Post by Nuala Byrne on Oct 12, 2021 8:12:44 GMT -5
If you came here expecting to see material based on Burn the Witch, I'm going to disappoint you now. Not all of our members are familiar with the material, so I've opted to create something unique to BOW, instead. To understand what I've made, only the material here and maybe some clarifications will be required. Just like the Saika and the Failure. Sort of.
The Witch
The Witch, a mortal human world dweller that has given up their existing powers in exchange for new powers gained through a personalization of their pact with an immortal greater power, such as a powerful kami, a god or an aspect of reality. The pact is forged typically through prayer and sacrifice, which must be recognized by the receiving immortal and responded to with favor and action. It is not always the Witch themselves who performs this rite, and it is possible to inflict the condition of being a Witch on another being. Through the bond created with this entity, a Witch undergoes a trial of accumulating power before their potential blossoms. The path is often difficult, but highly rewarding.
Unlike Fullbringers, who rely on internal powers, Witches make use of an external pact that is predicated by their individuality, creating a unique union of ability, not entirely different from the relationship between a Vandenreich Quincy and their Emperor. However, since the Emperor himself is a mortal, he does not qualify for the subject of such a pact. The components of the rite are clear: the Witch-to-be must have a mortal component, they must have powers that can be bargained away to the subject of the pact, and the subject must be an immortal being. Entities such as Lucifer, the Soul King and even a Shinigami could be the subject of such a pact. When the rite is performed, the subject becomes aware of the conditions and may decline or accept the petitioner accordingly.
To prestige into Witch from a Human World Dweller race requires a character to be at least Class 6 and have 17 skill points, and always results in a Class 8 character. The Witch's normal SP cap is 1500. For each Class greater than 6 at the time of prestige, their maximum SP increases by an increment of 100, up to an absolute maximum of 2000 SP. To gain their enhanced SP pool, a Fullbringer that reached their status through Saigo no Houmen must first reach Class 1 and train their full SP potential before converting to the Witch race. Either way, a Witch's maximum SP before Type is never greater than 2000. Any expanded SP potential is unlocked by the Witch in increments of 100, starting at Class 8, and gained at 100 SP at each Class thereafter, until all of the expanded potential is unlocked.
A player can apply directly into the race, but they'll need to have "started" from a qualifying race (as detailed in their History), doing so requires a 50% increase in site minimums and they always start at class 8. Training tier is not an option for Witches.
When a character prestiges into the Witch race, they may choose to forget any number of non-release techniques they knew as their previous race. A Witch retains any non-release techniques that are not forgotten, but must reclaim their lost power before using them; they cannot use a given technique until they reach a Class that can learn that technique. A Witch can use unforgotten techniques as if they were a member of their old race, but cannot learn any new techniques of their old race-- from the time that they become a Witch and forward, only Witch and General Human World Dweller techniques may be learned.
Legal Types: Non-Typed; Berserker, Fighter v1, Prodigy v1, Runner; Spirited, Cripple v1, Cripple v2, Prodigy v2; Empath, Lost Sense, Strategist; Cunning, Freak, Genius, Lunatic, Roughneck, Soldier v1, Soldier v2, Soul Specialist v1, Soul Specialist v2, Support; Aged, Experienced, Leader, Medic, Struggler, Gadgeteer; Perma-Release
Class 8 - Choice of Nature or Shadow Magic
Class 7 - Eidolon w\ overall power
Class 6 - Focus w\ 2 properties
Class 5 - Eidolon w\ 1 technique
Class 4 - +1 Focus property
Class 3 - +2 Eidolon techniques
Class 2 - Realm w\ 1 law
Class 1 - Apotheosis: +1 Focus property, +2 Eidolon techniques and +1 Realm law
Class 0 - +3 Eidolon posts duration, +3 Realm posts duration
Magic
At Class 8, a Witch chooses whether to pursue Nature Magic or Shadow Magic, which decides the shape of their rise to power from that point out. While Nature Magic focuses on the cycle of elements and of life and death, Shadow Magic focuses on light, dark, the interplays thereof and on sympathetic relationships between literal and figurative entities. Once a Witch chooses whether to focus on either Nature Magic or Shadow Magic for their career, that choice is made on a permanent basis, and generally precludes the Witch from learning techniques of the opposing type.
