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[✗] [Playable CA] - Praetors, The Voidscarred Transcendents


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As this is meant to be a guide to playing the CA and not an in-universe writing, can this be rewritten so it doesn't sound like it was written by a mage locked in a tower with a thesaurus as a familiar?

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3 minutes ago, Burnsider said:

As this is meant to be a guide to playing the CA and not an in-universe writing, can this be rewritten so it doesn't sound like it was written by a mage locked in a tower with a thesaurus as a familiar?

not our problem you can’t read forehead

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9 minutes ago, Tyrone1 said:

not our problem you can’t read forehead

 

Look, my post may have been a bit salty, but come on. This is supposed to explain OOC to the player base what this CA is and how to play it in a way that is easy to comprehend. These sentences seemed deliberately designed to be hard to comprehend. 

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15 minutes ago, Burnsider said:

As this is meant to be a guide to playing the CA and not an in-universe writing, can this be rewritten so it doesn't sound like it was written by a mage locked in a tower with a thesaurus as a familiar?

This is not the guide. Should this lore be accepted, a more straightforward and less tonally focused post will be written.

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Just now, Burnsider said:

 

Look, my post may have been a bit salty, but come on. This is supposed to explain OOC to the player base what this CA is and how to play it in a way that is easy to comprehend. These sentences seemed deliberately designed to be hard to comprehend. 

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If the typical LOTC’er can’t understand what the CA even is about, much less how to obtain it’s powers, then that makes it a lot easier to keep within your clique of magic users.

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23 minutes ago, Burnsider said:

 

Look, my post may have been a bit salty, but come on. This is supposed to explain OOC to the player base what this CA is and how to play it in a way that is easy to comprehend. These sentences seemed deliberately designed to be hard to comprehend. 

Screenshot_20200915-152152_Chrome.jpg

This is the lore piece, it’s allowed to have a fancy writing style. If you struggle to read it, hell I helped write the bloody thing and I need to double check sometimes, wait for the guide if the lore is accepted.

 

23 minutes ago, NotEvilAtAll said:

If the typical LOTC’er can’t understand what the CA even is about, much less how to obtain it’s powers, then that makes it a lot easier to keep within your clique of magic users.

Johann has a fancy writing style, it ain’t a conspiracy my guy. 

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6 hours ago, Burnsider said:

 

Look, my post may have been a bit salty, but come on. This is supposed to explain OOC to the player base what this CA is and how to play it in a way that is easy to comprehend. These sentences seemed deliberately designed to be hard to comprehend. 

Screenshot_20200915-152152_Chrome.jpg

 

There’s no conspiracy, it’s just me, apologies. 😞

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Azdrazi > Praetors 

 

STILL DOPE THO +1 BRUTHA

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8 minutes ago, Keldrith said:

Azdrazi > Praetors 

 

STILL DOPE THO +1 BRUTHA

dragon simp

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On 9/15/2020 at 3:30 PM, NotEvilAtAll said:

If the typical LOTC’er can’t understand what the CA even is about, much less how to obtain it’s powers, then that makes it a lot easier to keep within your clique of magic users.

You’re right. That’s why this Johann-Isaac Production ® (all rights reserved) is sponsored by Rewordify.com. Rewordify is a free to use online website that allows you put in typed phrases up to 10,000 characters in length for free members, and 50,000 for paid members to simplify the language and make it easily digestible. To show you Rewordify’s power, I’ve put the entirety of Praetor lore through its powerful program to simplify the language.

Check the spoiler below.

Spoiler

Praetors, The Voidscarred Amazing (out of this world)s

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Preface:

This is a total (of everything or everyone) merge of the Powerful official and Spellforged writes understood/created by myself and Isaac, and is by no means identical to old Powerful officials beyond beauty-related. With a focus on the extension of transfiguration as a means of power, Praetors are basically different in attitude/set of opinions and abilities; much effort has been invested into securing/making sure of all parts of this (old stories/old knowledge) are properly balanced without unnecessary, abusable unclearness which was a fault/problem of First Generation Powerful officials. Like any other magical group and niche, the Voidal magic community is deserving of an "endgame" due to its lack of flavour for a variety of reasons. Praetors are a solution to this issue by acting both as an (act of something getting bigger, wider, etc.) to the darker parts of the external Void, while also encouraging interaction between void mages. The flavour options given in this (old stories/old knowledge) also add/give to character development, as well as the development of a more defined culture for the Void magic community, something that is sorely not having enough a (wide view of a nature scene/wide area of beautiful land) where the magic is seen as a tool.

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"Power... created/formed with curses, much like living - how attractively old-fashioned."

- Avenel Synalli, Former Primarch.

Origins

Power. Power is chased after by the (able to do something well/very good) and learned in the hard to see/hard to catch practise of magic, a (something that makes you want to do something/the feeling of wanting to do something) that carelessly sickens the hearts of the morally right, the snobby and the dangerous. It was this pursuit of power that (controlled the speed of a device/choked) wise men of old, self-labeled masters of the art, and rediscovered that which was abandoned, rejected and feared - the difficult to understand; old and worn out huge books that described/explained unnatural means for a (child, grandchild, etc.) to go beyond their not well known abilities for a price.

Yet they took it, whatever the cost was, for such is the self-love of death.

Their people/(the kindness of people), these wise men centuries ago researched/dug in where no Man dared research/dig. Stubborn in their pursuit of this unnatural knowledge, just like their parents/grandparents, many did not (accomplish or gain with effort) the change, the accomplishment of what sanity would think impossible, the hugging/supporting of the opposite of existence, the Cover - the nothingness.

Yet they (continued to do something hard or annoying), whatever the cost was, for such is the strength of mortal beliefs.

But eventually, one succeeded. He who named himself The Primarch, first of his Kind, the peak of not well known amazing abilities, the first Powerful official. The change, however, came with a price that he ignored in the heat of passion; it would take away the happy (the state of having no knowledge) that spreaded (or existed) throughout the minds of even the most learned wise men, creating and displaying him privy of what the very old (bowl/area drained by a river) of power he so liked and respected truly was - something beyond the understanding of the mortal, maybe even the wonderful/God-related mind. It was all and it was nothing, a weird, puzzling, and unexpected (a term that means two very different things at the same time) that he came to clearly show/include. From now on did this (discovered at that time/just-discovered) (knowing about something), a short look into infinity, begin chewing at the (tough cords in the body) of his sanity and the delicate and breakable fabrics of his people/(the kindness of people), made bold by the never dying he had now been cursed with as a vessel of the never-ending, the Void.

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Trouble. Over his never-ending years, cursed with never dying, he found a means of having babies that which he had seen. It was a (self-loving/useless) yet lasting (through) effort to share his troubles in the middle of his lessening people/(the kindness of people), the kindness that he once held for (children, grandchildren, etc.) of his kind of person/type of thing dripping from his soul, (more and more) used/ate/drank/destroyed by the entropic energies that he had offered it to.

"Man has searched for/tried to get never dying in many ways... tried to go beyond death; yet none dared touch the nothingness." - The Primarch, first of the Powerful officials

This way came the day when the Primarch won, creating what is now known as the lost art of forming/creating the "not well known piece of cheap jewelry" by drinking it with the energies of the nothingness that had used/ate/drank/destroyed him, for the purpose of allowing it to consume another. It is (unexpected yet interesting, because something happened that is the opposite of what you'd expect), the impossible-to-understand abilities of such a weak device--yet, it served those abilities. The cursed gift of hugging/supporting the nothingness was offered by the Primarch only to those of smart ability; those that accepted the price they had to pay for the power they wished to reach. And so rose up an order of Powerful officials who projected their not well known ability and wisdom across the worlds - was/were amazed and strongly feared and disliked by the childlike (because of a lack of understanding).

The rise of the Powerful officials came as quickly as their fall, for even the incapable of dying cannot go beyond the neverending march of time. They disappeared, the Primarch and his many pursuivants, to a place no mortal soul can ever understand/create. To the severely upset feelings of many, the departure of the Powerful officials was as traceless as the disappearance of the manuals of the craft. Maybe it was for the better that their cursed (something given to future people) was put to rest. This way followed many generations without question - until there rose up a question.

Even though there remained no (event(s) or object(s) that prove something) of the lost art of malforming one's soul with the energies of the nothingness to become a famous Powerful official, it did not stop the neverending (instances of chasing after something or trying to do something) of the morally right, snobby and dangerous.

They (continued to do something hard or annoying), whatever the cost was, for such is the strength of mortal beliefs.

And the cycle continued; against (very big/very strong) odds, the becoming of an Powerful official, now dubbed Praetors was revitalised and rediscovered by modern changeists, basically changed from their (related to religion or the soul) people or things that came before. It was proof of the amazing and interesting intelligence of death, the pride of the Creator. This restored generation of Praetors offered (children, grandchildren, etc.) the same unnatural change that had sickened and gave power to/permitted their parents/grandparents, but with the original art lost to time, the strength was watered-down, the process careful/very clean and unforgiving. (anyway/in any event), the attraction of excellence was enough for many of their kind of person/type of thing, who took to hugging/supporting it once more like their parents/grandparents, happily childlike (because of a lack of understanding) of the price they had to pay - they paid, and the Praetors returned, created/formed of the mastery of transfiguration, of mana.

Truths gave/given, Perceptions (officially made or ordered) - The Void, touched.
Description

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"Great truths hide behind your eyes, carve them out and see." - Doviculus

The Praetors are a product of something unnatural that very badly (and very offensively) fights against the bounds of the (activities and suffering in life), for it is where the soul of a lower/move downward/originateent is scarred by the nothingness, (strange-looking) by the pieces of the cover and void. Where this unable to be separated link brands one's being with curses does it also provide many boons gave/given transfigurationist willing to make the sacrifice - the enlargement of their not well known abilities and never dying. It is only because of their very deep/extreme understanding of the art of transfiguration that Praetors can keep their very own (honest and good human quality/wholeness or completeness), for the (full of violently swirling disorder) currents of mana that bless and affect (with disease) are no good for the common Man.

