, localized law of disorder upon a small area for a short duration. Examples:
    • "All sounds within this room are amplified to painful levels."
    • "Gravity becomes unpredictable within this space."
    • "Flames cannot be kindled or sustained here."
  • Can manifest a distortion that can move with the user or a designated ally for up to thirty seconds, actively bending attacks away or causing them to harmlessly pass through shadow.

Unpredictability and inconsistent behavior:

  • The despair zone feeds on the user's own negative emotions; overuse can lead to emotional detachment and make it harder to form genuine connections.
  • Individuals with strong wills or pure intentions (like many emanant users) find the despair zone abhorrent and may gain a temporary resistance to the user's other abilities.
  • Granting a boon creates a tether; if the ally uses emanant, light, or fire-based abilities while the boon is active, the user experiences a painful surge of feedback.
  • Afflicting a powerful individual with a curse may cause a fragment of their suffering to latch onto the user, manifesting as bad dreams or a persistent sense of being watched.
  • The ward's presence can be sensed by benevolent spirits as a blight, potentially attracting spirits or creatures seeking to cleanse the area.
  • Imposing a localized law of disorder is draining and can leave the area feeling chaotic and unstable for hours after the effect ends; objects may break easily, and people in the area may be prone to arguments and accidents.
  • The mobile distortion requires the user to partially exist in the shadow realm; while active, their perception of the real world may be hazy, and they might miss important visual or auditory cues.

Level V [1000 points]

Upgraded Abilities:

  • Project a wide-area aura of unease that sows discord and suspicion among all creatures within a large radius, eroding trust and encouraging selfishness or aggression for up to thirty minutes.
  • Place a powerful, lingering curse on a single target causing severe misfortune, chronic pain, or a significant supernatural vulnerability for up to twenty-four hours.
  • Shadow can be woven into a complex, stationary ward that not only hides an area but also actively disorients and weakens intruders, draining their vitality or fueling the user's power for up to one hour.
  • Can impose a lasting law of disorder upon a small area, such as "all lies spoken here become manifestly obvious" or "violence escalates unpredictably," for up to twenty-four hours.
  • Can manifest a distortion that can briefly phase the user or an ally through solid objects by stepping through shadows, or render them completely undetectable to all senses for up to fifteen seconds.

Unpredictability and inconsistent behavior:

  • Discord aura can create paranoia so intense that affected individuals may turn on allies indiscriminately; user must maintain intense focus to avoid being targeted by the chaos they create.
  • The powerful curse creates a strong, persistent link; the user experiences intermittent echoes of the target's suffering and may be haunted by their visage in reflections or dreams. If the curse is broken by external means, the user suffers a severe psychic backlash.
  • The draining ward siphons energy from the environment as well as intruders; plants within its radius wither, and the area becomes cold and bleak. Overuse can create a permanent blot of despair that attracts stronger, more dangerous entities.
  • Imposing a lasting law of disorder twists the area's fundamental nature; after the effect expires, the location may remain prone to strange accidents, emotional outbursts, and unexplained phenomena for days.
  • Phasing or vanishing requires the user to fully immerse themselves in the shadow realm; returning too quickly can result in temporary spatial disorientation (e.g., nausea, vertigo) or even partial physical merging with an object.

Level VI [1350 points]

Upgraded Abilities:

  • Project a powerful curse that affects multiple targets within sight, causing their fears to manifest as minor, hallucinatory phenomena or twisting their perceptions to see allies as enemies for a short duration.
  • Temporarily transform a willing or subdued creature into a shadowy beast or a being of pure gloom for up to fifteen minutes, amplifying their physical abilities but subjecting them to the user's control.
  • Can now maintain a personal transformation into a powerful shadow-form for up to two hours, becoming incorporeal, silent, and nearly invisible in darkness.
  • Can create a semi-permanent, localized "blight" upon a medium-sized area. This blight saps hope, encourages vegetation to wither, and causes minor spirits to flee, persisting for several days.
  • Shadow manipulation becomes refined enough to craft complex, detailed objects or creatures that can operate semi-independently for a short time, such as a scout that can relay information or an assassin that carries out a simple command.

Unpredictability and inconsistent behavior:

  • Multi-target curses divide the user's focus; if one target possesses exceptionally strong mental fortitude or supernatural protection, the curse may backlash and afflict the user with a phobia or paranoia.
  • Transforming another creature binds a piece of the user's consciousness to them; if the transformed creature is destroyed or purified, the user suffers a significant, debilitating psychic shock.
  • Remaining in a shadow-form for an extended duration is mentally corrosive; the user may find emotions like joy or compassion feel distant and alien for hours after reverting, and may develop a phobia of bright light.
  • Creating a blight draws the attention of powerful nature spirits or guardians of the land, who will view the user as a target for eradication. The blight site may also become a beacon for other, rival tenebris users seeking to claim it.
  • Semi-independent constructs are powered by a fragment of the user's will; if the construct is destroyed or captured, the user experiences profound mental fatigue and may be vulnerable to mental intrusion or possession until they recover.