The Eidolon State
The Eidolon state is the invocation of a patron through the self, which manifests a unique interpretation when the ghost of the divine mingles with the soul of the mortal. This state allows the Witch to wield otherworldly forces by channeling an aspect of their patron through their own body. As the Witch advances in power, they learn to wield the Eidolon state in more specific, finely detailed ways, manifesting as additional techniques. This state causes a transformation that is both physical and spiritual, often with vivid audible and visible effects; the changes can be detected easily by anyone near a Witch.
The Eidolon state is initially a Class 7 release, which classes up to the character's Class at Class 5, again at Class 3, and a final time at Class 1. Although the Eidolon state itself and the overall power it bestows are Classed matching the user at these points, the techniques learned with it are fixed at the Class at which they were unlocked. That is to say, a Class 1 Witch will have a Class 1 overall power, a Class 5 technique, two Class 3 techniques and two Class 1 techniques. All of the techniques learned through Eidolon must draw on or relate back to the Eidolon's overall power in form or function. Invoking the Eidolon state costs 100 reiatsu at Class 7, 300 reiatsu at Class 5, 500 reiatsu at Class 3 and 700 reiatsu at Class 1. It lasts for six posts at Class 7, eight posts at Class 5, ten posts at Class 3 and twelve posts at Class 1. The Eidolon state's duration can be refreshed at any time by paying its cost again.
Focus
A Witch's Focus is an extension of their patron's will, which takes the form of an object of supernatural origin and nature. Typical Focuses are books, staves, weapons, and so on. A Focus has a number of unique properties, which are unlocked over the course of the Witch's rise in power. A property can be a single word or a simple sentence. A Focus's properties are always active, though not necessarily always relevant. While there is no required reiatsu cost for the Focus's properties, each property has its own costs and drawbacks.
At Class 6, a Witch first acquires their Focus as a gift from their patron; it comes with two properties already in place. At Class 4, a third property is unlocked, which may either be a clause that renders its existing property into a complex sentence or its own unique word or simple sentence. At Class 1, this happens again, unlocking a fourth property for the Witch's Focus, which can be either a single word, a simple sentence, or a clause that renders one of the Focus's existing properties into a complex sentence.
A Witch’s Realm
The Realm is an area around the Witch that can be empowered by paying reiatsu. A Realm is technically always present and often active in a minor but usually invisible way, and can be detected by characters with Energy Sensory 100 or greater, except when empowered. While empowered, the Realm's presence can be detected easily by the radical sensory effects that accompany it (such as visual, auditory or tactile sensations), even without Energy Sensory. Inside that area, a specific law of nature is overwritten, negated or introduced, in a way predicated by the Witch's individuality and the aspect of the patron they evoke. Not specifically a release, the Witch's Realm modifies reality in a single way with a size inversely proportional to the severity of the change. The smallest Realms tend to be around 30 feet across, while very large Realms can be as wide as a thousand feet or more. The Realm's Law is initially a Class 2 property, and the Realm remains empowered for six posts and costs 600 reiatsu. At Class 1, the Witch's Realm develops a new Law, and advances to a Class 1 property. Like the Eidolon state, the Realm's effects can be refreshed by paying its cost again at any time.
Magic Preview
The Witch will have many different spells at their potential disposal. However, I have not opted to "finish" those techniques at this time. If and when the Witch is cleared for play, that project will be well under way. Until then, I would like to provide the following shorthand information on the Nature and Shadow Magic spells I will be working on, for the sake of context and planning, and to give people a chance to voice any concerns or suggestions about these spells before I put in too much work on them. Without further ado...
