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[✓] [Rewrite] [MA + FA] Kani - The Art of the Oscillit


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NOTE!

To preface this, I'd like to thank Archi for rewriting this previously -- as much of it is based off his work -- and keeping this magic on the server during the Lore-Games.

 

I wanted to reformat Kani since it was a pain to shift through, but Squak recommended that I should rewrite it -- primarily the spells -- to make it easier to understand. I hope we were able to do that, and hopefully, we'll see this used more. In essence, we..
 

- Tried to make it more easier to understand, spells-wise.

- Lowered connection to [2] emotes, but added more details on how to disconnect an Oscillit.

- Made it so OOC-Oversight require an IRP meeting for connection, and spells can be taught with the Teacher's Oversight, to help with activity.

 

And other things, I can't remember the details currently.

 

If there's any issues or something that we've glossed over, or accidentally done, please let me know.

 

As Kani has had several problems with activity, if this passes, I'd like to request [3] grandfathers be given. These will be granted to people NOT affiliated in a community that I currently am in, I don't really know much people, so please PM me at neil#6647 if you're interested!

 

I will be talking to people to gauge if they're suitable for a grandfather, and what their thoughts are. Happy RPing!

 

MUSIC:

 

 

Kani

The Art of the Oscillit

 

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Key Terms

 

Metaphysics: Refers to a universal form of physics constantly occurring, yet largely unknown to mortal and immortal beings alike. Its nature as something beyond full comprehension makes it a challenge to measure.
 
Resonance:
The core anomaly that Kani harnesses. It is interpreted as an underlying pressure or a sound wave. 
 
Oscillit:
An individual who can harness the resonant anomaly; practitioners of Kani.
 
Kani:
The first-used term for this technique, most of the time, it's used to refer to the technique OOCly.

 

Kani is not a term that is common, and the knowledge of Kani -- itself -- is not something that is frequent, meaning a character cannot spawn knowing of its existence, you'd have to learn of it IRP.

 

Origins

 

Spoiler

The One With Tarnished Lungs

 

As with all practices, there is the discovery and the discoverer. Among the Oscillits, there is the tale of the one with damaged lungs; lungs that were scarred by flame, making it difficult to breathe. This individual's breathing patterns were irregular, taking a great effort to mimic the average person’s breath, which even still, often lacked enough air. He noticed peculiarities as a result of his unusual breathing patterns, leading to a desire to satiate his curiosity about the phenomenon. Determined, this mysterious figure would spawn the beginnings of the art that would come to be known as Kani.

 

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The Resonance Anomaly

Resonance is a curious effect that takes place within the bounds of natural mana, in which energy is displaced similar to that of a sound-wave. Because all things that exist within the Veil retain an amount of ambient mana, the excitement of this resonant energy creates a sort of ‘ripple effect’ which in turn displaces other energies to incite physical effects in the world around it, as well as interact uniquely with other mana-based forces. 

 

By fine-tuning these frequencies of resonance, one can learn to control physical forces in objects such as inertia and friction. The more fluid the material or matter, the more freely the energy may flow through it. Liquids are the most receptive to this, while large solids are the least receptive. This is because the energy must move like a wave to incite the change of properties in an object, and thus solids fail to channel resonance due to their lack of fluidity. The less tangible a solid medium, the more it may be affected by resonance frequencies. While this varies more or less given the solidity of the substance, an object’s reception to resonance lies on a scale; at one end of the scale, the object is fluid enough to be receptive to resonance, whereas at the other end, the object is not. Each and every material will fall somewhere on this scale based on its tangibility; liquids, powders, and fabrics would lie towards the former end of the spectrum, whereas a block of steel would be at the end of the latter.

 

- Liquids are the most receptive to resonance. 


- Solids are the least receptive; the harder the solid, the less receptive it is.


- As a rule of thumb, the less tangible a substance, the more affected it is by resonance; liquids, powders, and fabrics are some examples. 


- Every material is affected differently, and by following this guideline it should be easy to accurately and fairly roleplay Resonance in any roleplay environment, combat or otherwise

 

Interaction with Mana

The Resonance Anomaly has a basis in mana, and as a result,  other mana-based energies will be affected by it. Because resonance stems from the Oscillit’s body, it can allow a degree of physical contact and interaction with mana. While mana exists in the very fabrics of creation, most mundane aspects of reality, such as air, walls, and the ground, will not be uniquely affected by resonance outside of changes in properties. It is only when mana exists outside normal physical forces that resonance can interact; evoked mana, mana-based entities, and even large pools of mana may be affected. This interaction, like the Resonance Anomaly itself, varies in intensity depending on the source’s concentration. This effect is passive so long as the Oscillit is fully channeling resonance, and is described in more depth below. 

 

- Sources of potent mana are affected by Resonance, given Resonance is by nature manipulating environmental mana to build up to larger effects.


- This does not apply to traditional physical laws or objects when ‘potent mana’ is said. These things can still be used in Kani in general, but their ‘tangibility’ cannot be altered. ‘Potent mana’, then, refers to specific sources of mana and the effects an Oscillit can have on them.


- For reference, sources of potent mana include the evoking of a void mage, beings made of mana, and or high potency of environmental mana from some outside source.


- Mana anchors cannot be affected by Resonance, for balance reasons.


