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[[Category:Welkin]]
[[Category:Welkin]]
[[Category:Poetics]]
[[Category:Poetics]]
[[Category:Miasmata Arcana]]
[[Category:Created by Aster]]
[[Category:Created by Aster]]
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[[File:ApparationBanner.png|center]]
  Every soul that lacks a solid form must find its way to that [[Metaphor]] which sustains it, and acquire autonomy. This animation is necessary for it to navigate the Planes, or operate a body of unusual make using its '''Psychoplasm'''. Apparation requires a [[Merit|Minor Merit]] to pursue unless you are a [[Ghost]] or a [[Wisp]].
  Every soul that lacks a solid form must find its way to that [[Metaphor]] which sustains it, and acquire autonomy. This animation is necessary for it to navigate the Planes, or operate a body of unusual make using its '''Frequency'''. Apparation requires a [[Merit|Minor Merit]] to pursue unless you are a [[Ghost]] or a [[Wisp]].


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==History==
==History==


Denizens of [[Avernus]] and the other Planes have been recorded since the dawn of history, appearing to the living seemingly from a gaseous mass, bubbling into existence before melting and evaporating away. [[Galdr|Galsterei]] then discovered their own ability to disperse their elemental forms was, in fact, Apparation.
Apparation has been used by the denizens of [[Avernus]] and the other Planes since pre-history, with such entities appearing to the living seemingly from a gaseous mass, bubbling into existence before melting and evaporating away. Sometime in the last twenty thousand years, Fae [[Galdr|Galsterei]] later discovered their own ability to disperse their elemental forms was, in fact, Apparation.


==Acquisition==
:Appearing from nowhere, breaking into homes and vaults as if they had no doors, Apparators have tossed the world of security on its head. Criminals have committed violent acts, disappeared into an alley, and then seemingly vanished without a trace. Burglars have burgled without ever being seen; such is the power of Apparation.
As any Poetics, Apparation is a consequence of one's state of being. [[Ghost|Ghosts]] universally possess this skill, and they use it to traverse the Planes, solidify and hide their bodies, or manifest Tendrils.


[[Galdr|Galsterei]] with elemental forms, [[Dragon|Elder Dracolyches]], [[Null|Nihilisks]], [[Scourge|Scourges]] by Expert, and those Cambion [[Spirit|Spirits]] which possess an incorporeal form are also able to foster Apparation naturally, but must expend a Minor Merit to unlock it.  
::Only those with Upper-Class living standards can assume their home was built with the [[Artifice|Aligned]] materials necessary to bar an Apprentice Apparator from entry.


[[Galdr]] who fall into Major Mageburn might develop the ability to Apparate as a consequence of being temporarily discorporated, but this is exceedingly rare and not well studied.
==Acquisition==
As any Poetics, Apparation is something fostered once a state of being is achieved. It therefore uses that Metaphor for its Spell Reserves. Below are a few examples.
:*[[Spirit|Spirits]] use their specific [[Metaphor]].
:*[[Ghost|Ghosts]] and [[Dracolich|Dracoliches]] use [[Miasmata]] to alter their Psychoplasm.
:*[[Galdr|Galsterei]] use [[Aether]] to manipulate their elemental forms.
:*Three-tail [[Inari]] and [[Draoidh]] use [[Saol]] to transition themselves into Life Force.
:*[[Null|Nihilisks]], [[Scourge|Scourges]], and [[Endless]] use [[Absentia]].


Anyone who possesses Apparation may retain it should they lose the state of being enabling it; those returned to life will always keep their [[Poetics]], but they must spend a Minor Merit on Apparation unless they have already done so, potentially going into experience debt if necessary.
==Frequency==
An Apparator's Frequency determines how diffuse or solid they are.


==Psychoplasm==
'''High'''
:The higher a Frequency, the more diffuse, soft, invisible, and lightweight that object or person is. When high enough, objects can pass through them as if they were a liquid or a gas. Apparating towards a high frequency gradually transitions someone solid into a gel, then a liquid, and finally a gas before becoming entirely diffuse and invisible.