Nature Magic
Class 7 - Entangling Vines creates an explosion of dense, twisting vines to capture and hold down enemies caught within it. The incantation causes the vines to flower, the thick pollen of which spreads across the area and interferes with Energy Sensory.
Class 6 - Blades of Dust makes a wide gust of wind that desiccates exposed flesh until it cracks and bleeds. Highly painful. The incantation makes the gust makes the wind reach deeper, causing worse damage.
Class 6, 4, 2 - Lightning Storm calls large storm clouds into being. For up to several posts, these clouds rain down bolts of lightning that the caster can direct toward targets in the area. The incantation makes the spell last longer.
Class 5 - Beam of Bone makes a fast-moving white ray that quickly ossifies a struck target, covering them with a thick layer of massive bone up to two feet wide. Has defensive and offensive applications. The incantation increases the area covered to five feet.
Class 5 - Wings of Aether gives a target flight and armors them from physical attacks. The incantation increases their flight speed.
Class 4 - Ray of Devilfire makes a ray of twisting, sparking flame that eats away at the target's Instincts as much as it burns them, producing a feeling of drunkenness. The incantation increases the user's RS for the spell.
Class 3 - Legion of Corpses takes over and animates nearby dead bodies. The incantation increases the user's RS for the spell.
Class 3 - Hale makes the target hearty and sharp, providing a short term boost to Strength, Speed. The incantation expands the buff to include Instincts and Senses.
Class 2 - Partial Possession gives the caster control over one of the target's limbs. The incantation makes this one aspect of the target's power, if applicable.
Class 2 - Rejuvenate repairs puncture and laceration wounds to the target, restores a large amount of blood lost, and the incantation makes the spell also restore lost hydration and stamina.
Class 1 - Temporal Shattering disorients the Senses. Fast movements become stomach-churning experiences, thirst and hunger are magnified, and the incantation causes the healing rate of other spells and abilities to slow to a crawl.
Shadow Magic
Class 7 - Glittering Blast unleashes a shining glitter bomb on a medium area, half-blinding and covering anyone inside with spiritual glitter, making them easy to find. The incantation makes it a large area.
Class 7 - Spear of Silver makes a spear out of silver light. Nearly indestructible, weighs little in hand, but flies and strikes with great force and momentum. The incantation improves its Item Power.
Class 6 - Lucent Shield makes a durable shield in an orientation of the caster's choosing, for a short time. The incantation greatly increases the size of the shield.
Class 6 - Shining Smoke wreathes the caster in telekinetic smoke, giving them armor and a close-range weapon based on their Reiatsu Strength. The incantation increases the range of the smoke, and the range of its effectiveness.
Class 5 - Ray of Creeping Black shoots a beam of crawling shadows at a target. The shadows drag on victims, slowing them down. The incantation turns the spell into a burst.
Class 5 - Wolves of Midnight summons wolves of the deepest black shadow, which pursue and bite targets. They're difficult to harm, and the incantation increases the number of wolves.
Class 4 - Lanterns of Nothing sets up purple-flame lanterns here and there. Anything illuminated by them cannot be targeted. The incantation makes more lanterns.
Class 4 - Axe of Infernal Light makes a bearded axe of burning crimson and golden light, which sears the injuries it creates to cause additional pain. The incantation improves its Item Power.
Class 3 - Empowering Link sets up resonance between the caster and the target. Whichever of the two is stronger reinforces the lesser, conferring a long-term bonus to stats.
Class 2 - Harmonic Effigy makes a small doll of a person or a small copy of an object. What happens to one is mimicked in the other, to a certain degree. The incantation increases that degree.
Class 1 - Power Shadow mimics and reflects offensive techniques used against the caster for two posts. The incantation increases the duration to three posts.