- There are other things that could be considered potential sources of mana, but it’s largely circumstantial. These are just some of the more common and clear examples

 

Passive & Aggressive Ranges

Resonance happens across a large range of frequencies that can be controlled by the Oscillit. The two main ranges are passive and aggressive, but they do not act in a binary fashion. The distinction between passive and aggressive stems from an effect in the aggressive resonance range where mana begins to act as though it were tasked mana, thus being considered active and burning away into aura as active mana tends to do. With the ranges not being fully binary, a resonant frequency can slightly enter into aggressive ranges with a slow burn, or delve fully in and create a brightly burning aura with powerful effect while passive ranges burn no mana and produce no aura. ‘Aura’ in this case is defined by effects and appearances surrounding the Oscillit.
 

The Aura produced from an aggressive Resonance frequency regularly deviates from the regular smokes, glows, and wisps of a typical aura. Due to the nature of Resonance, it tends to manifest in more chaotic patterns such as arcs of electricity or licks of flame. Really it may appear as almost anything imaginable in any combination of colours so long as it never produces enough light to interfere with vision, is respective in intensity to how intense of an aggressive frequency it stems from and comes from the locations in which the resonance is occurring. Often times more creative examples of Oscillits will purposefully train to tune the shape and colour of the aura into their own art form.
 

Preparing oneself for Aggressive Resonance, a sort of ‘connection’ if you will, takes [3] full emotes, then a latter emote for the effect of what is occurring. 

 

[3] Connect + Charge = [1] Cast

 

After achieving connection, they can maintain it and continue to cast their techniques unless their breathing is affected in any way. Etc, someone punches them in the lungs, potions that irritate and force one to cough. Should one be injured or changed permanently to the state where they're unable to breathe in a controlled manner, for example scarred lungs, their MA would be denied.

 

- There are two categories of frequencies in Kani: Passive and Aggressive.


- Aggressive usage would result in the ‘burning’ of mana, causing the appearance of an aesthetic aura of choice around the Oscillit.


- Utilizing Kani in any combat encounter counts as Aggressive Resonance.


- This aura tends to be very chaotic, such as aesthetic and harmless electricity or flame.


- It can be whatever you’d like, so long as you follow a couple of criteria:
- It doesn’t produce enough light to interfere with vision.


- Equivalent to the intensity of the frequency, increasing or decreasing the intensity would affect the aura respectively.


- It originates from the location of the resonance.

 

Mana Usage

An Oscillit’s abilities stem from mana, which is already present in the environment. As a result, the usage of their pool does not tire them like that of a typical mage. The normal mage’s mana pool stems from the soul, while an Oscillit’s pool does not. The Oscillit simply manipulates environmental mana, utilizing Resonance and frequency to get the desired effect. With the natural functions of the world, the mana will eventually restore after extended periods of time, but in extremely rare circumstances it may restore faster in areas filled with mana, etc Voidal Tears or Obelisks. Typically it's an unnatural occurrence caused by something outside of the Oscillit’s control, but the specific details belong to other lore.

 

- An Oscillit utilizes mana in their environment, meaning they do not suffer exhaustion like a typical mage.

 

- When the ‘pool’ runs low, the mana in either or both the body and the environment decreases to a point where one can no longer incite Resonance.

 

- This mana will be restored naturally after an extended period of time.

 

- Certain rare circumstances may restore this faster, but that’s entirely outside of the Oscillit’s control and is the result of other lore.

 

Range

It’s important to note that an Oscillit’s Resonance has range, though it’s very difficult to give exact numbers considering the myriad of materials and elements in the world with varying solidity and toughness, along with the flexible nature of the art. The manipulative range of water would be roughly six meters, whereas the manipulative range of hard solids tends to be a few millimetres.

 

- Range varies greatly depending on the materials involved.
 

- This depends on tangibility, toughness, and flexibility.
 

- For a liquid such as water, an Oscillit could manipulate in a range of about six meters.
 

- Harder solids can only be manipulated within a few millimetres.

 

Eligibility

All Descendants can use Kani, so long as they are capable of breathing to manipulate Resonance. However, Kani does require [1] magic slot, as well as learning from someone with an accepted Teacher Application. Additionally, for balance reasons, creatures who wish to use Kani must submit an additional submission explaining their usage of it and any unique effects as a result of their nature. Below is a small list of already accepted ones.

 

- Afflicted, Hou-Zi, Kharajyr, Wonks, Musin, Epiphytes, Vargs, Nephilim, Anthroparions, Homunculi (sized and strengthened no greater than the peak for humans) and Tawkin Husks/ Vessels are all capable of utilising Kani.
 

- CA races cannot perform Kani alongside any activated combat-relevant abilities and must allow a single emote break following the completion of said abilities before they can begin to incite resonance again (IE: a passive ability, such as maintaining a third arm after the fact it was created by an Afflicted, would not render one incapable of inciting resonance, though active abilities such as a Varg shifting into their bestial form, all manner of Azdrazi flame abilities or a Siliti’s Metamorphosis (Major) ability would require a break after the ability’s completion before inciting resonance again).
 

- Resonance cannot be incited through any location covered in hardened/ armoured flesh (IE Tawkin Mutations, metallic prosthetic limbs).
 

- Kani requires breathing to use.
 

- Kani must be learned from someone with an accepted TA in Kani.
 

- Above is the accepted list of current creatures able to utilize Kani. Others will have to submit a lore submission for their creature to use Kani or include it in their base creature lore if they are capable of utilizing Kani.
 

- Unless lore states otherwise, all Descendants are capable of utilizing Kani. Even those connected to Aengudaemons, such as Paladins.
 

- CAs not listed are incapable of utilizing Kani. 