Psychoplasm is a material exuded by the soul, made entirely of emotion and memory mixed with [[Miasmata]]. It may be controlled by the Apparator, hardened, or made diffuse, and extended as Tendrils.  
'''Low'''
:The lower a Frequency, the more solid, hard, opaque, and heavy that object or person is. When low enough, not even another Apparator can pass through them. Someone operating at a very low Frequency might not be flexible enough to move their limbs any longer.


If one's natural state is not made from Miasmata, they will struggle with Apparation unless channeling it through a medium they hold dominion over. Excepting [[Ghost|Ghosts]], [[Scourge|Scourges]] by Expert, and [[Dragon|Elder Dracolyches]], Psychoplasm ''without'' a medium is twice as costly in Miasmata to wield without channeling it through a medium such as a Galsterei's [[Galdr|Elemental Embrace]], a [[Null|Nihilisk's]] goo, or a [[Contrivance]] made with Miasmatic [[Alkemical|Alkemicals]] contacting the body.
'''Baseline Frequency'''
:Everything begins at a '''Baseline Frequency''' determined by their method of Apparation. Apparators are able to deviate from their Baseline Frequency towards a low (solid) or diffuse (high) state. However, they will return to whatever their Baseline Frequency is after enough time has passed.
:*For a [[Ghost]], their baseline frequency is so high that they are invisible to all but a [[Mysticism|Mystic]] or other ghosts, and it is more difficult for them to achieve a solid state.
:*For the initially corporeal, their baseline frequency is quite low, meaning it is more difficult for them to achieve a diffuse state.


====Frequency====
'''Arcana'''
Then intensity of Psychoplasm vibrations determines its visibility and solidity. Altering the Frequency of one's entire body requires significant expenditure of Miasmata, lasting only for several minutes before the vibrations naturally move towards their baseline. This may be altered towards invisibility and incorporeality, or magical hardness and density in excess of steel. To onlookers, it looks as if gases are congealing to a liquid that builds a solid form, or like perspiration for the solid, as they begin to melt and droop down into a gaseous apparition.  
:Casting other Arcana '''beyond oneself''' while operating more than half of your body at a gaseous or diffuse Frequency is '''taxing'''.
:*Spells cast while less than half the body is gaseous or diffuse expend '''twice''' as many Spell Reserves.
:*Spells cast while more than half the body is gaseous expend '''thrice''' as many Spell Reserves.
:*Spells cast while more than half the body is diffuse expend '''five''' times as many Spell Reserves.
::*Exceptions include other Poetics, which may be performed while gaseous at no added cost, and thrice the Spell Reserves at diffuse.
::*Apparation itself may be cast without a penalty at any Frequency.
::*[[Ascension]] reduces the cast cost penalty by 1/2/3 for Apprentice/Journeyman/Expert respectively, when casting Expert or lower spells.
You do not need Apparation to cast spells from other Arcana while at a High Frequency such as [[Draoidh|Draoidh Plantmeld]], [[Galdr|Elemental Forms]], [[Scourge]] Ashics, or the naturally high Frequency of a spectral being like a [[Ghost]]; these penalties still apply, however. They must also use their own Arcana to Order themselves while in this state, further subjecting themselves to the higher cost.
====Order====
Being struck or dispersed while at least partly diffuse will lead to damage that must be '''Ordered'''. An Apparator has control over how this wound might manifest upon their body once they turn solid enough to bleed. They must choose which parts of themselves they will ''not'' reform due to the injury when they transition back to a solid state, or else spend enough time recovering their body through [[Syphon|Syphoning]] the appropriate Metaphor to rebuild themselves. In this way, a broken shin might be traded for a mangled hand, or a fatal wound to the abdomen could be moved away from an artery. Should this fail, they will try to reach a safe place in order to achieve solidarity with a survivable configuration of wounds.
::Apparators are harmed by forces or objects operating at a Frequency close to what they themselves are operating at at; an air thrust by a '''Zephyr''' would knock a gaseous Apparator around much more violently than someone solid, hindering the ability of someone gaseous to Drift. If they are violently dispersed, the Apparator risks their very soul being eviscerated into a [[Ghost|Whisper]] should they lack enough Metaphor to Order themselves.


