Overview
"The Void and the Dark Arts are not one and the same.
To be afflicted by the touch of the void, to be vulnerable to the Hunger that it gives, does not render the powers of the Dark Arts unto a person, to be so ostracized by humanity. Rather it is an obstacle that must be overcome, like swimming against the flow a river. Only thus can one harness this power, overcome it, and make it one's own." - Yann Mannemyoc, founder of the Mannemyocan Principalities
The Void Sphere represents the siphoning powers of the void. Wild Wraiths and those who are afflicted by void powers at a young or developing age have a portion of their Celestial Tapestry (known as Forsaken) which siphons energy into the Or in the case of Wraiths, the Parasite known as the
Darkeye is constantly doing so), which leads to what is known as 'The Hunger' in all those afflicted. They hunger for energy to the point that their internal Celestial Tapestry siphons off ambient energy for it, preventing the continual accumulation of energy within their bodies. It was only from a discovery of Yann Mannemyoc that Forsaken are now (tentatively) treated as fellow members of society, and not accursed people, thanks to the discovery of the ability to break down material into energy with void powers, allowing for Hunger to be satiated for long periods of time. This allows the player to fully harness both the energy siphoning aspects of the Hunger, make use of their original powers, and perform feats of Bioelectricty, and offshoot of the Magne Force that pertains to the electrical signals that flow from within.
Standard Powers (Roleplay)
Standard Powers: Void
Sphere Number | Description |
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O | 1 - Void Rift Sensing: The player or unit is sensitive to the presence of void rifts, no matter how minuscule or internalized, allowing them to more easily sense Wraiths, Wraithborn, Forsaken, and the direction to the nearest Badlands, as well as how inhospitable said Badlands are. 2 - Energy Dampening: The player can absorb ambient energy dampening the natural energy in an environment. Depending on the strength of this effect (Which itself necessitates further points in this sphere) this can have notable effects on the immediate environment. |
OO | Ephemeral Sap: The player or unit is able to generate and create ephemeral clouds of a 'sapping' force which pulls energy from those struck back to themselves, quelling their energy hunger temporarily. This damages enemies as well as sapping them of their energy. |
OOO | Biomorphism (Wraith): Wraiths have the uncanny ability to morph their Silver-snail shell into that of anything they can see in their environment. However, when this is new in this stage, there are usually a number of details missing, making them easier to spot without further advancement. / Bio electricity (Maphra only): Players who have stored an excess of energy within their bodies can directly convert their internal energies into bio-electricity, allowing for them to disorient or paralyze opponents hit by their attacks. Attacks with reach beyond a touch or weapon attack expend a substantial amount of energy, however, and renders the wielder vulnerable to Hunger again. |
OOOO | SapShaper: Wielders of this power can shape sapping force into simple to moderately complex shapes in order to more efficiently drain energy from enemies further away. |
OOOOO | Material Morphism (Wraith): Wraiths can take on the appearance of inanimate objects to hide and consume their prey. Like Biomorphism, this generally leaves a number of crucial details off enough for observant people to notice. / Material Conversion (Maphra only): The player with this ability now has the ability to, with the expenditure of a lot of focus and effort, convert material into energy and consume it, staving off all Hunger and regenerating their Celestial Tapestry to full. This re-allows them access to their original powers while retaining the bio-electric and sapping powers this sphere affords them. |
OOOOO O | Enhanced Biomorphism (Wraith): Wraiths have an easier time fooling enemies in their transformative nature. Additionally, they can convert their bodies briefly into an energy form to attack at the cost of potential Hunger. / Enhanced Bio electricity (Maphra only): The player can project bio-electricity further from their bodies without fear of hunger, allowing them to use bio-electricity in tandem with their powers to create sensory projections and illusions, as well as other powerfully disorienting effects. |
OOOOO OO | Sapping Control: Wielders of this power can shape sapping force into complex but empty shapes, sap specific energy with their attacks, and even sap energy from inanimate objects, causing them to crumble into dust. They can also use Sapping to help transfer the energy to others. |
OOOOO OOO | Hunger Suppression (Wraith): Wraiths can now suppress their hunger for significant periods of time, allowing them to hide among humanity and feed only when absolutely necessary / Hunger Control (Maphra only): Players can suppress their Hunger with points of Willpower. This allows them to be able to survive areas of low energy long enough to leave and replenish themselves. |
OOOOO OOOO | Subtle Sapping (Wraith): Wraiths of this level can fully control their sapping ability, drawing energy from living creatures in subtle ways that make it easy to think of as illness. / Energy Conversion (Maphra only): With mastery over their hunger, players can survive their hunger off of ambient energy alone, with no additional need to convert materials to energy. |
OOOOO OOOOO | Total Morphism (Wraith): A wraith of this level can become anything and mimic it almost perfectly, requiring energy sensing and/or sagesight to identify the ruse. / Full Bio-electricity Control (Maphra only): The players have full control over bioelectricity and can shape it like any other element while also using it for its properties. The energy Auras of these constructs alone allow for the inducement of the effects that require enemies being struck to achieve. |
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