 

Effects

 

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This exists to establish a rough balance and Kani should be played. Any actions within this section are not to be played rigid as it does not cover every possibility. Effects may be combined, so long as it follows lore and the rough limits provided.

 

Delaying of Inertia

Description:

An oscillit can incite resonance to delay force for a short period of time. On a metaphysical level, the frequency of resonance is tuned to such a specific point that it creates an “echo” in the area of impact. When the resonance waves bounce back, they collide with one another, canceling the force and passing it onto the next wave. The medium that is host to this reaction provides interference to the waves of resonance, causing them to taper off, at which point the accumulated force will translate back to normal physics all at once. 

 

Mechanics:

Using this form of resonance results in an aggressive aura engulfing the oscillit’s weapon/fist, which can be channeled to delay force for a short period. Upon striking the desired target there would be no initial force from the blow; instead a faint aura would appear at the point of contact, growing more intense before flashing away when the force is released. The amount of time between the strike and the application of the force varies depending on the material; the epitome of a solid would have a two-second delay, while a liquid would have a ten-second delay, with other materials varying somewhere in-between. 
 

Each consecutive strike against that point would reset the timer, stacking only the force from the blow rather than the delay; striking a single point twice in quick succession would result in it receiving two blows worth of force when the timer ends, as opposed to one. 
 

While the duration of the timer varies depending on the medium, in a combative situation the time between the strike and the felt force will not exceed [1] emote between the point of contact and the end of the counter, assuming the timer has not been reset by another strike. For example, if an oscillit struck a solid steel plate once at the beginning of his emote, he could describe the effects of the resonance taking place either at the end of that emote, or at the very beginning of the next. With a liquid, the strike might take place at the beginning of one emote, but the force may not be felt until the end of the second. This is interchangeable based on the solidity of the material and the speed of the encounter as a whole. 
 

Delaying of Inertia may also be used to build up force in an attack to be released at a later point; the attack can be either physical or ranged in nature, such as striking someone with a wooden baton or releasing an arrow that had been delayed thrice prior. In this case, it'd allow the arrow to fire with thrice the force.

 

- This allows one to build an extreme amount of force, though not more than what would be appropriate for their raw strength. A medium struck twice by a human oscillit would feel the force of two human punches rather than adding up to the force of an orc punch.

 

- Each strike is done with direct contact from the oscillit, meaning the physical tiring of the body from doing a repeated action is taken on at the cost of that single, stronger motion.

 

- Stacking force requires the oscillit to make contact with the same point as the first strike; you cannot make contact with an object on different points to achieve this effect, as each would start the process elsewhere and none would gain more than the strength of a single strike.

 

- This can be used on a living target, but given it requires repeated strikes in a single area, the target could very well move away before the oscillit has time to compound their strikes.

 

- When done in combat, this counts as an aggressive frequency.

 

- Multiplying the force of a strike or action, requires [1] emote per multiplication, furthermore the item – itself – would feel the force enacted upon it. (Etc. If a Javelin was thrown with 3x the force with a single strike, its durability would begin to suffer.

 

Selective/Penetrative Inertia

Description:

An oscillit can incite resonance to bypass an object. On a metaphysical level, this is where a single weight strikes a series of weights that don’t move, but eject the rear weight instead. This is done by oscillits via inciting waves of forceful resonance through a medium so that it projects the force on the other side. 

 

Mechanics:

Using this form of resonance results in an aggressive aura engulfing the oscillit’s weapon/fist, which can be channeled to bypass certain layers of materials. Upon striking a target, the aura would create a brief ‘glow’ in the area struck, before seeping through the medium and projecting the force of the strike on the other side as if there was nothing between them. This allows for penetrating effects on armor, with the thickness of material which the resonance can bypass being determined by its solidity, but normally it can handle materials that far exceed what would be reasonably worn as armor, and exist as lower ranges of what would be considered ‘structural’ layers. Should the material in question be too thick relative to its solidity, the wave of resonance would disperse midway, thereby failing to carry the force to the other side.

 

Oddly, this effect does not translate well when applied via torque; for example, swinging a weapon down onto someone’s head would not carry the resonance necessary to penetrate their helmet, but the direct strike of a fist to their cranium would. Proper use of this resonance would result in the strike carrying the same amount of force to whatever lies on the other side of the material as if it were not there, but on its own carries no other unique attributes.

 

- The measurements are well past what could reasonably be worn as armor, meaning that most strikes will pass through if directed at someone wearing armor.

 

-  Due to this attack requiring a linear transfer of force from the Oscillit to the target, you cannot swing at people, but rather must thrust directly at them instead.

 

- Given the direct and intense nature of manipulating the resonance in this fashion, this ability has to be an Aggressive frequency

 

- Penetrative Inertia is unable to 'one-shot' or deals severe trauma against the head due to the skull being too thick, meaning that Aggressive Resonance cannot pass through it in this instance. 

 

Hardening

Description:

It is possible to cause liquids and softer solid matter to temporarily harden. While creating a durable membrane out of the surface of a pond for easy passage would call for a passive frequency, a fabric fixed to behave as armour would require aggressive resonance. By using more aggressive frequencies it is possible to further the influence of the effect. A good four could be achieved on the fabric while 7 meters could be achieved in liquid. Hardened matter behaves similarly to what would be an extremely sturdy rubber. Piercing and cutting instruments would not bounce off without a mark, they’d cut into the material, but face heavy amounts of resistance.