:*For a [[Ghost]], their baseline frequency is so high that they are invisible to all but a [[Mystic]] or other ghosts. Even so, they may push their frequency even higher to fall out of their view yet more, floating freely through materials in this way. In the other direction, a Ghost could slow their vibrations until their body becomes hard and inflexible, shedding Miasmata should they shatter.
====Bridging====
An Apparator may heighten their frequency to the point of incorporeality and then pass through a sensation of folding space to the other side. They might wander to and from [[Avernus]] this way, or cross through into [[Arcadia]] by entering a dream before escaping into any other Plane where someone is dreaming. While this seems simple, finding and pulling oneself through that space feels like squeezing through an imperceptibly small straw, straining and squeezing as they ooze into or out of a Plane.
::As various beings traverse to and from a Plane with regularity, the point of entry will begin to widen, affording free travel for well-trafficked areas; these are usually the places where so-called ''hauntings'' are taking place. Someone with a haunted mind could store a retinue of ghosts within their dreamscape.


:*For the living, their baseline frequency is quite low, to the point they are solid and must Apparate in the opposite direction towards translucency should they wish to pass through a material or become invisible. An [[Aqua|Aquari]] could learn to wield Apparation to push their Embraced body through solid surfaces. In the other direction, they might Apparate some of their water to be as dense as steel.
====Tendril====
 
:Apparators grow individual Tendrils of the material they Apparate their body with as they progress, able to be shaped into other mundane objects together with what a Crafting skill allows. Unlike standard Frequency, a Tendril is a permanent thing extended and retracted as if it were their own limb. These can be slung outward, striking like a heavy mace or blade, or manipulated as winding tentacles coiling around prey. Spells can be woven through Tendrils as if they were a part of the body, creating weapons from elemental [[Galdr]] while fulfilling the requirement of touch for [[Syphon]].
:*Materials which are closer to a Ghost in frequency like wind - especially air thrust by a '''Zephyr''' will knock an Apparator around much more violently than someone solid, hindering the ability of someone Gaseous to Drift.
 
:*Unobstructed space is required to Apparate, as is being reasonably still. Apparating anything other than a Tendril while moving is additively twice as expensive in terms of Spell Reserves.
 
====Recognition====
:Wherever memories tie a location or object to [[Avernus]], an Apparator may heighten their frequency to the point of incorporeality and then pass through a sensation of folding space to the other side - and vice versa. While this seems simple, finding and pulling oneself through that space feels like squeezing through an imperceptibly small straw, straining and squeezing as they ooze into or out of Avernus.
::As various beings traverse to and from Avernus with regularity through the same sliver of Recognition, it will begin to widen, affording free travel for well-trafficked areas; these are usually the places where so-called ''hauntings'' are taking place.


====Tendril====
::Changing the Frequency to be different from one's overall Frequency, or the shape of a number of Tendrils is considered a spell; manipulating, extending, retracting, or attacking with them is not. One's effectiveness with wielding Tendrils would depend on skill in Whips, or else any relevant Combat Skills and Fighting Styles should the Tendril be transformed into a weapon. Tendrils '''can''' be altered with [[Ensorcelling]] or [[Practice|Practices]]. For manipulating them independently from one-another, Meditation or [[Artifice]] is used.  
:Apparators manifest individual Tendrils of Psychoplasm from their body or - if they are gifted with [[Remnant]] - their own attachments that they are in the presence of. Unlike standard frequency manipulation, a Tendril is a quick and focused change from naught to as hard as the Apparator can go. These can be slung outward, cutting like a heavy mace or blade, launched like darts that quickly grow brittle and dissolve, or manipulated as winding tentacles coiling around prey. They might even be manipulated with memories of a favored or weapon, taking at least the form of that object, while Aquari could wield their Tendrils through water to create solid water-whips.