Level VII [1750 points]

  • Can temporarily fuse with a profound source of darkness to become an avatar of ruin for a short time, gaining flight, dramatically amplified power, and the ability to command legions of lesser shadow-spawn.
  • Can permanently blight a vast area (e.g., a forest, a town) as their domain. Within this domain, their control over shadows and decay is nearly absolute, they can sense any intrusion, and their powers are significantly magnified.
  • Can impose a single, profound "Law of Entropy" upon a large area for up to two hours. Examples: "all magic unravels at touch" or "light cannot penetrate this gloom."
  • Can become one with a great shadow, such as a spreading plague, a massive storm cloud, or the collective fear of a large crowd, gaining vast awareness and control as that phenomenon.
  • Can permanently transform a willing or broken living creature into a powerful, loyal shadow-bound servant, a new species of monster, or an immortal undead entity.

Unpredictability and inconsistent behavior:

  • Fusing with a dark source is incredibly dangerous; the user's consciousness may be overwhelmed by the entity's will, potentially leading to permanent corruption or the user becoming a puppet for the darkness.
  • Creating a domain forges an unbreakable spiritual tether; damage to the domain causes physical and spiritual injury to the user, and its total destruction would be catastrophic for them. It is difficult for the user to leave their domain for long periods of time.
  • Imposing a Law of Entropy drains the user's life force rapidly; maintaining it for the full duration can result in rapid aging, permanent loss of vitality, or the user being temporarily frozen in a state of near-death.
  • While merged with a large-scale phenomenon, the user's physical body is comatose and vulnerable. Returning to it is a traumatic process that can leave them with fragmented memories, alien instincts, or a distorted sense of self.
  • Creating a permanent servant requires a permanent sacrifice, such as an item, Talent, pet, or person. The servant, while loyal, may inherently embody the negative aspect of what was sacrificed.

Level VIII [2200+ points]

Beyond level VII, tenebrant users may select ONE of the following specializations:

  • Soul Harvester: This specialist can sever, capture, and manipulate the animating essence of living beings. They can drain vitality to fuel their own power, imprison souls for later use, or consume them for temporary, immense boosts. The drawback is a profound metaphysical addiction; their own existence becomes dependent on this stolen essence. Without a steady supply, they will physically and spiritually wither, risking fading into a hungry, spectral state.
  • Plague Bringer: A master of pestilence and decay, the Plague Bringer can concoct supernatural maladies that target the body, mind, or soul. They can unleash waves of sickness, curse small areas to barrenness, and even engineer plagues with specific vectors or symptoms. The drawback is an inherent lack of immunity; they are a permanent carrier for every disease they create and are highly susceptible to illnesses, magical or mundane. A common cold could be a life-threatening event.
  • Shadow Weaver: This paragon treats shadows as a tangible dimension. They can step through one shadow and out another miles away, store physical objects within pools of darkness, and sculpt shadows into permanent, semi-living constructs. The drawback is the constant lure of the void; prolonged travel through shadows risks becoming lost in the endless gloom between places, and their own shadow may develop a malevolent sentience that seeks to consume them.
  • Curse Monger: The ultimate master of maleficia, the Curse Monger can weave complex, lingering hexes, bind powerful entities into cursed objects, or create conditions where misfortune feeds upon itself exponentially. Their power is precise and far-reaching. The drawback is the accumulation of profound karmic debt; every curse cast inevitably rebounds in some form, often affecting the Monger's loved ones, fortunes, or future incarnations in unpredictable and devastating ways.
  • Bloodwright: This master hemomancer uses blood as a fundamental component of their craft. They can forge powerful temporary artifacts from their own vitae, write binding contracts in blood that are enforced by cosmic law, and perform rituals that require specific sanguine sacrifices for potent effects. The drawback is a deep, physical addiction to the power in blood—especially that of powerful creatures. Denial leads to debilitating anemia and a gnawing hunger that can drive them to atrocity.
  • Nightmare Spinner: This specialist weaponizes fear and subconscious terror. They can craft hyper-realistic illusions tailored to a target's deepest phobias, pull creatures into a shared nightmare realm, or manifest psychic projections of fear that can cause tangible harm. The drawback is the thinning of the barrier between dream and reality; they may eventually lose the ability to distinguish their own creations from the real world, and the nightmares of others can invade their own mind even while awake.
  • Grave Caller: The Grave Caller can raise and command legions of intelligent undead, commune directly with ancient spirits of the dead for knowledge, and create powerful deathless guardians bound to a location or bloodline. The drawback is an irresistible allure to the entities of death; powerful underworld spirits or gods of the dead will constantly seek to claim the Caller as their own agent, and they are perpetually surrounded by a chilling aura that withers plant life and unsettles the living.
  • Effigy Master: This specialist can create powerful bonds between a person and a representation of them (a doll, a carved idol, a named token). Through the effigy, they can impartially manipulate the target's perceptions, inflict or heal pain, or bestow blessings from a great distance. The drawback is the creation of a two-way link; any damage done to the effigy is sympathetically inflicted on the user, and destroying the effigy can cause catastrophic backlash. Furthermore, the effigy can become a conduit for the target's own will to retaliate.
  • Despair Catalyst: This paragon does not just manipulate shadow; they become a focal point for entropy and hopelessness. Their mere presence can extinguish joy, erode courage, and cause technology to fail. In battle, they can channel this aura to decay magic, rust metal, and turn an ally's hope into their most potent weapon. The drawback is absolute isolation; they cannot turn this power off. They inevitably bring ruin to everything they cherish, making lasting relationships, comfortable homes, or even stable equipment impossible. They are doomed to be a permanent outsider, a walking wound in the world.