The Witch
The Witch, a mortal human world dweller that has given up their existing powers in exchange for new powers gained through a personalization of their pact with an immortal greater power, such as a powerful kami, a god or an aspect of reality. The pact is forged typically through prayer and sacrifice, which must be recognized by the receiving immortal and responded to with favor and action. It is not always the Witch themselves who performs this rite, and it is possible to inflict the condition of being a Witch on another being. Through the bond created with this entity, a Witch undergoes a trial of accumulating power before their potential blossoms. The path is often difficult, but highly rewarding.
Unlike Fullbringers, who rely on internal powers, Witches make use of an external pact that is predicated by their individuality, creating a unique union of ability, not entirely different from the relationship between a Vandenreich Quincy and their Emperor. However, since the Emperor himself is a mortal, he does not qualify for the subject of such a pact. The components of the rite are clear: the Witch-to-be must have a mortal component, they must have powers that can be bargained away to the subject of the pact, and the subject must be an immortal being. Entities such as Lucifer, the Soul King and even a Shinigami could be the subject of such a pact. When the rite is performed, the subject becomes aware of the conditions and may decline or accept the petitioner accordingly.
To prestige into Witch from a Human World Dweller race requires a character to be at least Class 6 and have 17 skill points, and always results in a Class 8 character. The Witch's normal SP cap is 1500. For each Class greater than 6 at the time of prestige, their maximum SP increases by an increment of 100, up to an absolute maximum of 2000 SP. To gain their enhanced SP pool, a Fullbringer that reached their status through Saigo no Houmen must first reach Class 1 and train their full SP potential before converting to the Witch race. Either way, a Witch's maximum SP before Type is never greater than 2000. Any expanded SP potential is unlocked by the Witch in increments of 100, starting at Class 8, and gained at 100 SP at each Class thereafter, until all of the expanded potential is unlocked.
A player can apply directly into the race, but they'll need to have "started" from a qualifying race (as detailed in their History), doing so requires a 50% increase in site minimums and they always start at class 8. Training tier is not an option for Witches.
When a character prestiges into the Witch race, they may choose to forget any number of non-release techniques they knew as their previous race. A Witch retains any non-release techniques that are not forgotten, but must reclaim their lost power before using them; they cannot use a given technique until they reach a Class that can learn that technique. A Witch can use unforgotten techniques as if they were a member of their old race, but cannot learn any new techniques of their old race-- from the time that they become a Witch and forward, only Witch and General Human World Dweller techniques may be learned.
Class | Witch CTP | SP Gained | Conversion Bonus |
8 | 0 | 380 | 100 (Class 5) |
7 | 300 | 0 | 100 (Class 4) |
6 | 700 | 20 | 100 (Class 3) |
5 | 1500 | 50 | 100 (Class 2) |
4 | 2000 | 150 | 100 (Class 1) |
3 | 4500 | 200 | 0 |
2 | 9000 | 300 | 0 |
1 | 17000 | 400 | 0 |
0 | 45000 | 0 | 0 |
Legal Types: Non-Typed; Berserker, Fighter v1, Prodigy v1, Runner; Spirited, Cripple v1, Cripple v2, Prodigy v2; Empath, Lost Sense, Strategist; Cunning, Freak, Genius, Lunatic, Roughneck, Soldier v1, Soldier v2, Soul Specialist v1, Soul Specialist v2, Support; Aged, Experienced, Leader, Medic, Struggler, Gadgeteer; Perma-Release
Class 8 - Choice of Nature or Shadow Magic
Class 7 - Eidolon w\ overall power
Class 6 - Focus w\ 2 properties
Class 5 - Eidolon w\ 1 technique
Class 4 - +1 Focus property
Class 3 - +2 Eidolon techniques
Class 2 - Realm w\ 1 law
Class 1 - Apotheosis: +1 Focus property, +2 Eidolon techniques and +1 Realm law
Class 0 - +3 Eidolon posts duration, +3 Realm posts duration
Magic
At Class 8, a Witch chooses whether to pursue Nature Magic or Shadow Magic, which decides the shape of their rise to power from that point out. While Nature Magic focuses on the cycle of elements and of life and death, Shadow Magic focuses on light, dark, the interplays thereof and on sympathetic relationships between literal and figurative entities. Once a Witch chooses whether to focus on either Nature Magic or Shadow Magic for their career, that choice is made on a permanent basis, and generally precludes the Witch from learning techniques of the opposing type.