::As the Apparator progresses, they learn to wield more Tendrils at once. Manifesting a Tendril or changing its hardness is considered a spell - manipulating or attacking with them is not. One's effectiveness with wielding Tendrils would depend on any relevant Combat Skills such as One-Handed, Ranged, or Unarmed.
:::The denser and larger one's Tendrils are, the more ''strength'' they require to wield without being wielded by them in turn - an Apparator may find themselves being propelled and jerked around by their own, much heavier Tendrils, walking around on them like a shifting mass of tentacles.


====Drift====
====Drift====
:To '''Drift''' is to ''move'' an Apparated body through the air. How fast and precise an Apparator might move their Psychoplasm is dictated by their ability to Apparate. Drifting only occurs once the body has lost enough of its consistency that it becomes at least like a liquid - one tenth the listed speed at about half solidarity - only adding a little bit of momentum by this point. Air could be apparated one fourth as quickly, whereas the entirely incorporeal Drift at full speed.
:To '''Drift''' is to ''move'' an Apparated body through the air, which may be done freely by the incorporeal Apparator - how fast and precise an Apparator might move their Psychoplasm is dictated by their ability to Apparate. Drifting only occurs once the body has lost enough of its consistency that it becomes at least like a liquid - one tenth the listed speed at about half solidarity - only adding a little bit of momentum by this point. Air could be apparated one fourth as quickly, whereas the entirely incorporeal Drift at full speed. Drifting back together after being ''violently dispersed'' is functionally an Expert-level spell cast.


====Resonate====
====Resonate====
:The most difficult ability for an Apparator is to impart resonance through touch, forcing an object or person to resonate at their own frequency. This allows an Apparator to Drift with their attached companion or cherished object, depositing it somewhere more strategic or else taking it to [[Avernus]].
:The most difficult ability for an Apparator is to alter a Frequency through touch, forcing an object, a limb, or person to resonate at a desired Frequency - they already do this with their worn equipment and stowed objects, but this allows an Apparator to Drift with their companion or a larger object, depositing it somewhere more strategic or else taking it to another Plane. They might also curse someone with a statuesque Frequency, Order their wounds or those of others, or manipulate the Frequencies of individual parts of their bodies.
::Apparators of the tier below can resist this ability, and those who disturb the Apparator attempting to do this will force them to start over or abandon the process.


==Mageburn Symptoms==
==Mageburn Symptoms==
All forms of Apparation except for Drift and manipulating created Tendrils expends Miasmata; those who push this discipline experience the same Mageburn symptoms as [[Nekros]], and being damaged or shattered while Apparating will cause tremendous damage to one's Psychoplasm - and thus their own Miasmata reserves.
Apparating expends Miasmata; those who push this discipline experience the same Mageburn Symptoms as [[Nekros]], and being damaged or shattered while Apparating will cause tremendous damage to one's Psychoplasm - and thus their own Miasmata reserves. If one is destroyed while their Frequency is too high, they risk becoming a [[Ghost|Trace]] without much of a soul left to experience the afterlife with.


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In the beginning, a Novice learns how to begin modulating their Frequency in order to adjust their solidarity. This is usually an instinctual process for the naturally incorporeal, with others needing to experiment or be instructed.
In the beginning, a Novice learns how to begin modulating their Frequency in order to adjust their solidarity. This is usually an instinctual process for the naturally incorporeal, with others needing to experiment or be instructed.
:*'''Frequency''':
:*'''Frequency''':
:**A Novice may only Apparate halfway towards the opposite of their natural vibration - solid, versus transparent.
:**A Novice may only Apparate one step away from their Base Frequency - a Ghost could become like a wind, or the corporeal might become a gel.
:**A Novice may not disperse themselves beyond invisible, or make themselves more durable than any other.
:**A Novice may not disperse themselves beyond gaseous mist unless incorporeality is their natural state, nor may they make themselves more durable than any other.
:**At this stage, Apparating takes 5 minutes, and lasts for 1 minute before normalizing.
:**At this stage, Apparating takes 5 minutes, and normalizes to the Baseline Frequency over the next minute.
:*'''Recognition''':
:*'''Order''':
:**At this stage, an Apparator cannot conduct Recognition unless walking through a stretched memory.
:**An Apparator at Novice can barely sort themselves out when blown apart or wounded.
:*'''Bridging''':
:**At this stage, an Apparator cannot conduct Bridging unless moving through a Stretched one.
:*'''Tendril''':
:*'''Tendril''':
:**A Novice may manifest one Tendril at a time, and has no advantages at manipulating a Tendril.
:**A Novice possesses 1 Tendril at a time up to the length of their arm, and it's about as hard as wood.
:**At this stage, a Tendril is merely a tentacle and its shape cannot be changed.
:*'''Resonate''':
:*'''Resonate''':
:**At this stage, a Novice is incapable of Resonate.
:**Resonate is not yet available to the Novice.
:*'''Redistribute''':
:*'''Drift''':
:**Redistribute is not yet available to the Novice.
:**Drift may be used to move up to 10 feet per second at Novice.