The Boons of Excellence

(permission to not do something) from the heavy loads of the (activities and suffering in life)

Though the soul is claimed by the nothingness, and the (child, grandchild, etc.)'s being running/flowing with the (basic, built-in, important qualities/scents) of the nothingness, the mortal tube (in the body) remains ever-present and needy. The same as the life they once had, the Praetor is still subject to the heavy loads of the (activities and suffering in life), bearing blood, bone and muscle that must still be sustained through nutrition and food. However, as their being is powered by the nothingness, neglect of these mortal needs will no longer lead to death, while disease becomes unnecessary, null. One may hunger, but never die/go bad to starvation. One may thirst, but never die/go bad to (not having enough water). One may suffer, but never die/go bad to suffering. The Praetor may fake (the state of having no knowledge) for these bodily needs, as the survival of their souls are no longer dependent on their loyalty to dealing with mortal suffering, but the mortal tube (in the body) will most certainly weather the results. If one does not sustain the (honest and good human quality/wholeness or completeness) of their muscles, then one will certainly pay the price of a compounding weakness.

A curse that goes along with the good qualities/the advantages of this never dying are the results/consequences of crossing a point of no return for the body, creating and displaying its (honest and good human quality/wholeness or completeness) torn away with the heavy loads of vesselhood and the base not knowing anything about the Praetor towards their mortal needs.

It is for the very same reason that a Praetor would lack a need for sleep, unlike the common Man, for the very mana that flows through their veins provide a source of food for the Amazing (out of this world) - this allows them to (in an accepting, calm way/without trying to stop or change what's happening) get better their energy over the same extent of time a mortal would require sleep. The same as any other functions of mortalkind, it is not effectively impossible, simply a suffering/difficult situation for one that has went beyond from death, demanding deep thinking for its kindness where a Praetor (only for a short time) casts their frame of mind back to people/(the kindness of people) in (copying/desire to copy and exceed) of the act.

Breathing is unnecessary in both of the Amazing (out of this world)'s tubes (in the body), as the Mana surging with their blood keeps their (activities and suffering in life) alive. Although air-chokes won't interfere with the Praetor, blood-chokes can still prove effective, as it cuts off blood flow to the brain, leaving the Amazing (out of this world) unconscious. Should a Praetor take water into their lungs, it wouldn't do much besides prevent them from speaking or weigh them down. Removing the water completely may require help via CPR (this is not to say that the lungs are completely unnecessary, damage to the lungs will still be just as painful as before and will definitely handicap the Amazing (out of this world). If their lungs were removed completely, the Praetor would die, as it'd be impossible to remove them without damaging major blood tubes (in the body) around the organs). Due to this, the Praetor would be fully capable of surviving within the Void in both of their forms.

Amazing (out of this world) Skill

This state of being gives the Praetor with boons beyond simply never dying, for the nothingness, after all, is the very old source of all voidal magics. It must be carried/held in mind however, that time weathers, and the once-difficult/impressively strong strength of Praetors has been no exception to this, weakened by its (very upset feelings). Relative to ordinary (child, grandchild, etc.) wise men, Praetors are still capable of casting voidal spells with relative ease, naturally able to effectively manage their hidden/covered up mana pool. This rids the Amazing (out of this world) of any negative feeling of love, hate, guilt, etc. decreasing the strength of their casting and much lessens the mental strain of high level spells.

Unlike their people or things that came before, who (worked at or played with every once in a while) in controlling/moving around/misleading the (basic, built-in, important qualities/scent) of spells, modern Praetors have left alone this careless and dangerous practise, for going beyond what is beyond the abilities of one's soul is foolish and harmful. Instead, it has been understood that the born-in potentialities of excellence lie in the increased/improved moving around/misleading and tricking of mana, this way enabling Praetors to extend this understanding of transfiguration to perform feats (too terrible to think about) to their ordinary and boring kind of person/type of thing.

The intimate and now aware (and a little nervous) association of the soul of Praetors to the nothingness, however, has awakened what was once not moving/powerless abilities (to hold or do something). Being souls scarred by the nothingness, claimed by its entropic energies, Praetors are now able to practise lesser versions of certain magics with (in almost the same way) close associations to the nothingness, namely a weakened form of blinking and non-(always wanting to fight) (moving things with your thoughts). This very deep/extreme understanding also gives Praetors with the ability to understand/explain Moonspeech, the puzzling tongue of the very things/businesses that without purpose roam the very old (from the beginning of time) planes of the Void.

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A amazing (out of this world) Praetor possessing red almost-magical quality.


Maybe the most defining feature of Praetors would be their surprising and amazing ability to give up their mortal vessels at will to the otherwise held down and stopped energies that course through their being. The change ends in the removal of their mortal vessel as it (falls apart or breaks apart into tiny pieces) into the nothingness, after that replaced by a fluid, humanoid body encased in a strange not well known hide, allowing them to flow freely without the interferences of the vessel - (floating over/staying close to) becomes reasonable, though not to any (always wanting to fight) extent but simply as an other choice means of movement.

This change also awakens all their otherwise inactive (always wanting to fight) abilities, with the exception of being able to tear apart advanced spells with ease. Becoming swirling currents of the very energies they capture and control, almost-magical quality and (allowing something to happen without reacting or trying to stop it) mana, Praetors in their amazing (out of this world) forms can add to/addition twice fold the mana compared to an (usual/ commonly and regular/ healthy) wise men in voidal (series of actions always done the same way for religious or other reasons), with this channelling of mana further extending to arcanium forming/creating, (in which/during which/in what way/in what) the roll (dividing line/point where something begins or changes) will be reduced by 4 for a Praetor.
The Curses of Excellence

(related to/looking at/thinking about) the Mortal Vessel

As is a repeating idea, the purchase/getting/learning of never-before-seen power in the beings of mere (children, grandchildren, etc.) comes with a price that is to be paid - curses that are to torture the Praetor, constant (forever) sicknesses. As the soul has already been scarred, used/ate/drank/destroyed and made drunk by the bad behaviors/crimes of the nothingness, the Praetor will be unable to hold any deific magics, with nearly every dark magic with the exception of Pale Blood Magic being impossible to practice and master. The mortal tube (in the body), as established prior, also remains easily able to be harmed or influenced by the results of harm, creating and displaying it pervious to abilities such as necromantic draining, and other forms of physical (serious physical or emotional harm). Naturally, if the mortal tube (in the body) is subject to deadly (serious physical or emotional harm) - the too much/too many loss of blood - mana will begin to drain out of the body, slowly but certainly spelling the end of the Praetor, unless the wound is healed in some way.

Alchemical substances applied upon the outer skin of the mortal vessel will still yield function, but any eaten medicines will prove no longer useful/no longer used for the Praetor as the nothingnessal energy and active mana that courses through their being nullifies any effects planned by the material alphabet - things that make people drunk are no exception, with their effects mostly watered down to a very, very small extent.

If two Praetors were to have babies, conception would be impossible; however the making babies between a (child, grandchild, etc.) and a Praetor brings about a terrible and unfortunate creation. The unborn child is likely to die before (rescue from harm/escape from evil) (possibly creating difficulties for the carrier) and, if born, will suffer from permanent Voidal Weakness--a reduced amount of the ability to work hard for a long time and an inability to gain unstoppable amounts of muscle, also badly troubled by an unstable form of Magical Change out of the children/child's control. Objects that the cursed child touch and hold have a minor chance horribly (twisting/bending/changing the shape) in shape once they have made physical contact with it for long enough, or (every once in a while) items around them moving/changing through the Void weirdly (in a bad way), reappearing a few inches off from where they once were. This is not a controlled form of Change, nor may it be used to gain any useful or (always wanting to fight) advantage - it is a weird and unpredictable, spreading (or existing) throughout curse that will forever affect (with disease) the child/outcome.

(related to/looking at/thinking about) the Amazing (out of this world)

In their amazing (out of this world) form, being completely composed of (full of violently swirling disorder) currents of (allowing something to happen without reacting or trying to stop it) mana, the Praetor buys (and owns) (discovered at that time/just-discovered) and magnified weaknesses which are the enemy of their given power to/permitted being. Getting/causing a direct cut of a thanhium-mix/mixture (of metals) weapon, the opposite of magic, will make/give the Praetor's not well known abilities weakened to Level 3 abilities for the rest of the (always wanting to fight) meeting and disrupt their concentration for three expresses (emotions) as the Praetor thinks and worries very much in the extremely painful pain of thaumburn, unable to recover their focus from the disruptive mana. Extreme strikes will kill the Amazing (out of this world) in the matter of a couple seconds: a thanhium-mix/mixture (of metals) sword steeply dropped into a very important area, such as the (middle part of the body), will surely lead to their death. Auric Oil and Aurum-based weapons get/cause an almost the same, although less magnified effect upon Praetors, disrupting its concentration for one express (emotion), leaving a burning feeling at the site of its wounds - (based on facts and other evidence) more effective than ordinary and boring weapons.

Other forms of anti-magic that may prove dangerous towards the abilities of the amazing (out of this world) Praetor, such as (sick/defective/weak and shaky) Mages. Their mana-draining almost-magical quality will be twice as strong on the Praetor against/compared to/or the average (child, grandchild, etc.). The Confusion spell will last for four expresses (emotions) rather than two, and the Tear away (something thrown or fired at high speed) spell will last for five expresses (emotions) in contrast to its average three express (emotion) length. Should a Amazing (out of this world) be hit with Cancel Mana, it will prevent them from casting completely for two OOC hours.