 

On a metaphysical level, the resonance is tuned to induce a fundamental frequency, overriding the true fundamental frequencies that would occur within a true medium. In reality, the fundamental tone, or first harmonic, is simplified as a frequency where a single wave travels back and forth through the medium. In the metaphysical ‘world’ of mana, the fundamental resonance may oscillate at a higher frequency than the reality without losing its fundamental status. The results in the medium housing the mana become synchronized in relative space, meaning the molecules in a liquid or soft solid material lose their ability to move relative to each other. This means that a material loses fluidity, elasticity, and plasticity. Fluidity and elasticity are the first to be lost, molecules will not freely pass each other and once displaced in any manner will not make any attempt at returning to their original position. Plasticity comes on quickly with a tapering rate, meaning properties similar to moist clay appear almost instantly and quickly rise towards those of hot metal with more aggressive frequencies. It is theoretically possible to run a frequency aggressive enough to make a perfect solid but doing so would burn valuable mana at an extreme rate. As such, it remains a simple theory.

 

Mechanics:

Hardening allows for an Oscillit to harden matter past its natural point. Using it underfoot to travel across the surface of a pond would count as Passive Resonance. However, using this in combat in any fashion as well as say, hardening fabric to behave as armour would require Aggressive. Around [6] meters of water at once can be hardened, while only about [4] meters of fabric could be hardened. Other things could be hardened as well, but the effectiveness is only as relevant as what you start with and both fabric and water are the most likely options. Something that is hardened can be likened to incredibly tough rubber. One can cut into it with a lot of effort but would face much resistance from it. The effect can be ceased rapidly by an Oscillit, and will fade on its own within a short period if ignored.

 

When the Oscillit steps on a surface, it remains hardened as long as whatever’s touching it (etc, kani artist foot) remains, otherwise it returns to what it once was after [2] emotes.

 

- Usage in any combat scenario would count as Aggressive Resonance.

 

- 7 meters of water can be hardened at once.

 

- Only a radius of [4] meters of fabric, the point of origin being the Oscillit, can be hardened.

 

- Anything else is within a range between these two.

 

- The texture and resistance of a hardened object are like tough rubber; one can cut through it, but would face much resistance from the nature of Hardening.

 

Friction

Description:

Friction can be both added and subtracted using Kani, resulting in two different scenarios. Friction can only be altered within a [6] meter area, though this area can be moved by one making contact on a new point to incite Resonance.

 

Addition/Subtraction of Friction:

An amount of friction may be added to a surface, whether this is a martial purpose of planting one's footing or a feat of scaling a waterfall. A simple amount of friction required to prevent one from slipping on a surface may be done within passive resonance while something that carries body weight will require aggressive resonance. It would be impossible to scale a sheer 90-degree stone wall regardless, as the material simply isn’t receptive enough. As a rule, you can only climb things that one can scale mechanically. This rule can be bent in events, however, with ET permission.

 

A surface may be made slicker but on your average flooring, this effect doesn’t have enough influence to affect any individual other than the Oscillit themselves. While on a surface that consists of a receptive material it may be done to cause something beyond oneself to slip, but doing so would require the usage of an aggressive resonance.

 

On a metaphysical level, friction is caused by imperfections in an object's surface interfacing with another object's surface and creating resistance when they attempt to move past each other. Resonant frequencies are tuned to interact with these surfaces and either amplify the imperfections of a surface, creating more friction or minimising them, causing less. This effect slightly rearranges the molecular structure of a surface, either removing or creating imperfections.

Mechanics:

There are two ways an Oscillit can utilize friction. This is by either creating more friction or reducing it, on an object. In either case, friction can only be influenced within [6] meters of the point of Resonance. Adding friction to an object will allow scaling it easier. Using Passive Resonance, one can prevent themselves from slipping off a surface. Hauling one’s body weight, however, such as in climbing, requires Aggressive Resonance. You can only use this to climb things that one can climb mechanically, though this rule may be bent in events at the discretion of an ET. Subtracting friction doesn’t necessarily allow an Oscillit to make somebody ‘slip’, as average flooring isn’t receptive enough for it. However, if on receptive flooring such as something smooth or otherwise wet, an Oscillit can manipulate this to a point where it’s very difficult to walk upon. If the Oscillit wished to manipulate something rough -- akin to gravel, grass or sand -- they will find their range limited to only [3] blocks. Doing so would require Aggressive Resonance.

 

- Changes in friction can only be achieved within [6] meters from the Oscillit or [4] meters should it be on something as coarse as dirt. If one repeats this elsewhere, the previous point of Resonance ceases to increase or decrease friction.

 

- These effects can be canceled prematurely by the Oscillit, but will otherwise slowly degrade within a few minutes.

 

- Passive Resonance can be used to cause the flooring underfoot to have a higher coefficient of friction, allowing the Oscillit to stop itself from slipping.

 

- If the Oscillit would use this ability to climb a surface or otherwise attempt to prevent movement on a grander scale, the Oscillit would require Aggressive Resonance.

 

- One can only climb what can be done mechanically, but this rule is bendable in events and is up to the discretion of the ET.

 

- Friction can be made worse or better for people as per the Oscillit's wishes.

 

- If the floor is slick, to begin with, regardless of if it’s slick with ice or water or whatever else, then the Oscillit can manipulate it to be extremely hard to walk upon. However, this requires Aggressive Resonance. A person who uses methods to retain friction on a given surface, even if it were slippery ice, etc. alchemy or studded boots would make the venture across altered terrain much more easier.

 

Persistence with Mana

Description:

Tasks that mana has been forced to partake in ‘extended’ in time, or in other words forced to freeze. This means that an evocationist’s bolt may be forced to persist in reality and a form of stasis.  Even if the source of mana is removed it will persist, although tapering off with time. This effect can only be accomplished in Aggressive Resonance.
 