====Apprentice====
====Apprentice====
An Apprentice of Syphon is beginning to adapt to the process of stealing Metaphor, but has not yet learned any advanced techniques.
An Apprentice of Apparation begins to develop some familiarity with Apparating their body, and begins to experiment with shaping their Tendrils into implements.
:An apprentice may only Syphon via touch.
:*'''Frequency''':
:*'''Syphon Rate''':
:**An Apprentice may Apparate towards the limit of gaseous mist, or make their natural Frequency as hard and dense as stone.
::*Three hours, on average, before draining a mundane being of their Metaphor entirely.
:**An Apprentice may not disperse themselves beyond gaseous mist unless this is already their natural state.
:**At this stage, an Apparator can conduct Recognition, but this is exhausting, draining their Miasmata.
:**At this stage, Apparating takes 2 minutes, and normalizes to the baseline Frequency over the next 3 minutes.
:*'''Consume''':
:*'''Order''':
::*Consume is fully available to an Apprentice.
:**An Apparator at Apprentice can pull themselves together from a gust of wind whilst operating at a High Frequency.
:*'''Impart''':
:**An Apparator at Apprentice can reorder superficial cuts and bruised muscles.
::*Impart is not yet available to the Apprentice.
:*'''Bridging''':
:*'''Redistribute''':
:**At Apprentice, an Apparator can barely conduct Bridging after a few minutes of effort.
::*Redistribute is not yet available to the Apprentice.
:*'''Tendril''':
:*'''Funnel''':
:**An Apprentice possesses 2 Tendrils at a length of up to 10 feet, their Frequency up to as hard and dense as stone.
::*Funnel is not yet available to the Apprentice.
:**At this stage, a Tendril can be shaped into any one-handed weapon or simple tool the Apparator is familiar with.
:*'''Conduit''':
:*'''Resonate''':
::*Conduit is not yet available to the Apprentice.
:**Resonate is not yet available to the Apprentice.
:*'''Drift''':
:**Drift may be used to move up to 20 feet per second at Novice.
 
====Journeyman====
====Journeyman====
By Journeyman, those with Syphon have begun to get comfortable with their abilities, branching out into Redistribution and Impartation. They have also begun to experiment with Conduit, if they are a mage.
By Journeyman, an Apparator begins to exhibit capabilities that some might consider unnerving - stronger Tendrils capable of taking on unusual shapes. Just as well, they are able to begin experimenting with Resonate, many of them entering Recognized Memories to enter Avernus in spite of its dangers.
:*'''Syphon Rate''':
:*'''Frequency''':
::*One hour, on average, before draining a mundane being of their Metaphor entirely.
:**A Journeyman may Apparate their natural form towards the Frequency of iron.
:*'''Consume''':
:**A Journeyman may disperse themselves totally incorporeal.
::*Consume is fully available to the Journeyman.
:**At this stage, Apparating takes 30 seconds, and normalizes to the baseline Frequency over the next 10 minutes.
:*'''Impart''':
:*'''Order''':
::*Impart is available to the Journeyman.
:**An Apparator at Journeyman can pull themselves together amid a powerful storm whilst operating at a High Frequency.
:*'''Redistribute''':
:**An Apparator at Journeyman can reorder deep cuts and sprains, even fractures.
::*Redistribute is available to the Journeyman.
:*'''Bridging''':
:*'''Funnel''':
:**A Journeyman, an Apparator can just about conduct Bridging. This is still a slow process, taking about a minute to achieve.
::*Funnel is not yet available to the Journeyman.
:*'''Tendril''':
:*'''Conduit''':
:**A Journeyman possesses 4 Tendrils at a length of up to 20 feet, up to the Frequency of iron.
::*Conduit is available to the Journeyman, but they may not yet absorb stolen Metaphor back into themselves.
:**At this stage, a Tendril can be shaped into any weapon, tool, shield, or piece of armor the Apparator is familiar with.
:*'''Resonate''':
:**Resonate is available at Journeyman, but this necessitates embracing the target closely and takes four times as long. They may Resonate the mass of up to a 10ft tall person or a 5ft sphere:
*'''Drift''':
:**Drift may be used to move up to 35 feet per second at Journeyman.
 