(anyway/in any event), ordinary and boring weapons still present/cause a threat, although to a lesser ability/quality/gun size of anti-magical means. The Amazing (out of this world) form possesses no bones, organs, nor skin, yet are still subject to the pain of steel fighting/disagreeing against their (like a fascinating dream) tube (in the body), equal in ability to last to their (child, grandchild, etc.) body. The damage dealt to their Amazing (out of this world) form will reflect onto their Mortal Coil. If a warhammer were to strike the Amazing (out of this world) form's arm, it would be just as painful and handicap the arm as if they were in their Mortal Coil. Once they go back to their physical form, the bone would be broken and separated. Should a limb be cut off in their Amazing (out of this world) form, it will reflect onto their physical body. In place of blood, their Mana internals will leak from the wound in misty bodies should they be cut with any sort of blade, anti-magical or not. This is just as painful as regular blood loss.

The amount of mana held within the Amazing (out of this world)'s being is numbingly huge, and so their presence can be easily detected by any Wise men within a four meter radius, the magical power unable to be hidden. While those Wise men may not understand the Praetor, feeling an almost the same feeling/excited feeling to that of a powerful spell being cast, should a Transfigurationist come near enough to cast Voidal Feeling upon the Praetor, they will gain a level of understanding as to what the Amazing (out of this world) is and the nature of their soul's twisting together with the nothingness. This grants the Transfigurationist with the ability to Reject Amazing (out of this world)s, should they so choose to. The use of an Rejection (something thrown or fired at high speed) on a Praetor will stun them for two expresses (emotions), creating and displaying them unmoving beyond their current position for that length of time. Ward Shields will act as physical (things that block or stop other things) to the Amazing (out of this world), (unable to do something) of being passed as if they were steel shields.

Strengths Shortened

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- Praetors are incapable of dying beings, showing no signs of age, that have gone past the need for food or watering/filling with water. They may feel the strong desire, but it can be controlled and hidden. As a result, their Mortal Vessel will thin and wear away unless they take in necessary (vitamins, minerals, protein, etc.).

- Praetors do not require sleep, instead, like any other (related to processing and using food) function, use the surging (allowing something to happen without reacting or trying to stop it) mana within their body for food - their the ability to work hard for a long time actively naturally (grows again/gives life to again) over the same extent of time overnight, drawing/presentation sleep incredibly very hard.

- Praetors do not need to breathe, though they are still easily able to be harmed or influenced by unconsciousness via blood chokes.

- Praetors can manage their mana more effectively and negative feelings of love, hate, fear, etc. will no longer affect the strength of their spells, leaving them with less mental strain (related to/looking at/thinking about) higher level magical songs, as well as and allowing them to perform increased/improved spells (related to/looking at/thinking about) Change.

- Praetors can practice a lesser form of Quick and energetic Step and use non-(always wanting to fight) (moving things with your thoughts).

- This lesser version of Quick and energetic Step can only be used twice per combat meeting, possessing the same redlines and mechanics as the original spell, though only capable of shifting the Praetor by 3 blocks.

- Praetors may not speak, but rather understand/explain and understand Moonspeech.

- The Praetor gains access to a second form, twisting and flowing with (allowing something to happen without reacting or trying to stop it) mana taking on the color of their almost-magical quality. This form allows them to (do/complete) their increased/improved Change abilities, and add/give twice as much Mana to a Circling (series of actions always done the same way for religious or other reasons) than the average Wise men. In Arcanium Forming/creating, their presence reduces -4 to the roll (dividing line/point where something begins or changes).

Weaknesses Shortened

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- The Praetor is locked into voidal Magic, unable to practice any God or Dark Arts with only Pale Blood Magic being an exception. Knowledge-based feats such as Animatii Creating, Sorvian Creating, and other Further Magic (with chemicals) processes that do not affect the state of mind or the soul.

- The Praetor is still easily able to be harmed or influenced by (related to death of skin or other living tissue) drains in the Mortal Vessel, along with physical damage and blood loss.

- Alchemical creations taken orally will no longer affect the Amazing (out of this world). However, surface-level medicines and solutions will remain effective in their Mortal Vessel.

- Making babies between two Praetors is impossible, but through a Amazing (out of this world) and a (child, grandchild, etc.), a child with permanent Voidal Weakness and unstable Magical Change is born.

- Thanhic Mix/mixture (of metals) will produce no special effects to their Mortal Vessel, affecting them just as it would to any other (child, grandchild, etc.).

- Their amazing (out of this world) form is needed/demanded for all (series of actions always done the same way for religious or other reasons) and (always wanting to fight) spells.

- In their Amazing (out of this world) form, blood will leak out as fumes of their Mana internals, just as extreme and painful as (usual/ commonly and regular/ healthy) blood loss.

- In their Amazing (out of this world) form, thanhic-mix/mixture (of metals) will feel as if the wound was lit on fire, disconnecting them for three expresses (emotions) and limiting their ability to Level 3 for the rest of the meeting.

- In their Amazing (out of this world) form, Aurum/Aurum mixtures (of metals) and Auric Oil will leave a mild burning feeling, disconnecting them for one express (emotion).

- In their Amazing (out of this world) form, (always wanting to fight) (sick/defective/weak and shaky) (things thrown or fired at high speeds) will last for an added two expresses (emotions) and the AoE Cancel Mana spell will prevent them from casting for two OOC hours.

- In their Amazing (out of this world) form, Rejection (things thrown or fired at high speeds) make/give the Praetor unmoving and stunned for a single express (emotion) while Ward Shields will act as physical (things that block or stop other things) to them, impassable. These Rejection spells will only work if the enemy Transfigurationist has voidally Felt the Praetor.

- In their Amazing (out of this world) form, strikes from ordinary and boring weapons are still effective and reflect upon their physical body. If their arm is struck with a mace, it will be just as painful and will remain limited in movement until tended. The Amazing (out of this world) must go back to their Mortal Vessel to tend to these wounds, otherwise, they will not heal.

- The presence of a Amazing (out of this world) can be felt by any Mage within four meters. These Wise men will feel a huge amount of mana radiating off of them.
Creation and The Ceremony of The Trance

When a (child, grandchild, etc.) voidal mage has mastered two Voidal Magics and become (good at doing something) (T3) in Transfiguration, nearing the limits of their definite abilities, they may try to continue desiring the help/relief of buying (and owning) power and change themselves into maybe the peak of voidal mastery - a Praetor. To do so, they must first search for an Older (person) Praetor, which in itself may maybe be a trial and trouble. Every Praetor may hold a many-colored opinion towards the hope of/future of giving their boons upon a mortal, as is commanded/written down by their mind. An example would be that Praetors who reject their people/(the kindness of people) may be more (previously) influenced to rejecting people that look (for) them out to join their group - the direction of responses is completely dependent on the player's character.

-WBX4dPYEQkHkBPjpftZtM0tsU9Iphr5ocXfqPjvOhy2Eg4-96h7PInKkNb1wQHyRnoSazabmDDcQped1aaIcMag2pn9BH7kKbEQ4kvU_6P1IILKXpNQ0rMI-T5O_s57ulRSBBRg

"Hug/support the change, let your soul never again be killed, let truth be gained."

Time weathers all, and the means of becoming a Praetor are no exception to this rule. With many centuries of neglect and moves/changes in way of thinking, the method in which the famous mana piece of cheap jewelry can be created has been lost to (throughout history/many years to come). The process of becoming a Praetor remains depended on the mediation of an Older (person) Praetor, for it is they who must (do/complete) the ceremony of the trance upon a (someone who wants to achieve something) wise men without risk. Voidal heaths, hollows and nodes possess the most very deep/extreme connection to the nothingness - this way, with the (not being there; not being present) of the mana piece of cheap jewelry, Older (person) Praetors must substitute this need by (doing/completing) the ceremony upon these puzzling planes.

Upon this desirable site, the Older (person) Praetors must situate himself before the happening soon Praetor, hugging/supporting their amazing (out of this world) form for the process. Make better/make more pured Focus Crystals, at least five should be laid out in a polygonal manner around where the target Mage will sit, upon (compared to other things) level ground with no moving or unstable structure. The respected teacher Amazing (out of this world) will after that drink their own mana towards that of the focus crystals, (focusing one's effort/increasing/mainly studying) it together with the hidden/covered up energies of the health of the Earth/the surrounding conditions, (in the end) directing this group of companies of mana into the started Praetor. In the process of this (series of actions always done the same way for religious or other reasons), the Older (person) Praetor will sing a confusing, difficult to understand magical song in an unknown tongue of the nothingness which will only be visible as unclear, twisted/partially untrue/lied about echoes starting from within the Praetor's being. These sayings mark the coming of the (child, grandchild, etc.)'s soul becoming (strange-looking) by the nothingness as a never-before-seen amount of voidal energy is channeled into the mortal vessel - the strain of this process upon the target's soul causes one to instantly fall unconscious at its beginning. The trance begins.

-QoL8pNrA0ywh_10xFOPhPvBBte3DbIWzRqYf9PHCG26otKjkCkoNKj8vxj_H3bXAaALjxn9MsWLJ9Am22N9XUsjAjsMLFL-EpYSJiBK4_cvh8QY24oIAlLgAZrakslOQfafc

The departure of the soul from the mortal plane as it is claimed by the nothingness.


It is following this unconsciousness when the unnatural effects of this (series of actions always done the same way for religious or other reasons) begin to seep into the upcoming Praetor's being, an effect of the nothingnessal energies that overcome their mortal tube (in the body). As the soul begins to be scarred, (strange-looking) by the nothingness, physical changes begin to appear upon the Praetor's body in indication of this terrible change. One's body mass would reduce, tissues and muscles insult/get worse and skin pale, the results the mortal tube (in the body) suffers for excellence. The running/flowing of mana through a Praetor's veins shifts their eye colour to a mixture of their almost-magical quality and that which they once possessed, yet that is not all for the change, for the mortal tube (in the body) is not the only part of one's being.