On a metaphysical level, certain frequencies of resonance can stimulate mana, often causing it to seize up. In relative observation, it appears that it, in a way, has frozen itself in time. With this assumed stasis, most effects halt as well. Transfers of thermal energies halt, transfers of kinetic energies halt, and if for whatever reason it is normally affected by gravity, it will not fall. If the stimulated mana was being fed and was cut off from its source its total lack of current function means it only fades out at a considerably slower rate.

 

Mechanics:

The Oscillit can utilize Aggressive Resonance to ‘seize up’ mana that has been evoked, essentially extending its stay in the Descendant realm. You can consider it frozen in time. This persists even if the source of the mana, such as the mage, has ceased to persist. This stasis has a couple of significant effects. Thermal energies halt, kinetic energies halt, and regardless of if they should be affected by gravity or not, it will instead hang in the air. It will, despite its stasis, slowly trickle away back into the void into nothing albeit taking a rather slow time to accomplish such.

 

- This persists even if the caster, or otherwise the source of the mana, has stopped evoking it.

 

- Thermal energies count as anything hot that’s a spell, and kinetic energy should be spells with concussive stuff. Etc. templar vigorous blow, combustive fireball
 

- Heat transfer stops, as well as kinetic energy and the effects of gravity.

 

- The spell can be affected as long as it's within line of sight, and within [20] blocks of the user.

 

- For all reference, it functions and appears as if it’s ‘frozen’ in place.

 

- It will slowly trickle away to nothing, but it shall take a significant amount of time to accomplish this, around one to two narrative hours.

 

Tangible Energy

Description:

The tangibility of energies unnatural to the Descendant realm can be interacted with and manipulated by the Oscillit. Energies either brought about by changes not physically bound, such as mana, spells, or evocations with a power source beyond the material world.

 

At passive frequencies, the response is weak, only able to cause minor distortions with little practical usage. Aggressive frequencies give a much stronger response, allowing the Oscillit to handle energy as if it were physical matter. However, energy behaves based on how it manifested; meaning, for example, if you attempt to grasp energy traveling at the speed of an arrow, the impact is still felt. Something manifested in a gaseous state is likely to behave like an overfilled water balloon, with it simply bursting and washing over the place of impact. Something manifested as a solid is likely to feel like attempting to catch a baseball or a knife without any protection.

 

When relative velocities are similar, the Oscillit may grab these energies or induce an effect known as latching. Latching locks the resonant source onto a body of energy, allowing the ability to grab something too large or too smooth. Something that is manifested as a light force may be pushed and pulled while something stronger would be able to fight the oscillit’s influence like a fish on the line.

 

Mechanics:

Resonance can be utilized to give further tangibility to what wouldn’t be otherwise. As such, Tangible Energy does not affect things that are already physically there in the descendant realm, only that which is an independent body of energy not bound as a solid, such as spells, gases, or things caused by reactions. This must be used wisely, as giving ‘tangibility’ to something will allow it to make physical contact. A gas made semi-tangible would be constantly attempting to escape its new boundaries, pushing like an overfilled water balloon. A spell moving at high velocity made fully solid would strike with the force of a baseball. With lower velocities,  however, it can be manipulated further.

 

If the Oscillit’s source of resonance has a higher velocity than the target, the Oscillit may grab, strike, or otherwise make contact with the force themselves as if they were targeting something physical. This allows the Oscillit to punch ghosts. When the velocities between the Resonance and the energy source are similar, an effect known as ‘latching’ occurs where the hand or whatever part is used to conduct Resonance latches onto the energy source. This allows the Oscillit to push or pull something that does not resist; however, if capable, a target could resist like a fish on a line and possibly harm the Oscillit by proxy If the latched energy source were to have some force applied to it, this force can affect the Oscillit as well.

 

- Can only be enacted on magical sources of energy as opposed to mundane, naturally occurring ones. A good example is Ghosts, but any body of energy not intrinsically tied to the physical realm can be affected by Tangible Energy.

 

- By using this ability, the Oscillit would ‘feel’ the energy regardless of if the Oscillit was outputting enough force to counteract the energy. If the Oscillit did not fully counteract the velocity of the energy, the Oscillit would be more affected, however, if the Oscillit did fully counteract the energy would be struck as if it were a physical object.

 

- Latching requires a similar velocity to the moving body and will connect only the first point of contact with the body of energy. No ‘proxy’ such as a rope can be used for this to extend the reach, as Resonance has to be done within a few millimetres of the point of contact.

 

- A body capable of movement (e.g. one with velocity or one capable of its own movement) would be able to fight against latching akin to a fish caught on a line.

 

- Latching works both ways; if the energy suddenly pulls away the Oscillit will be dragged along with it, should they refuse to release.

 

- Latching to an energy source does not necessarily freeze the whole thing in place, latching only imparts force from the point of contact serving as an anchor in close proximity to the resonant source.

 

- If one uses this to catch a projectile spell, they would still experience the force of the spell’s impact, but not any ‘rider’ effects that would occur should the spell actually hit (e.g. being burned by a fireball), furthermore they would be affected by the impact of the spell and it's strength (Etc. Fireballs have the speed of an arrow, and thus would feel as if you are catching something akin to that, even if it's formless. Furthermore, should they be combustive, you'd also be affected by that) The spell would be stopped in midair.