====Expert====
====Expert====
An Expert of Syphon has come fully up into their own. They are able to pull their prey aside and snack on them in the same time it would take for someone to dine on a full meal. By now, they are able to use every ability of Syphon, and they understand implicitly how to do so.
An Expert of Apparation is by now something rather dangerous. They can disappear into an alleyway, never to be followed by perpetrators, ooze themselves into anything that hasn't been reinforced against them, abduct people, or manifest entire sets of large weapons that might overwhelm the common swordsman.
:*'''Syphon Rate''':
:*'''Frequency''':
::*Ten minutes, on average, before draining a mundane being of their Metaphor entirely.
:**An Expert may Apparate their Frequency towards that of steel or total diffusion.
:*'''Consume''':
:**An Expert may disperse themselves totally incorporeal.
::*Consume is fully available to an Expert.
:**At this stage, Apparating takes 10 seconds, and normalizes to the baseline Frequency over the next day.
:*'''Impart''':
:*'''Order''':
::*Impart is fully available to an Expert.
:**An Apparator at Expert can pull themselves together when blown apart by an explosion whilst operating at a High Frequency.
:*'''Redistribute''':
:**An Apparator at Expert can reorder fatal wounds and broken bones.
::*Redistribute is fully available to an Expert.
:*'''Bridging''':
:*'''Funnel''':
:**At Expert, an Apparator can conduct Bridging with around 10 seconds of effort.
::*Funnel makes Syphon half again as fast (6.6 Minutes).
:*'''Tendril''':
:*'''Conduit''':
:**An Expert possesses 6 Tendrils at a length of up to 35 feet. When corporeal, they have a Frequency as hard as steel.
::*Conduit is fully available to an Expert.
:**At this stage, a Tendril can be shaped into any weapon the Apparator is familiar with, including other small objects like lockpicks or instruments.
:*'''Resonate''':
:**Resonate is available to the Expert, but takes twice as long to achieve. They may resonate up to a 10ft sphere of material.
:*'''Drift''':
:**Drift may be used to move up to 50 feet per second at Expert.
 