Much to one's surprise, the length of time of the (series of actions always done the same way for religious or other reasons) is when the Praetor experiences maybe the final peacefulness of their lives, before it is replaced by a very upsetting, maybe even scarring blast/attack of visions before awakeness/awareness is recovered - sights of the nothingness, the truths of existence, the uselessness/pointlessness of death, among other permanent true sayings of the nothingness and the cover that one may witness in this resulting insanity. The sights will be along with frustrating, crazy and (related to a changed mental state caused by drugs) whispers, the nothingness's terrible (group of different sounds that sound beautiful together) of harsh-sounding, weird and scary yells.

In this sensory big amount, (in which/during which/in what way/in what) all five senses are sunk into complete (placing underwater/surrounding someone with something), they will experience the Void and the seen/obvious, yet minute creation of the Material World. If the intelligent Mage's understanding was the tip of the iceberg, then the starting Praetor would be steeply dropped beneath the water into the dark bottomless pit to look up at what the rest of the cold mass offers. It comes to understanding how moody/unpredictable they are in comparison to the knowledge-basedity beyond the Material World: shapes without form, colors indescribable to the (child, grandchild, etc.) mind, and the unimportance of time; the Void's (without limits or an end) potential becomes seen/obvious. To the start, it may seem like years have passed by, but in reality only fifty seconds, exactly. In short, a Mage experiencing the Trance is an ant that comes to the (thing that is suddenly shown or understood) that they are, infact, an ant, but could become the size of an elephant through the (without limits or an end) possible power or ability that lies in the Void.

Every soul has a different/disagreeing reception to the nothingness, this way the experience of Praetors will naturally differ, however it is needless to say that the experience follows a common thread of understanding what is beyond the (dividing lines/points where things begin or change) of death.

Creation Red-lines:

- The target Mage must be Level 3 in Transfiguration and at least Level 5 in two other Voidal Magics.

- The target Mage must not be a Machine Spirit. Their soul must be contained in a natural mortal tube (in the body).

- The target Mage may not possess any Magic or art affecting the soul or mind that isn't Voidal, including Kani but leaving out/keeping out Pale Blood Magic. Exceptions to this are knowledge-based feats, like construct creation such as Sorvians or Robots. (sick/defective/weak and shaky) Magic may not be possessed either due to its anti-magical properties.

- The (the study of beauty) of the (series of actions always done the same way for religious or other reasons) is mostly up to the people (who were part of a study, etc.) as long as the requirements are met and the needed/demanded changes go ahead/move forward.

- An Older (person) Praetor must start the (series of actions always done the same way for religious or other reasons). It is unachievable without them.
Forms

The Mortal Vessel

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People are maybe the Praetor's greatest advantage, the preservation of one's original form good evidence of the constant state of the soul. One's former being and soul are (permanently tangled together) linked, for the body has been the vessel of the soul ever since beginning, a basic tie defining of the mortal's very existence on its plane. Upon the becoming of a Praetor, the body remains, now acting as the mortal vessel of the forever-living soul, permanently changed in form, (a good representation of) the nothingnesscarred it houses.

The (skin color/skin tone) of the mortal tube (in the body) is pale, the color of its eyes moved/changed to a mixture of the Praetor's almost-magical quality and its original, with areas of visible veins giving off a glow of the Praetor's almost-magical quality as mana becomes full of one's cheerful lifeforce, the blood-red watery discharge of blood. The mortal tube (in the body) will experience some physical weakness in result of the nothingnessal energies that insult/get worse one's tube (in the body), only further worsened by one's desire to neglect bodily needs; a Praetor's strength will be almost the same as that of an ordinary and boring mage, unable to skilledly use heavy weapons, with their body (unable to do something) of lasting (through) the strain of plate (protective metal or other covering).

The Amazing (out of this world)

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Went beyond, the Praetor hugs/supports the hidden/covered up, held down and stopped energies of the nothingness as they permit it free rule over their very being, unlocking what is usually limited/held down for the purpose of keeping their mortal face. The change is a very painful/extreme process for most, an expected result of allowing not well known to overcome the mortal vessel, burning and burning away bones, (tough cords in the body), skin, and other parts of the ordinary and boring body, moving/changing to a weird, (full of violently swirling disorder) mist of not well known energy in the colour of their almost-magical quality which is mildly encased by an invisible, but able to be touched/real hide. Naturally, the born-in nature of one's soul will cause the amazing (out of this world) Praetor to adopt a humanoid form, identical to that of their original being, however the importance and definition of features is under the (ability to make wise decisions) of the Praetor. A visible outline of a mouth, eyes, and other bodily features can be copied by the reforged through the utility of different textures and shades of their almost-magical quality, though the change of one's being does not change the nature of one's voice, which moves/changes to a twisted/partially untrue/lied about, deep tune.

"In my tiredness, I looked at it -- An angel, yet it spoke no words of good and right behaviors nor flames of morally right fire.

I looked and stared upon great strong winds (that blow in circles), a hailing frost; One made of lack of feeling and of no shame and guilt, great gigantic dangerous storms of flame fighting/disagreeing as a brilliant light and airy light covered it. In the center of this very old (from the beginning of time) noise and confusion was the angel, blue eyes looking at my own. Their whole body, their rims, and their spokes; Their wings, the same bright blue glowing pieces of wood washing/swimming their wonderful/God-related form.

I questioned my sight, my voice and mind -- For whenever GOD had to murder or punish, he had sent an angel. I couldn't perceive what laid before me; Even now, the features seem so dream-like, yet I am sure -- An angel fell from the heavens and came to punish the evil.

I felt sorrow for past sin -- Holding (in hand) the cross that guided me; The blind faith that gave me reason. My knees cradled by the freezing snow, yet it mattered not. My whole life praising GOD to see an angel, wings dipped in blood.

It went ahead, caring not for me; The great power followed, without turning it passed me."

- The Ravings of A Witness.

Change

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Becoming:

The figure begins to here and there/rarely twitch and body-shake (from being upset), the veins about his eyes and arms beginning to radiate a brilliant violet almost-magical quality.

[!] The flesh and bones of the figure begins to burn away with an able to be heard hissing, his outer regions/feet and hands replaced by plumes of purple almost-magical quality. The mist-turned flesh would remain in place, an unable to be touched not well known hide beginning to show.

[!] As the not well known hide ends/decides its obviousation, the figure's being now purely composed of packed not well known energy, a plume of violet almost-magical quality rising from his head, a (related to ghosts or the colors of the rainbow) fog replacing his legs.

Returning (to a previous state):

The violet Praetor body-shakes (from being upset) and (violently shakes all over the body) in place, a harsh-sounding crackling coming from his being as bones, begin to show within, the change cover/hide by a cover of purple fog.

Muscles and (tough cords in the body) form about the bones, the mists covering/hiding the figure slowly soaked up (like a towel) inwards, converted into flesh with time.

[!] With time, the change completes, the Amazing (out of this world) now fully returning (to a previous state) into his original form, body twitching from the strain of the change as he took lifting up/throwing (something heavy) breaths, the soul getting familar with itself to the heavy loads of the mortal vessel.

(series of actions always done the same way for religious or other reasons)

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Ceremony of Name/label - [N] - Greater

A Praetor may give power to a large stone, turning it into a pipe/pathway of voidal energy, showing off to people the Praetor's increased/improved abilities

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Mechanics:

The Praetor, along with themself, needs/demands two other voidal mages who have grown to be at least T3 in any voidal magic. Using two ordinary and boring focus crystals, the mages will help the Praetor (who doesn't require a focus crystal) to channel energy, and place it into the large stone. The Praetor afterward (overloads and surrounds with too much of something) the leftover/extra mana of the nothingnessal mages, fully give power toing it so that the large stone changes into a pipe/pathway of voidal energies which becomes linked to the Praetor.

Properties:

Upon completion, the large stone would begin to (float or hover)- dripping liquid mana colored in the Praetor's almost-magical quality. Radiating not well known energy would be visibly flowing through the large stone, constantly (forever) flowing through its cracks.

All those within the area of the large stone would easily sense and feel the power which the large stone stirs up interest in, seeing as it is directly linked to their voidscarred soul.

Redlines:

Large stones are only for beauty-related purposes, they do not give power to magics in any way.

If the (series of actions always done the same way for religious or other reasons) is performed again, the previous large stone will be made unusable and no longer useful/no longer used.
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Hollowing - [N] - Greater

The Praetor releases large amounts of Mana with weird properties into the area surrounding them, scarring the land to create a smaller copy of a Voidal Hollow. This is often cast because the Amazing (out of this world) naturally finds comfort in Voidally-scarred lands.

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Mechanics:

This (series of actions always done the same way for religious or other reasons) takes 1 connect + 2 charge + 1 cast. After the ability is used, the Praetor will be unable to cast any magic for one story day and may not Hollow anymore land for another 24 hours. The Amazing (out of this world) may Hollow an area up to 5x5 meters in size each time the spell is cast. RO permission must cast this in nations or charters. As the mana sweeps the area, grass and green plants become bright blue, purple, or pink; trees may (twist/bend/change the shape) in weird and ridiculous shapes and rocks will churn into Focus Crystals. Flora and animal population within the area will (twist/bend/change the shape) and come out with never-before-seen properties. Any water within the area will shine with the Praetor's Almost-magical quality and hold an (a) little (acid-like/harsh) taste. Following the Voidal Hollows (old stories/old knowledge), (children, grandchildren, etc.) who spend extended periods of time within the Hollow may give in to mental (rotted, inferior, or ruined state), emotional outbursts, and other unpleasant signs of sickness. These effects aren't permanent unless the (child, grandchild, etc.) spends (more than two, but not a lot of) days within the Hollow with no departure.