 

Condensing

Description:

Through resonance, it is possible to cause granules and particulate matter to condense together. Matter is made to stick together when eventually making contact. What results is particulate matter condensing around a resonant source within a few millimetres.

 

On a metaphysical scale, the act of condensing runs off the same core effect that allows for tangibility within mana with very few differences. The core difference is that the pull is slightly larger than the push. The mana bound within matter naturally wants to remain bound, and thus resists the push but remains fully receptive to the pull. Because of this each time two particles contact they begin to stick.

 

Mechanics:

An Oscillit can utilize resonance to pull together particulate matter, causing them to condense and come together into a solid. An ideal target would be sand on the beach, which is heavier than air and at rest. As such, something like sand particles would condense much faster and much better than something such as smoke. Particulate matter in the air, such as smoke, can still be condensed, but it is trickier and more time-consuming to coalesce. Thus something heavier than air and at rest, such as sand on a beach, will condense must faster than something floating through the air, such as smoke.

 

- Particles not in motion and not suspended in a medium are easier to condense.

 

- For making shields and whatnot out of substances, the Oscillit can only affect the environment within [6] blocks of them, costing [1] emote per [2] blocks, and will have a max durability of wood.

 

- Using this in combat would count as Aggressive Resonance.

 

- Nothing being condensed will ever directly touch the Oscillit; only by proxy through Resonance.

 

- If something like rain is under the effect and is being forced together into a ball it will eventually be subject to the gallon limit. Likewise, Solids that are forced together will eventually become subject to the ten-pound limit.

 

- Any manipulation of material requires the Oscillit to employ Resonance to touch the substance, the Oscillit cannot indirectly move any condensed materials.

 

Orbit

Description & Mechanics:

An Oscillit can briefly augment their passive resonance to envelop objects and surfaces, temporarily linking that surface’s resonance to be more attracted to another’s than the ground’s resonance and consequently cause them to float, freely orbiting (or remaining locked in the space surrounding) the Oscillit.

 

This allows the Oscillit to ‘carry’ an array of objects in a floating orbit through the immediate space surrounding them (the point of any object being held being no further than one foot away from the Oscillit’s skin) or remaining stationarily ‘stuck’ in contact with their physical form as if held by a magnetic force. Practitioners of Kani will still be encumbered by the weight of these orbited objects, though freed from the restrictions that come with having to use their hands, pockets, pouches or other means of carrying objects along. The weight of objects placed in an individual’s orbit will be felt by them as if they were carrying the objects normally. 

 

Objects in this ability’s grasp will always move through the path of least resistance, shifting out of the way of incoming projectiles, walls and people. In this regard floating objects cannot be used to strike nearby individuals and will actively shift out of the way when attempted to be used for such, and Orbit cannot be used to drop objects onto people, with even recently released objects persisting on said path of least resistance until they hit the ground. Similarly, floating objects will avoid incoming strikes if held between the Oscillit and oncoming strikes or projectiles, though this does not apply to objects that have been rigidly ‘stuck’ to the Oscillit, which behave more as if they were strapped in place. 

 

An object can be physically pulled out of an Oscillit’s orbit just as easily as if it were being pulled out of an open pocket or bag. Objects that have been ‘stuck’ to the Oscillit however will require more force, akin to pulling apart powerful magnets, requiring at least the strength of an adolescent human to yank out of place should the Oscillit not willingly release it.

 

Furthermore, Orbit can be used for a passive bubble of ‘minor avoidance’, allowing an Oscillit to keep shielded from rainfall, dust, sand, being muddied, being bloodied or otherwise; protected from contact one might consider being a nuisance, either having said nuisances miss around the Oscillit in the path of least avoidance or idly orbiting around them in droplets or particles. 

 

Orbit can also be harnessed on an Oscillit’s attire, allowing them to for instance guide cloaks out of the way of being snagged or tripped on, or even move their hair out of the way of their face.

 

-Orbit cannot be used to directly attack or harm others. 

 

-The Orbit ability does not alter how Oscillit apply its other abilities (which still all require physical touch to incite resonance aggressively). 

 

-Naturally being limited to a one-foot range and primarily used to comfort an Oscillit in terms of keeping attire and luggage in convenient places via their passive resonance, objects in an orbit also cannot be thrown or moved with significant enough force to hit or block in a combative sense. 

 

-Minor avoidance is explicitly defined as allowing the Oscillator to avoid ‘nuisances’ headed towards them. It has no bearing on combat, and will not affect incoming strikes, grapples, splashed liquids, powders or projectiles during combat, nor can it allow the Oscillit to orbit droplets or particles significant enough to hide or obscure themselves within. Minor avoidance immediately reaches its limit and collapses when droplets or particles sufficient to ‘submerge’ any part of the Oscillit are orbited, meaning an Oscillit could not for instance stick its head underwater and keep it dry. 

 

-Objects in orbit cannot collectively weigh more than what the Oscillit could reasonably carry with their physical strength, stacking atop any weight that the Oscillit is also carrying naturally.

 

-Attempting to apply Orbit on the resonance of a surface too heavy for the Oscillit in question to lift will cause the spell to backfire, sticking the body part of the Oscillit to it for three emotes as if they were themselves magnetised. This cannot be used to fly or escape a fall.

 

- The exertion of this ability is felt as the physical exertion one would feel from carrying objects normally. In this regard using Orbit to stick a tower shield to one’s back would tire the Oscillit just as much as if the tower shield were being held on their back with straps. 

 

- Orbit requires the use of Passive Resonance.

 

- If interrupted, everything carried falls to the ground in a rather slow speed.