The Eidolon State
The Eidolon state is the invocation of a patron through the self, which manifests a unique interpretation when the ghost of the divine mingles with the soul of the mortal. This state allows the Witch to wield otherworldly forces by channeling an aspect of their patron through their own body. As the Witch advances in power, they learn to wield the Eidolon state in more specific, finely detailed ways, manifesting as additional techniques. This state causes a transformation that is both physical and spiritual, often with vivid audible and visible effects; the changes can be detected easily by anyone near a Witch.
The Eidolon state is initially a Class 7 release, which classes up to the character's Class at Class 5, again at Class 3, and a final time at Class 1. Although the Eidolon state itself and the overall power it bestows are Classed matching the user at these points, the techniques learned with it are fixed at the Class at which they were unlocked. That is to say, a Class 1 Witch will have a Class 1 overall power, a Class 5 technique, two Class 3 techniques and two Class 1 techniques. All of the techniques learned through Eidolon must draw on or relate back to the Eidolon's overall power in form or function. Invoking the Eidolon state costs 100 reiatsu at Class 7, 300 reiatsu at Class 5, 500 reiatsu at Class 3 and 700 reiatsu at Class 1. It lasts for six posts at Class 7, eight posts at Class 5, ten posts at Class 3 and twelve posts at Class 1. The Eidolon state's duration can be refreshed at any time by paying its cost again.
Focus
A Witch's Focus is an extension of their patron's will, which takes the form of an object of supernatural origin and nature. Typical Focuses are books, staves, weapons, and so on. A Focus has a number of unique properties, which are unlocked over the course of the Witch's rise in power. A property can be a single word or a simple sentence. A Focus's properties are always active, though not necessarily always relevant. While there is no required reiatsu cost for the Focus's properties, each property has its own costs and drawbacks.
At Class 6, a Witch first acquires their Focus as a gift from their patron; it comes with two properties already in place. At Class 4, a third property is unlocked, which may either be a clause that renders its existing property into a complex sentence or its own unique word or simple sentence. At Class 1, this happens again, unlocking a fourth property for the Witch's Focus, which can be either a single word, a simple sentence, or a clause that renders one of the Focus's existing properties into a complex sentence.
A Witch’s Realm
The Realm is an area around the Witch that can be empowered by paying reiatsu. A Realm is technically always present and often active in a minor but usually invisible way, and can be detected by characters with Energy Sensory 100 or greater, except when empowered. While empowered, the Realm's presence can be detected easily by the radical sensory effects that accompany it (such as visual, auditory or tactile sensations), even without Energy Sensory. Inside that area, a specific law of nature is overwritten, negated or introduced, in a way predicated by the Witch's individuality and the aspect of the patron they evoke. Not specifically a release, the Witch's Realm modifies reality in a single way with a size inversely proportional to the severity of the change. The smallest Realms tend to be around 30 feet across, while very large Realms can be as wide as a thousand feet or more. The Realm's Law is initially a Class 2 property, and the Realm remains empowered for six posts and costs 600 reiatsu. At Class 1, the Witch's Realm develops a new Law, and advances to a Class 1 property. Like the Eidolon state, the Realm's effects can be refreshed by paying its cost again at any time.
Magic Preview
The Witch will have many different spells at their potential disposal. However, I have not opted to "finish" those techniques at this time. If and when the Witch is cleared for play, that project will be well under way. Until then, I would like to provide the following shorthand information on the Nature and Shadow Magic spells I will be working on, for the sake of context and planning, and to give people a chance to voice any concerns or suggestions about these spells before I put in too much work on them. Without further ado...