Red-lines:

- Beauty-related (freedom/extra time/extra space) is granted with this spell so long it does not violate any (old stories/old knowledge) or grant an (always wanting to fight) advantage.

- (children, grandchildren, etc.) will fall victim to mental (rotted, inferior, or ruined state) and other unpleasant thinking-related signs of sickness should they spend (more than two, but not a lot of) days in a Hollow with no break.

- Hollowing Nations/Charters needs/demands RO permission.

- Land may only be Hollowed once every 24 OOC hours.

- The Praetor may not cast any spells for a single story day after the land is Hollows.

- Focus Crystals may be gathered/collected from these Hollows and will grow in small patches every few days.

- A sign must be placed down to represent the effects of the Hollowed land in a clear and well-organized way.

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Voidal Communion - [N] - Greater

A Praetor can (do/complete) a (series of actions always done the same way for religious or other reasons) in which they look (for) knowledge and (understanding of deep things) from the deep void.

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Mechanics:

The Praetor must (focus one's effort/increase/mainly study) (with difficulty), channeling their energy upon their palm before making contact with a huge stone found within a voidal heath, or a mana large stone within voidal nodes and hollows. Interacting with such a dangerous and unstable, puzzling structure is unpredictable, a game of knowledge-based chance, and will result in one of the four results below.

Roll a 20 with an ST present;

1-5; Failure with results, the Praetor will have a part of/amount of their mana took, causing extremely painful pain upon the Praetor and making (always wanting to fight) spells unusable for 3 OOC days.

5-9; Failure without any side effects

10-14; The Praetor will hear confusing moonspeak within their mind, which will cause lasting mental damage, (without any concern about/having nothing to do with) cooperating with/producing/giving up some manner of unclear information.

15-20; The Praetor will hear clear and well-said (with a small number of words) (understanding of deep things) within their mind.

A Praetor might choose to do such for some reasons, possibly to predict what is next to come in a line of events or to steer themselves clear of upcoming disasters.

Redlines:

Needs/demands ST mediation

After communion is attempted, the Praetor cannot (do/complete) the (series of actions always done the same way for religious or other reasons) for 10 OOC days.


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Sacraments of Sealing - [N] - Greater

A gathering of Praetors and voidal mages may seal and (remove or clear out bad things) a voidal tear from the cover.

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Mechanics:

Sealing a voidal tear within the mortal plane is no easy feat to perform, maybe (many people would say) harder than creating one in the first place. When (the breakdown or decline of something into random disorder) is brought upon the world, its very nature makes/gives it a suffering/difficult situation to (remove or clear out bad things), this way needing/ordering a difficult/impressively strong (group of people/device made up of smaller parts) of voidal wise men to reverse its effects. Two Greater Praetors and 6 voidal mages, with at least 2 T5 and the rest at least T3 (Praetors count as voidal mages). The gathering must first call for their voidal energy and almost-magical quality, channeling it among and within each other while close together to the tear. After a few moments, the tear would begin to deeply (shake from a loud sound/make a person feel strongly about something), like that of a heartbeat. At that point, the gathering must expel their mass amounts of mana and energy into the very air and (surrounding conditions) around them, effectively leaving them exhausted. Yet the process is not over, they would then need to connect to the tear, drawing as much mana and voidal energy from it, until the tear itself becomes exhausted- disappearing (or wasting) and shrinking and dying away.

Effects:

The nothingnessal tear would become weak, shrinking and dying, and shaking (with fear or emotion)- before immediately closing, due to a lack of energy. The (not being there; not being present) of the tear naturally (removes or cleans bad things) any sicknesses caused on the surrounding (surrounding conditions), the process happening over a period of two OOC weeks as the nothingnessal energies filled within slowly get old, then fade.

Redlines:

Needs/demands ST approval and supervision.

The (series of actions always done the same way for religious or other reasons) must go ahead/move forward (happening continuously or constantly).

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Ceremony of the Trance - [N] - Older (person)

Once a Praetor has mastered their increased/improved ability and become certain of their went beyond being, they may pass the torch down to another trusted Transfigurationist, should they wish.

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Mechanics:

This spell needs/demands 1 connect + 2 charge + 1 cast express (emotion). The Praetor can create another of itself so long they meet the judging requirements talked about/said earlier. After the (series of actions always done the same way for religious or other reasons), the Praetor will be unable to cast Magic for a single story day. For more details (related to/looking at/thinking about) the (series of actions always done the same way for religious or other reasons), see Creation.

Red-lines:

Cannot be (did/done/completed) in combat.

OOC permission is needed/demanded by the player to become a Praetor.

Follows all information and red-lines talked about/said in Creation.
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Severance - [N] - Older (person)

Just as a Praetor may be created, they may be denied their Excellence. Through the power of multiple Praetor and Transfiguration Wise men, a Amazing (out of this world) may be (removed from a ruling position)/legally stated under oath of their collected power and ability. This could be for many, many reasons, such as (very mean, unfair treatment) of power, betrayal to (together in friendship)/(got together as partners) Amazing (out of this world)s or simply because the Amazing (out of this world) desires a return to people/(the kindness of people).

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Mechanics:

This (series of actions always done the same way for religious or other reasons) needs/demands 1 connect + 3 charge + 1 cast express (emotion). In order to disconnect a Praetor, three Went beyond Wise men and three Level 5 Transfigurationists must be present. Unlike the Ceremony of the Trance, no requirements are needed/demanded bar the presence of the Amazing (out of this world)s and other go withing Wise men. It begins with the Praetor either willingly or unwillingly limited/held down. The circle begins after each Mage connects. With the three Praetors leading the Circle, they begin to pull at the Mana within the Praetor, taking the (full of violently swirling disorder) energies within the amazing (out of this world). During these three expresses (emotions), the target Praetor will feel an almost the same feeling/excited feeling to when they were connected except in a reverse-fashion: the memories of the Trance will slowly fade from their memory as seconds go by, the (series of actions always done the same way for religious or other reasons) ending on the final express (emotion) with a burning feeling lasting for around ten seconds.

Red-lines:

Beauty-related (freedom/extra time/extra space) is granted with disconnection so long it doesn't stray from the needed things.

Three Praetors and three T5 Transfiguration Wise men are needed/demanded to (do/put into law) the (series of actions always done the same way for religious or other reasons).

Only one Praetor has to be capable of the disconnection (series of actions always done the same way for religious or other reasons); the other two going along with Amazing (out of this world)s are not needed/demanded to know it.


Spells and Abilities

The Amazing (out of this world) is capable of amazing feats surrounding an improved form of Transfiguration. They are much more effective when changing (in form) materials and can put up a threatening defense against enemy spells.


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Psychometry: Non-(always wanting to fight)

Your average Transfigurationist's basic tool, however the Praetors possess the ability to view the history of the changes an object has gone through, such as figuring out the forming/creating process for a (not very long ago) hand-made sword.

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Mechanics:

This spell follows the same express (emotion)-count scale for the Voidal Feeling spell (see Transfiguration lore). By Feeling an object, the Amazing (out of this world) can choose to look deeper and see up to seven OOC days back to view all physical changes that the object has gone through, such as changes in temperature, shape, color, fusion/fission with/from another substance, mana content, and whether or not the object had been haunted/impressed and the details of said interesting/exciting (thing).

Red-lines:

You may not see an object's history further than seven OOC days.

Cannot be used to gain an (always wanting to fight) advantage.

You are only viewing the changes conducted upon the object. It may not be used to metagame who or what (did/done/put into law) these changes.

You cannot figure out the exact processes for creating magical/unusual materials. For example, a Praetor will gain some understanding of the (complex piece of music) of Arcanium, but they will not be able to completely understand how the material is formed/created; (trying new things out/testing ideas scientifically) will be necessary.

Obeys all red-lines in Voidal Feeling.


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(allowing something to happen without reacting or trying to stop it) (moving things with your thoughts): Non-(always wanting to fight)

Change includes the forgotten art of (moving things with your thoughts), which allows one to apply gentle amounts of speed and power to influence an object's location. Although its (always wanting to fight) use has got less in power, minor cantrips are still possible.

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Mechanics:

This spell takes 1 connect + 1 charge + 1 cast express (emotion). The total weight is capped at 20 lbs (9kg) and may be distributed among (more than two, but not a lot of) objects with the exception of fluid substances or particles of sand, dirt, or (mix of little rocks). The speed of these lifted objects are dependent upon its air resistance. Something such as a paper or father could be moved with huge speed, while anything wooden or iron may not be moved/steered/navigated with great speed. Out of combat, this spell is mostly freeform, though (definitely/as one would expect) one must still bear red-lines in mind when using this ability. Even though one may very well use this ability in combat, it would most certainly be (not having common sense/way too full of problems).

Red-lines:

Out of combat, beauty-related (freedom/extra time/extra space) is given, this ability being mostly freeform with a maximum range of 10m.

Though (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts) is majorly ineffective in combat, if use is attempted (anyway/in any event), the following guidelines must be followed:

Cannot lift more than 9kg/20 lbs.

Maximum speed that an object can reach is 1m/s

Only ONE object can be controlled/moved around/misled within a 2m range

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Minor Quick and energetic Step: (always wanting to fight)

A partial ruining (of something) of a method created by Translocationists, a Praetor may skip through the Void to get away from attacks and incoming threats, although not close to as freeform and open as the average Translocationist.

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Mechanics:

This spell takes 1 connect + 1 cast express (emotion). It doesn't leave a significant strain on the Praetor's Mana reserves, but the Amazing (out of this world) may only use it twice per (always wanting to fight) picture/situation. They may only move up to three blocks per Quick and energetic Step and may not attack in the same express (emotion).

Red-lines:

Cannot be used more than twice per (always wanting to fight) picture/situation.

Cannot Quick and energetic Step more than three blocks.