 

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Note

It is established in lore that the immortal planes are linked to the void and Aengudaemons channel their powers through links to the void. Spells and energies that are channelled through deific sources are subject to voidal metaphysics. Deific forces that directly manipulate the physical realm, such as druidism, are subject only to the physical interactions stemming from the metaphysic. Lifeforce is an element of the mortal planes and qualifies as physical. When lifeforce is within living matter there is no method to interact but when it is present in the environment it by default acts as a gas, unless otherwise specified.

 

Quirks

Quirks are factors that cannot be controlled in character. Mostly notable things pertaining to, and caused by the functions of, metaphysics.

 

Enchantment Interference

Due to the Oscillit's energy pool stemming from what's naturally existing energy in their physical body and what exists around them, enchanted objects will drain at an accelerated rate or face a diminished return. Items that have a finite pool of energy will not last as long and items that have a regenerating pool, or infinite pool, will have a diminished potency. Should an Oscillit refuse to use its powers then this will not be in effect, but as soon as an aggressive resonant frequency is hit anything in its possession will be affected, effectively prohibiting an enchantment from working during the current combative encounter if struck, or making it take [1] more emote to properly cast should they be in the presence of Resonance (Within 5 blocks) On the other side, should an Oscillit attempt to abuse the natural drain of aggressive resonance to nullify an enchanted object, while it may work, it will also drain its own pool.

 

No Connection

Metaphysical magics do not use a traditional connection. It stems from something physical and no souls are involved. As such, most are eligible for Kani unless some other magic or connection states otherwise.

 

Ignorance of Deities

Unless a deity explicitly is dedicated to studying a portion of metaphysics it's unlikely for one to be aware of metaphysics. A deity has the power to simply will something to happen within their own realm, meaning that the tedium of setting up the conditions for a metaphysical reaction to manifest and then carefully learning to manipulate these conditions is extremely impractical. 

 

Environmentally Based Energy Pool

Nothing that adds energy will be able to undermine resonance as that is similar to putting out a fire with gasoline. Additionally, it would be unwise to lead an Oscillit into the rare area where energy is explicitly more abundant or to set up a condition where energy is more abundant. When the environment explicitly has more energy for whatever reason this does count towards the energy an Oscillit is able to utilize. 

 

Requirement of Organs

Internal organs are required to become an Oscillit, more specifically respiratory organs. Anything with the ability to breathe could possibly use Kani. Due to the potential that any balance may be violently skewed or destroyed by certain creatures Kani may not be taught to any creature until an amendment is passed. The amendment is to establish balancing factors or create balancing factors if need be. Refer above to the ‘Eligibility’ section to see creatures that are currently okay to use Kani.

 

Energy-Based Creatures

Energy-based creatures will be able to perceive the drain from aggressive resonance. This is not to say aggressive resonance will give the scorching agony of holy magics as no two Energy Based Creatures will feel the same thing as a result of resonance. How something will perceive and respond to this is up to the player of the creature. Common reactions are discomfort or other similar, unsettling emotions.

 

Armour and Weaponry

Large amounts of heavy solid armour inhibit resonance by being both a non-receptive material and increasing the complexity through which the Resonance frequency must travel through. The interference of strong solids vastly cuts down upon potency and range of Resonance while also cutting into the control the Oscillit has as the common shapes of armour begin to distort frequency.

 

Light gear and non-solids provide less interference than heavy solids. With varying levels of rigidity and density will have various levels of interference but in simplicity, less direct protection means less interference.

 

General Redlines

- Being physically unable to breathe would prevent you from being able to learn Kani.

 

- Unless specified, an Oscillit cannot create resonance in the air, or any gas, past a few inches. 

 

- An Oscillit cannot use Resonance to ‘bend’ elements. They may influence an object, but not to such a refined point that they could manipulate it as though they were using transfiguration or elementalism.

 

- Resonance cannot be achieved directly through any metallic weapon or armour piece worn by the Oscillator. This also applies to materials of similar density to metal, such as Ironwood, as the inciting of Resonance through objects is hindered by said object’s hardness first and foremost. This leaves the possibility for wooden or softer weapons to be used in certain ways and with certain abilities should the ranges be met. 

 

- If an ability does not state a specific range, that range is expected to be the point of contact and a few millimetres around that point of contact.

 

- Touching back on the previous red line about air, Resonance cannot be directly used for ranged attacks. Indirect methods are possible by using Resonance to interact with certain objects in the environment, though you’d have to get quite creative.

 

- As the magic relies heavily on breathing, speaking heavily upset your breathing rhythm, preventing you from inciting Aggressive Resonance; small, concise sentences may only be used rather than large paragraphs or monologues.

 

- Resonance does not scale the strength of your strikes.

 

- Does not arbitrarily make punches stronger.

 

Tier Progression

Since learning Kani is an experience of learning how to create and use Resonance, as well as learning an unarmed martial art, it’s difficult to give a learning time. The floor limit would be three months, but in most cases, it would be much longer. To make progress, a student must roleplay training, on top of that they’d need to train with other Oscillators. Kani may be taught with OOC oversight and does not require knowledge of spells to progress in tiers. However, one may not utilize spells they have not been taught by a teacher or make a TA without knowing all spells.

 

Kani does not follow a normal Tier-System. Instead, all spells can be learnt -- if taught IRP -- and instead, the corresponding Tier will state how much it takes for the Oscillit to establish connection, showcasing their mastery over the art.

 

T1 (Immediately) - The soon-to-be Oscillit is just learning proper breathing techniques, along with how to incite Resonance.