Nature Magic
Class 7 - Entangling Vines creates an explosion of dense, twisting vines to capture and hold down enemies caught within it. The incantation causes the vines to flower, the thick pollen of which spreads across the area and interferes with Energy Sensory.
Class 6 - Blades of Dust makes a wide gust of wind that desiccates exposed flesh until it cracks and bleeds. Highly painful. The incantation makes the gust makes the wind reach deeper, causing worse damage.
Class 6, 4, 2 - Lightning Storm calls large storm clouds into being. For up to several posts, these clouds rain down bolts of lightning that the caster can direct toward targets in the area. The incantation makes the spell last longer.
Class 5 - Beam of Bone makes a fast-moving white ray that quickly ossifies a struck target, covering them with a thick layer of massive bone up to two feet wide. Has defensive and offensive applications. The incantation increases the area covered to five feet.
Class 5 - Wings of Aether gives a target flight and armors them from physical attacks. The incantation increases their flight speed.
Class 4 - Ray of Devilfire makes a ray of twisting, sparking flame that eats away at the target's Instincts as much as it burns them, producing a feeling of drunkenness. The incantation increases the user's RS for the spell.
Class 3 - Legion of Corpses takes over and animates nearby dead bodies. The incantation increases the user's RS for the spell.
Class 3 - Hale makes the target hearty and sharp, providing a short term boost to Strength, Speed. The incantation expands the buff to include Instincts and Senses.
Class 2 - Partial Possession gives the caster control over one of the target's limbs. The incantation makes this one aspect of the target's power, if applicable.
Class 2 - Rejuvenate repairs puncture and laceration wounds to the target, restores a large amount of blood lost, and the incantation makes the spell also restore lost hydration and stamina.
Class 1 - Temporal Shattering disorients the Senses. Fast movements become stomach-churning experiences, thirst and hunger are magnified, and the incantation causes the healing rate of other spells and abilities to slow to a crawl.
Shadow Magic
Class 7 - Glittering Blast unleashes a shining glitter bomb on a medium area, half-blinding and covering anyone inside with spiritual glitter, making them easy to find. The incantation makes it a large area.
Class 7 - Spear of Silver makes a spear out of silver light. Nearly indestructible, weighs little in hand, but flies and strikes with great force and momentum. The incantation improves its Item Power.
Class 6 - Lucent Shield makes a durable shield in an orientation of the caster's choosing, for a short time. The incantation greatly increases the size of the shield.
Class 6 - Shining Smoke wreathes the caster in telekinetic smoke, giving them armor and a close-range weapon based on their Reiatsu Strength. The incantation increases the range of the smoke, and the range of its effectiveness.
Class 5 - Ray of Creeping Black shoots a beam of crawling shadows at a target. The shadows drag on victims, slowing them down. The incantation turns the spell into a burst.
Class 5 - Wolves of Midnight summons wolves of the deepest black shadow, which pursue and bite targets. They're difficult to harm, and the incantation increases the number of wolves.
Class 4 - Lanterns of Nothing sets up purple-flame lanterns here and there. Anything illuminated by them cannot be targeted. The incantation makes more lanterns.
Class 4 - Axe of Infernal Light makes a bearded axe of burning crimson and golden light, which sears the injuries it creates to cause additional pain. The incantation improves its Item Power.
Class 3 - Empowering Link sets up resonance between the caster and the target. Whichever of the two is stronger reinforces the lesser, conferring a long-term bonus to stats.
Class 2 - Harmonic Effigy makes a small doll of a person or a small copy of an object. What happens to one is mimicked in the other, to a certain degree. The incantation increases that degree.
Class 1 - Power Shadow mimics and reflects offensive techniques used against the caster for two posts. The incantation increases the duration to three posts.