May only Quick and energetic Step linearly (diagonal, north, south, west, east).

Follows all red-lines of Quick and energetic Step unless specified otherwise.


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Improved Change: Non-(always wanting to fight)

With such a long/big understanding of their Magic, the hidden/covered up mana in objects can be controlled/moved around/misled (producing more with less waste)ly than the average Transfigurationist.

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Mechanics:

The Praetor can change (in form) objects with more strength and speed, subtracting one express (emotion) from any given Change spell. Also, their range and scale are increased, capable of changing (in form) objects up to twenty meters around them and objects up to 3 cubic meters in size with an added express (emotion) (see Transfiguration lore).

Red-lines:

Cannot be used to gain an (always wanting to fight) advantage.

Follows all red-lines of Change spells.

This does not apply to (always wanting to fight) uses of Improved Magelight.

Change Appearance: Non-(always wanting to fight)

Their big and wide understanding of the Material World and beyond allows them to change their physical form as if they were changing (in form) an object. The options surrounding this are fairly freeform.

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Mechanics:

The Praetor can cast spells such as Change Shape and Change Color all around their body to change skin color, make minor changes to bone structure such as jawline, fat placement, and skin, etc. At any time, the Praetor may return (to a previous state) the changes over the course of a single express (emotion), returning them to their appearance that they adopted once they became a Amazing (out of this world).

Red-lines:

Change Appearance cannot be used to gain an (always wanting to fight) advantage.

You may not change the appearance of other people or other Praetors: yourself only.

Change Appearance follows equal exchange. You cannot use it to change (in form) fat into muscle.

Change Appearance leaves out/keeps out the following Change spells: Change Temperature, Fusion, Fission, Change Density, and Improved Magelight.

Change Appearance cannot be used to heal wounds.

Change Appearance cannot change the Praetor's height.

Change Appearance cannot be used to change the constant Almost-magical quality shining in the Amazing (out of this world)'s eyes or veins.
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Reinforce Mana Pool: Non-Combative

The Transcendent reaches out to an ally Mage’s Mana Pool and funnel energy from themselves to the Mage, stabilizing their casting. This would often be used when a Praetor is guiding a student in spell casting and wishes to put in a safe guard to prevent them from passing out or losing a significant amount of Mana.

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Mechanics:

This spell requires 1 connect + 1 charge + 1 cast emote. The Praetor supplies Mana from themselves in order to sustain the ally Mage’s Mana Pool. Exhausting spells become only a quarter as fatiguing in the perspective of the target Mage. This spell can last for up to twenty emotes on the accompanying Mage before the Praetor’s mana reserves near their end, leaving the Transcendent incapable of casting for one narrative day. Fifteen emotes leaves them incapable of casting for roughly half the narrative day, ten emotes a quarter of the narrative day, and any less has virtually no effect.

 

Red-lines:

- Cannot be used in combat. This is a spell intended to assist a learning Mage.

- Maximum casting time of up to twenty emotes on the ally Mage.

- This spell does not function on other Praetors

- This spell does not increase the tier of the target Mage.

- The Praetor will be incapable of casting for a narrative day should they use the entire duration of the spell.

 

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Purvey Spell: Non-Combative

Most instructors of the Arcane present a spell to their student as a demonstration to aid their casting; however, a Praetor may plant the makeup a spell itself into the mind of the learning Mage, giving them a clear and cohesive image of what they must cast and how it must be cast.

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Mechanics:

This spell takes 1 connect + 1 charge + 1 cast emote. The mentor Praetor must have a TA in the Magic they are projecting the spell of, otherwise, they cannot perform this ability. This doesn’t grant the accompanying Mage any clear advantage aside for understanding the makeup of a spell right off the bat.

 

Red-lines:

- Cannot be used in combat. This is a spell intended to assist a learning Mage.

- This ability does not allow the Mage to cast spells above their tier.

- This spell does not work on other Praetors.

 

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Revitalisation: Non-Combative

Almost every Mage has experienced an event in their life in which they have an incredible amount of Mana, putting great strain on their body and often knocking them unconscious or leaving them in a handicapped state. A Praetor can aid a Mage befallen in such peril by forwarding Mana from themselves to the ally Mage’s soul.

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Mechanics:

This spell requires 1 connect + 3 charge + 1 cast emote. The Transcendent can increase an exhausted Mage’s wellness by funneling Mana into their soul. Although the Mage will be incapable of casting for two hours after the fact, it will bring them to their senses and allow them to function better should they be faced with physical labor, critical thinking, or other tasks that require one to be in a healthy state of mind and stamina. The Praetor will be incapable of casting for one narrative day after the spell has been cast.

 

Red-lines:

- Cannot be used in combat.

- The target Mage will be incapable of casting for two hours after the ability is used, though it will bring them to a healthy state of mind and stamina.

- The Praetor will be incapable of casting for one narrative day after the spell has been cast.

 

 

 

 

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Impede Projectile: Combative

By reaching out to the active mana around a projectile spell, the Transcendent can freeze it in its path. This could be used as defensive technique to evade adversary spells.
 

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Mechanics:

This requires 1 connect + 1 charge + 1 cast emote.  It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. Once the Transcended Mage has frozen a projectile spell, it will drain an amount of the Praetor’s Mana proportional to the tier of the spell, capable of freezing projectiles up to Tier 3 in power. Should multiple projectiles be fired off in a burst, such as a spell like Ice Projectile, Flame Projectile or Pebbles/Rock Spikes, it’s possible for the Praetor to impede all of the projectiles, though it will require an additional half of the singular projectile’s original mana cost, as these Evocation based barrages of projectiles oft lose power the more that are conjured in unison. The frozen projectile cannot be dispelled by the Mage and the Praetor may only keep the projectile frozen for upwards of three emotes before they will resume their intended path. While the projectile spell is frozen, the Praetor is confined to a slow walking speed and may not use any form of melee combat; however, they are capable of simply moving out of the projectile’s path so long they keep it in line of sight.

 

Red-lines:

- You cannot freeze projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

- This spell will consume as much mana as it would take to normally cast the impeded spell (if I freeze Flame Projectile, then it will subtract as much mana from my pool as Flame Projectile consumes).

- Only projectiles may be frozen. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be impeded.

- The adversary Mage cannot dispel their projectile while it is being impeded.

- While a projectile is frozen, the Transcendent may not move incredibly fast, but is capable of movement of no more than three meters per emote.

- While a projectile is frozen, the Transcendent is incapable of any melee combat.

- The Transcendent can impede bursts of projectiles, but they cannot freeze the path of projectiles cast by more than one Mage.

- A projectile cannot be frozen for longer than 3 emotes.

- After the spell completely finishes and the projectile resumes its course, there is a one emote cool down until you may begin charging Impede Projectile again.

- The Praetor must be in their Transcendent form for this spell to be cast.

 

 

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Debilitate Mana: Combative

By reaching out to the soul of a Descendant, they can “grip” the Passive Mana gathered around their soul and restrain them, restricting their ability to move for a short period of time.

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Mechanics:

This requires 1 connect + 2 charge + 1 cast emote. It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. The Praetor restrains their adversary from moving anything beyond the faint wiggle of their fingers or the slight bob of their head. This can be held for an upwards of three emotes and renders the Transcendent stationary, requiring all of their concentration and limiting them only to speech. While the adversary is being restrained, they may struggle and roll a d20 for each turn, with the threshold starting at 19/20 and decreasing by an integer of three each turn until the spell has ended. If the roll is successful, they will break free from the Transcendent’s immobilization. This spell will consume one-fifth of the Transcendent’s Mana reserves. 

 

Red-lines:

- The Transcendent may not move whilst casting Debilitate Mana.

- The adversary is incapable of movement for upwards of three emotes unless they meet the roll threshold.

- This spell will drain one-fifth of the Praetor’s Mana Pool.

- The Praetor must be in their Transcendent form for this spell to be cast.

- Only creatures the size of descendants or below can be debilitated by an individual Praetor – anything larger requires a circling ritual.


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Expropriate Projectile: Combative

An evolved form of Impede Projectile, the Praetor can hijack an adversary Mage’s projectile spell and tear their grip from the incantation, using it for their own doing.

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Mechanics:

This spell requires 1 connect + 1 charge + 1 impede + 1 hijack + 1 cast. The charging of the spell may be stalled upwards of two emotes before the Transcendent must either use it or dispel the ability. The first emote will be the preparation of Expropriate Projectile, the second being the freezing of the spell, the third being the hijacking of its Mana and the fourth allowing it to be cast. Only projectiles Tier 3 or lower may be impeded. If the stolen spell is not used within three emotes after its hijacking, it will return to the Void. The adversary Mage is incapable of dispelling the Projectile while it is being impeded, but is free of its focus once it has been hijacked. The Mana consumed will be twice the cost of the hijacked spell, making it a risky trick to use if the Transcendent is not making efficient use of their Mana. While the spell is hijacked, the Transcendent may not move more than three meters per emote. Similar to Impede Projectile, barrages of projectiles may be hijacked, though it renders the Praetor stationary and will consume a third of their Mana regardless of the spell’s original Mana cost. 

 

Red-lines:

- You cannot hijack projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

- This spell will consume twice as much Mana as it would take to normally cast the hijacked spell (if I hijack Flame Projectile, then it will subtract twice as much mana from my pool as Flame Projectile consumes).

- Only projectiles may be hijacked. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be hijacked.

- Barrage projectiles may be hijacked, but they will consume one-third of the Praetor’s Mana Pool regardless of the spell’s original cost and will render the Praetor stationary.

- The adversary Mage cannot dispel their projectile while it is being impeded but may disconnect their focus from it on the emote of its hijacking.

- While a projectile is hijacked, the Transcendent may not move incredibly fast but is capable of movement of no more than three meters per emote unless they are hijacking a barrage.