 

The Oscillit is barred from Aggressive Resonance, and Passive Resonance. They can only connect for now.

 

T2 (1 week) - The Oscillit is able to create and manipulate the more passive ranges of Resonance (Referred to from this point as Passive-range Resonance), but not without an active effort and full concentration.

 

The Oscillit is barred from Aggressive Resonance, though they can use Passive Resonance with [3] emotes.

 

T3 (1 month) - The user has gotten the basics of manipulating Passive-range Resonance down, able to perform passive tasks with only mild difficulty, and is now taking their first steps into more aggressive ranges of Resonance. This tier would be spent learning the proper breathing techniques, along with optimal movements.

 

The Oscillit will require [4] emotes to incite Aggressive Resonance, though they can use Passive Resonance with [2] emotes. They can only cast [4] spells while in Aggressive Resonance, and will need to reconnect.

 

T4 (2 months) - The user is able to harness and manipulate Passive-range Resonance near effortlessly, commonly performing tasks subconsciously with muscle memory (Without direct thought and effort). They have learned to create and properly utilize Aggressive-range reverberation, though by no means have perfect form. Reverberation may be used too lightly or heavily in some areas, producing potentially erratic results. Creating and roleplaying your own flaws is encouraged.

 

The Oscillit will require [3] emotes to incite Aggressive Resonance, though they can use Passive Resonance with [1] emotes. They can only cast [6] spells while in Aggressive Resonance, and will need to reconnect.

 

T5 (3 months) - The user, now a master of both Passive and Aggressive-range Resonance, they can harness and manipulate any range of Resonance with ease.

 

The Oscillit will require [3] emotes to incite Aggressive Resonance , and they can use Passive Resonance with [1] emote. They are not barred at all by restrictions on casting aforementioned above.

 

Continuous Resonance - Feat

Continuous Resonance is a technique that may be taken upon by someone who is skilled with Kani, but still wishes to study the arts of the void to their full extent. By training oneself to maintain a minor state of passive Resonance in the body through daily life it is possible to resist the corruptive forces of a strong voidal connection while bolstering one's physical condition, effectively negating the typical mage weakness. This does not fully nullify any downsides but merely shifts the downsides into another factor. With a state of constant resonance, you begin to develop a constriction on your own ability to pull from the void while the continuous frequency causes mana leaving from the regular mage pool to burn. This provides the effect that a resonant aura accompanies casting in times of tumultuous resonance, meaning casting times are increased by [2] (three emote becomes five) during combat.

 

- Continuous Resonance can begin as soon as someone is T3 in Kani, and does not require an additional slot.

 

- Continuous Resonance allows for one to surpass voidal weakness. However, this comes at a cost. Despite maintaining the same amount of mana and subsequent exertion as a non-Oscillit, voidal casting times are increased by [2] during combat, and will require additional concentration if shifting from inciting Aggressive Resonance to establishing a Voidal Connection and vice versa; the two can not be done in tandem and a one emote break is required between beginning to utilise either.

 

- One could effectively wear a helmet, a cuirass and armor to protect joints (etc, elbow and knees) if they use continuous resonance before they'd find themselves too easily exhausted to use Kani. Though, keep in mind that Resonance cannot be brought out in specific body parts when steel covers it, an example being when one strikes with their elbow.

 

 

Links

Guide:

 

 

Citation

 

 

Dunstan/Bestscarface76 - Creating the original lore.

Archipelego - For spending 8 ******* hours to reformat, edit, fix, update, and adjust the prior write-up.

Tasty_Cheesecake - Being big-brained enough to understand what half of this shit means.

Kujo - Helping with writing stuff.

Pundi - Getting me in this type of RP + Helping clarify a bunch of stuff.

Mordu - His addition + changes a while ago.

Squak - Assisted Archi with the prior rewrite.

 

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Oh joy! He writes well.

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Danm I remember my first persona searched his entire life for someone who knows Kani with no luck, hopefully this means it will at least be a bit more common

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ZA WARUDO

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Can’t wait to get grandfathered into this XD

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well. . .

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didn't have to do an entire rewrite honestly, should've just gotten some1 to edit the existing lore or something. 

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1 minute ago, Gustando said:

didn't have to do an entire rewrite honestly, should've just gotten some1 to edit the existing lore or something. 

 

i wasnt allowed to as it was too big

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I would like to see lore include aliases, especially with more uncommon pieces.

 

I don't like that every character refers to naztherak as naztherak, instead of infernal sorcery, hel magic, demon-casting, or something that doesn't feel scientifically accurate. The common name implies common understanding of things that shouldn't be so casual.

 

I dread to see every character know this as kani

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10 minutes ago, player 67Ui829 said:

I would like to see lore include aliases, especially with more uncommon pieces.

 

I don't like that every character refers to naztherak as naztherak, instead of infernal sorcery, hel magic, demon-casting, or something that doesn't feel scientifically accurate. The common name implies common understanding of things that shouldn't be so casual.

 

I dread to see every character know this as kani


normally Kani isn’t a term that people use to refer to this as, however after reading this — I don’t think it’s stated anywhere on the lore. Cheers for bringing this to my attention, gonna amend it when I’m home

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Love me some Kani. Big +1, run on that water fellas.

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This came off way easier to read as opposed to the previous Kani lore, very nice.

Though I wonder, can Kinetic Blast be used with other heavy hitting spells?

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whats with the dumb 'oh.. the real name of it is metgaming- you have to call it something else' that lore pieces keep ******* having. like why. what does it ******* add

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