- While a projectile is being hijacked, the Transcendent is incapable of any melee combat.

- The Transcendent can hijack bursts of projectiles, but they cannot hijack projectiles cast by more than one Mage.

- A projectile will remain hijacked for three emotes. If nothing is done with it, it will return to the Void.

- The Praetor must be in their Transcendent form for this spell to be cast.

 Level (development or increase over time/series of events or things)

Lesser (T1)

The Praetor has only (not very long ago) performed their excellence, this way inexperienced in effectively capturing and controlling the (more than needed) mana of their amazing (out of this world) being for practical purposes. Change from the mortal vessel to the amazing (out of this world) will cause a burning pain upon the Praetor, the same as being baptised in a fire; given an amazing/surprising (or: single) week of practise, the pain will begin to lessen to only a stinging feeling upon change. Returning to the mortal vessel will drive the Praetor to an unspeakable (having nothing left/having no strength left), (having difficulty breathing/very nervous or worried) as a result of the hard work one needs/demands to remanifest their original being.

This stage lasts for two weeks.

Features:

Ease of casting (Available for mortal vessel)

Spells: Psychometry, Improved Change, Change Appearance

Going out of amazing (out of this world) form will get/cause debuffs for 9 expresses (emotions) (major (having nothing left/having no strength left), magic (only for a short time) weakened to Level 3 for this length of time)

Greater (T2)

The Praetor is moderately experienced, having exercised their abilities for two full years. With this time comes a natural growth in skill as the Praetor is better able to tap into the mana reserves of their being, in addition to experiencing little actual pain in the process of going beyond, but instead only an odd feeling that is more of an out of body experience. When returning (to a previous state), the Praetor will be out of breath at most, though their abilities will still be limited for some time. After a month as a greater Praetor, the effects of change will decrease in importance, though their abilities remain (compared to other things) the same.

This stage lasts for 2 months.

Features:

Ease of casting (Available for mortal vessel)

Spells: Psychometry, Improved Change, Change Appearance,

(allowing something to happen without reacting or trying to stop it) (moving things with your thoughts), Minor Quick and energetic Step, Reinforce Mana Pool, Supply Spell, Revitalisation, Stop/interfere with (something thrown or fired at high speed), Weaken Mana, Take (property from someone by the government) (something thrown or fired at high speed)

Can aid and perform (series of actions always done the same way for religious or other reasons)

Going out of amazing (out of this world) form will get/cause debuffs for 7 expresses (emotions) (minor (having nothing left/having no strength left))

(series of actions always done the same way for religious or other reasons): Ceremony of Name/label, Sacraments of Sealing, Voidal Communion, Hollowing

Older (person) (T3)

The Praetor has become seasoned with many years of experience, with practise in controlling/moving around/misleading their mana and (doing/completing) (series of actions always done the same way for religious or other reasons). Upon this stage they become an Older (person) Praetor, one who can lead the (series of actions always done the same way for religious or other reasons) of excellence and severance. Change becomes a silly/extremely easy affair, however reversion will still get/cause debuffs upon their being.

Features:

Ease of casting (Available for mortal vessel)

Spells: Psychometry, Improved Change, Change Appearance, (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts), Minor Quick and energetic Step, Reinforce Mana Pool, Supply Spell, Revitalisation, Stop/interfere with (something thrown or fired at high speed), Weaken Mana, Take (property from someone by the government) (something thrown or fired at high speed)

Can lead (series of actions always done the same way for religious or other reasons)

Going out of amazing (out of this world) form will cause incurrence of debuffs for 6 expresses (emotions) + minor (having nothing left/having no strength left) ((the state of having difficulty breathing))

(series of actions always done the same way for religious or other reasons): Ceremony of the Trance, Ceremony of Name/label, Hollowing, Sacraments of Sealing, Voidal Communion, Severance

Mental Description

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The Ceremony of Trance exposes one to the true amazing/beyond what's natural--an wild and dangerous and foreign wild contra to the understood and recorded/supported voidal connections of the typical wise men. One becomes truly surrounded by the nothingness, drowned in a sea of (without limits or an end) wide area and blank nothingness. Huge number of visions are received, their contents weird, puzzling, and unexpected, a world where the natural laws of the (children, grandchildren, etc.) seem (something that sounds great but would never work in the real world). Very confusing and impossible-to-understand, one finds themselves a bendable thing/business in a plane of (the breakdown or decline of something into random disorder). Nonexistence becomes visible, its character beyond simple (lasting forever) blackness and unable to be clearly said in the mortal tongue. Also, one bears witness to a more including existence, shapes and colors indescribable and impossible, objects formed yet formless. The passing of time itself becomes (without any point or purpose); the visions will feel like they happen over short-lived seconds and at the same time/together over a thousand thousands of years. It is in this (like an expression that means two very different things at the same time) world, very scary and beautiful, that a (child, grandchild, etc.) becomes aware of their child-like childlike (because of a lack of understanding)ty, that their understanding of the material world is no more than that of an ant. And, it is here, that they climb the first rung on the ladder of truth.


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The showed visions of a Praetor during excellence.


Such experience is an understanding in its term, as the mage has bore witness to a higher world far beyond the perception of the public. As the (series of actions always done the same way for religious or other reasons) itself is super-important of ability and understanding, so too may it become super-important in personality. Praetors may slowly develop a snobbiness towards (children, grandchildren, etc.), viewing them as short-lived and (having no knowledge) while they have become never-ending. Yet, as no two wise men experience these voidal connections the same, and in fact the personalities of the thinking races being many in their own right, the extent of this effect will change/differ. Some may keep their old character while others will reject it completely. Never dying creates unlimited time to think about, and so those that receive its advantage will view and understand it (in a way unlike anything else) and changing (and getting better)ly.

In the Amazing (out of this world) form one becomes an impossible-to-understand mass of magical being, the physical visible sign of one's own mana. Though they may almost/unclearly take on a humanoid form, their way of thinking may not. In fact Praetors in this state often adopt a personality/desire unlike that of a mortal tube (in the body), perceiving themselves as near god. Finding themselves less easily able to be harmed or influenced by the typical human feelings of love, hate, fear, etc. they may act more angry and insulting, a result of the (getting or giving power) that suddenly rushes/increases through, and (able to be shown) changes, their being.


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Although Amazing (out of this world) minds mostly keep/hold personality before connection, the forbidden truth they've experienced will definitely command/(have someone write what you say) their future perceptions. They've experienced the (without limits or an end) (possible power or ability within/possibility of) the Void, the creation of the Material World, and the (thing that is suddenly shown or understood) that (child, grandchild, etc.)-kind are in an impossible-to-imagine way small, mere ants compared to what lies beyond the Cover and even further; however, they'll find that the exact details of this (thing that is suddenly shown or understood) are unable to be committed to words to share their forbidden knowledge with other (children, grandchildren, etc.), existing as a "third eye" or sixth sense. This is the cold and unforgiving reality that badly bothers the Amazing (out of this world)'s mind and represents the true change (from one thing to another) between Mage to Praetor.

As for the Praetor's reasons for doing things and drive, anything having to do with the Not well known will draw fascination to them, be it a large and detailed interesting/exciting (thing), (like nothing else in the world) materials full of Mana such as Arcanium, or Voidally-influenced land, such as Hollows, Nodes, and Heaths. Especially, Amazing (out of this world)s will feel most at ease and comfortable in these magically scarred lands. What most find weird and disturbing would be a state of steadiness/balance in the eyes of a Praetor. Their interest in thaumaturgical (important events or patterns of things) and interesting things would likely drive a sense of invention of new things in them, focused on pushing the Not well known's abilities to their limits for the purpose of talking more about/adding to its (possible or/possible greatness or power or) increasing their own powe, possibly both.

The rejection of people/(the kindness of people) involves very bad results for the Praetor - (dishonest actions that ruin your trust).

(the study of thinking and behavior) Red-lines:

- Change in attitude/set of opinions must be roleplayed. Although this doesn't mean that the Praetor must become a basically and mostly evil or dangerous character, they will not be of average way of thinking in comparison to a (child, grandchild, etc.) and will always lift up/raise up themselves above others (without any concern about/having nothing to do with) whether or not they hold onto their people/(the kindness of people).

- It is impossible for a Praetor to (in a way that's close to the truth or true number) describe what they see in their Trance to another (child, grandchild, etc.). They may say that they've experienced creation in its purest form and seen the scale at which everything lies, but further details may not be explained details about, as the (child, grandchild, etc.) mind cannot understand what is seen in the Trance and it's truth cannot be worded through common language.
Do you know of insanity?

I have seen/looked it; I have grazed it. I have been in the (very upset feelings) of its reach. One minute I knew peace; the next, I was steeply dropped into a terrible, scary hellscape. There were voices in my head. Constant, itching, (irritating/making worse), pulsing, and harsh-sounding voices ringing out in a sickening (group of sounds that sound good together) / (complex music for a full orchestra); they launched an extremely careful and torture-like attack on my mind. I did not know even a moment of rest.

I stared into the nothingness and saw horrors I could not and still cannot put into words. Frustrating, frustrating, frustrating sounds, sights, scents, and tastes filled up my senses with one feeling translated into many: insanity. I heard the conversation of enemies and bore witness to a (related to a changed mental state caused by drugs) attack of visions - I questioned the existence of a GOD.

Those weak, shallow fools sexual desire for long life--for never dying. They do not understand; they cannot understand what it means to be incapable of dying. To be incapable of dying is to be (locked in a prison). I am doomed to a never-ending existence full of suffering, madness, and disgusting and terrible knowledge. Never dying is a curse, not an advantage.

I wander the fields of existence alone - I am neither here nor there. If I was asked who I was or what I was, I would not be able to answer. I am a damned being of endless torture. I am everything and nothing.

- The Ravings of a Praetor.

(dishonest actions that ruin your trust)

Heavily given great ideas from Zarsies' Original (old stories/old knowledge)

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"Sometimes, insanity comes knocking. Other times, it tears down the walls."

For a Praetor, weakness lies not only in the body, but permanently in the mind. Weakness (that could be used to hurt someone or something) lies in (time going on forever); the never-ending, able to be harmed or influenced. For time may wear one (not caring about the problems of others) and (sad/terrible/serious). Endless and impossible-to-understand like the Void they clearly show/include, a Praetor is easily able to be harmed or influenced by the (very upset feelings) of madness, for their existence is a (two separate things are both true, but this seems impossible) and can be mildly healed/made better by the ways of the world. The soul of a Praetor, neat/ well-organized/ well-behaved constructs that support the very opposite of its being, is a puzzling one, a living disagreement between two things, a (constant/not going away) (two separate things are both true, but this seems impossible). It is the reason every Praetor, as time weathers their (senses of right and wrong), walk on a tightrope over the endless (the breakdown or decline of something into random disorder) they have hugged/supported within themselves. To fall, all it takes is a little push. In the bottomless pit, people/(the kindness of people) fades and insanity results.

Effects of (dishonest actions that ruin your trust)

Those that choose to (in an emotionally intense way) reject their people/(the kindness of people), the foundation of their existence, are more easily able to be harmed or influenced by becoming the subject of the fading people/(the kindness of people) all Praetors experience. Over time, they may become (controlled the speed of a device/choked) into madness and (wild, over-energetic mental illness) through the obnoxious pride they gather, or the snobbiness they help grow, unnatural qualities that only chew at their mortal (honest and good human quality/wholeness or completeness) with the passage of time. Soon enough, as this (continues to exist/continues to do hard or annoying things)... the point in time when big changes happen comes, the fall begins and the spiral uses/eats/drinks/destroys.

It is in this lowering/downward movement/family origins that a knowledge-based seed of (dishonest actions that ruin your trust) is planted within the (strange-looking) soul, of those that constantly submit or entertain their silly mistakes. Over the length of time of a year, the seed will slowly bud, causing weird and mentally sick ruinings in the mind of the amazing (out of this world) Praetor. As the seed continues to grow, a making worse madness happens until the amazing (out of this world) Praetor possesses a (like nothing else in the world) personality which irritates, separates and strong(ly) dislikes the Mortal Vessel. This can, for example, include a violent, violent and cruel amazing (out of this world) form or a depressive, self-harming amazing (out of this world) form.

When the amazing (out of this world) fully develops its own personality, the soul of a Praetor is figuratively split, (in which/during which/in what way/in what) the amazing (out of this world) will look (for) control of the Mortal Vessel, wedging a crack (or argument) between the struggling forces within one being. If left untreated, the goal superior, the Amazing (out of this world) will continuously weaken the Mortal Vessel until their sanity is crushed, people/(the kindness of people) lost - the amazing (out of this world) personality becomes across both forms, an amazing/surprising (or: single) being.

The only means in which this condition can be healed/made better is through holy magics that can remove sicknesses and sickness, for the means in which the Praetor's mana can be drained have been lost to time.

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Redlines and Guidelines:

(dishonest actions that ruin your trust) is simply a (something you choose to do, but is not required) avenue for Praetors that wish to explore the rejection of people/(the kindness of people) and get/cause its results.

(dishonest actions that ruin your trust) does NOT give power to an Praetor in any way.


Death

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Where death is so final for mortal souls, a curtain's call, the final closing of a lifelong story, the final/very best support of dark that invites upon all... it is only the beginning of another chapter for the (strange-looking) soul of a never-ending being, a Praetor. Trouble, to not be gave/given a (the definite end of something) in one's existence is a cursed blessing, an unable to be separated two-part thing that gives power to and tortures. For a Praetor, every death appears to be a final tune of life's (group of sounds that sound good together) / (complex music for a full orchestra), yet it is only a dishonest (getting quieter), a fake calm that is only followed by the Praetor returning to the world through the nothingness's energies, remanifesting upon a selected/named large stone, or the Cloud Temple, reborn in the mortal plane. Upon their return, a Praetor will possess no memory of the events that lead up to their death, though the (serious physical or emotional harm) of the event will still be felt for some time. Every death a Praetor experiences involves the lessening of their soul, the process of answer/copy taking one's (basic, built-in, important qualities) purely for the purpose of securing/making sure of one's (when something keeps happening for a long time/delay in a court case). It is said that after three deaths, a Praetor loses their sense of self-image/snobbiness, of oneself as they truly lower/move downward/originate into something beyond madness, (in the end) making them (unable to do something) of returning to the mortal plane, casting their soul forever torn away in the bottomless pit of the nothingness.

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Guidelines:

3 lives given, (grows again/gives life to again) every 4 weeks of no death, when deadly wounds are sustained in CRP, the Praetor's body (falls apart or breaks apart into tiny pieces) into a lot of wisps that (appearing to be) blink out of existence, shunting to CT for reformation over one OOC day.

Every death causes the counter to be deducted by one, and the pain of death will still be felt upon remanifestation, though the Praetor will have no memory of the events that lead up to it, following rules of Monk (coming back to life or popularity after a long time).

The Praetor's CA must be updated in the same way/in that way by the ST to point to/show how many lives remain, be it after a death or lack of that/of it for a month. This information should obviously NOT be metagamed.
General Red-lines:

- This (old stories/old knowledge) is not common knowledge and the existence of Praetors is only known to those that have (before that/before now) saw their kind. One cannot simply say they have "read" of Praetors or "heard" of their properties.

- Praetors do not have larger Mana Combines than average (children, grandchildren, etc.). Their only "battery boost" lies in their ability to change (in form) substances with more strength and a higher scale and range.

- Mental change MUST be roleplayed. A Amazing (out of this world) does not necessarily become a basically and mostly evil or emotionless character, but they have a constant high/higher (quality of being better than everything else) in comparison to (child, grandchild, etc.) life, (without any concern about/having nothing to do with) whether or not they hold onto parts of their people/(the kindness of people).

- To become a Praetor, the player must be Level 5 in two voidal magics and at least Level 3 in transfiguration.

- Praetors may not practise deific or dark magics, with the exception of Pale blood magic.

- The Amazing (out of this world)'s abilities may not be bound to interesting things. They are (like nothing else in the world) to them and them only.

- Physical changes MUST be roleplayed. Praetors may not wear any sort of plate (protective metal or other covering) and incredibly the ability to work hard for a long time heavy weapons such as poleaxes, maces and warhammers are not practical and combat.

Pros:

- Offers Wise men a way to reach a peak in their ability and get never dying through (times of moving ahead or up) in Voidal Change.

- Spells dedicated to oppose/to go againsting enemy magic (things thrown or fired at high speeds).

- (not able to be harmed/not able to get a disease) to extreme climate and most ordinary and boring sicknesses.

- Sleep and breathing are unnecessary and not needed/demanded by the Amazing (out of this world).

- The Amazing (out of this world)'s powerful connection to the Not well known prevents negative feeling of love, hate, guilt, etc. from affecting their ability to cast.

- Encourages interaction with other Wise men surrounding Circling, Arcanium Forming/creating, the non-(always wanting to fight) support spells and (series of actions always done the same way for religious or other reasons)

Cons:

- Weakness to anti-magical means such as Thanhic Mix/mixture (of metals), Auric Oil, Rejections and (sick/defective/weak and shaky) Magic.

- Needed thing to move/change to Amazing (out of this world) form for the utility of (always wanting to fight) abilities, which also exposes you to a whole host of weaknesses.

- No dark or deific magics with the exception of Pale Blood Magic.

- Exclusive to Transfigurationists.

- Limited lives before an absolute and total/without any limits or restrictions PK

- Extremely changes the character's attitude/set of opinions, barring off a lot of "slice of life" roleplay from the character.

- (not able to be harmed/not able to get a disease) to alchemical medicines that are eaten.

- Alcohol is much less effective, needing/ordering three times the strength for a Praetor to experience its effects in the Mortal Vessel.

- Unable to swing the ability to work hard for a long time intensive two-handed weapons.

- (artificial leg, arm, etc.) limbs outside of Not well known origin will not work.

- Making babies between a Praetor and (child, grandchild, etc.) brings about (very bad and upsetting) defects.

Changelog

- Added changelog

- Removed ability to do things of selected/named large stones as "respawn points" to prevent difficulties.

- Nerfed (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts)

- Added added/more "con" (related to/looking at/thinking about) the ineffectiveness of alcohol

- Added three new beauty-related abilities: Revitalisation, Reinforce Mana Pool and Supply Spell.

- Cleared up that Praetors can only weaken (child, grandchild, etc.)-sized creatures at most.

Authors' Note

[To be added]


Citations

Phil's Original (old stories/old knowledge)

Changes to Powerful officials

Zarsies' (dishonest actions that ruin your trust) (old stories/old knowledge)

Isaac's Spellforged Write

My Powerful official Write

Credits

Johann and Isaac (Co-Authors)

Zarsies ((dishonest actions that ruin your trust) Lore)

Phil (Original Lore)

...and all those that myself and Isaac talked to over the length of time of this write.

 

Edited by CaesarTheFirst
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11 minutes ago, CaesarTheFirst said:

This is a total (of everything or everyone) merge of the Powerful official and Spellforged writes understood/created by myself and Isaac, and is by no means identical to old Powerful officials beyond beauty-related.

 

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15 hours ago, Burnsider said:

As this is meant to be a guide to playing the CA and not an in-universe writing, can this be rewritten so it doesn't sound like it was written by a mage locked in a tower with a thesaurus as a familiar?

No idea what you’re on about, my guy. I’m not a native english speaker but I understood what the lore was saying, even if a few fancy words were used here and there.

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this would be pretty dope to see

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