====Master====
====Master====
There are many wraiths and strange beings which are themselves Masters of Syphon, but few live to tell the tale of these dangerous predators capable of sucking the Metaphor out of someone in seconds.
Masters of Apparation are hauntingly potent and terrifying to those that cannot make sense of them. They are powerful beings that can manifest wherever they like, exploding outward in a frightening display of violence which then retracts to the imposing form of a knight in blackened armor slowly melting away into a mist before the witness can fully process what just happened.
:*'''Syphon Rate''':
:*'''Frequency''':
::*Thirty seconds, on average, before draining a mundane being of their Metaphor entirely.
:**A Master may Apparate their Frequency towards half again as heavy and hard as steel, or total diffusion beyond what most lesser senses can perceive.
:*'''Consume''':
:**A Master may disperse themselves totally incorporeal, beyond the sight of even supernatural senses unless they are of an equivalent tier.
::*Consume fully is available to the Master.
:**At this stage, Apparating takes 3 seconds, and normalizes to the baseline Frequency over the next three days.
:*'''Impart''':
:*'''Order''':
::*Impart is available to the Master.
:**An Apparator at Master can pull themselves together when blown apart by a great cataclysm operating at a High Frequency.
:*'''Redistribute''':
:**An Apparator at Master can reorder dismemberments and pulverized body parts, even trading an arm for a decapitation.
::*Redistribute is available to the Master.
:*'''Bridging''':
:*'''Funnel''':
:**A Master may conduct Bridge in a few short seconds.
::*Funnel makes Syphoning twice as fast (15 Seconds).
:*'''Tendril''':
:*'''Conduit''':
:**A Master possesses 8 Tendrils at a length of up to 50 feet, their Frequency up to half again as hard as steel.
::*Conduit is fully available to the Master.
:**At this stage, a Tendril can be shaped into any object the Apparator is familiar with, including a shield or a light raiment of armor. Multiple Tendrils can be combined to create a full set of plate armor, one section at a time, or a tangle of Tendrils comprising a facsimile of themselves that they puppeteer from a safe distance.
====Ascension====
:*'''Resonate''':
Upon Ascension, the '''Arcanovore''' is a terrifying being capable of sucking the Metaphor out of nigh-anything in mere moments. There have been few known Arcanovore in history, but those that do exist have roused firm rebukes by Arcane societies fearing their power.
:**Resonate is fully available to the Master, but takes half again as long to achieve compared to Apparating their own Frequency. They may resonate up to a 20ft sphere of material.
:*'''Syphon Rate''':
:*'''Drift''':
::*Ten seconds, on average, before draining a mundane being of their Metaphor entirely.
:**Drift may be used to move up to 80 feet per second at Expert.
:*'''Consume''':
 
::*Consume is fully available to the Arcanovore.
====Wraithplasm====
:*'''Impart''':
Upon Ascension, the '''Wraithplasm''' is perhaps one of the most feared entities on Antarok. They are seemingly unassailable, with so many Tendrils of hardened steel, and the ability to melt away - or reform anywhere - and they are incredibly fast, able to follow their prey anywhere they might flee.
::*Impart is available to the Arcanovore.
:*'''Frequency''':
:*'''Redistribute''':
:**A Wraithplasm may Apparate their Frequency to be twice as hard as steel.
::*Redistribute is available to the Arcanovore.
:**A Wraithplasm may disperse themselves totally incorporeal, beyond the sight of even supernatural senses unless they are of an equivalent tier.
:*'''Funnel''':
:**For a Wraithplasm, Frequency may be adjusted in the blink of an eye when cast at this tier, and they may no longer have a baseline - they go to whichever Frequency they wish.
::*Funnel makes Syphon three times as fast (3.3 Seconds), and now costs half as much Miasmata to perform.
:*'''Order''':
:*'''Conduit''':
:**A Wraithplasm is immune to being hindered by anything short of an Ascended-level spell or countermeasure whilst operating at a High Frequency.
::*Conduit now costs half as much Miasmata to perform.
:**A Wraithplasm can finely Order their body however they wish by using an Ascended cast of Spell Reserves, mending breaks and torn flesh or even crafting this way through Resonance; they cannot replace lost flesh, often opting to forego body fat, muscle, or even skin and temporarily unnecessary organs as they accrue more harm.
:*'''Bridging''':
:**A Wraithplasm ''can'' instantly Bridge between Planes, but must expend an Ascended cast of Spell Reserves to do so.
:*'''Tendril''':
:**A Wraithplasm possesses 10 Tendrils with a length of up to 100 feet, and a Frequency twice as hard and heavy as steel.
:**At this stage, a Tendril can be shaped into any object the Apparator is familiar with. One Tendril can be shaped into a full suit of armor, a siege weapon, an eight foot tall golem to puppeteer, or a tower shield. Multiple Tendrils can be combined together, forming any mundane thing the Wraithplasm intuitively understands - up to the size of a large vehicle like a galleon.  
:*'''Resonate''':
:**Resonate is fully available to the Wraithplasm, and only takes a second. They may resonate up to a 50ft sphere of material.
:*'''Drift''':
:**Drift may be used to move up to 120 feet per second as a Wraithplasm.
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=Artifacts=
 
=Contrivances=
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==Sundering==
Adjusting a person or object's Frequency, or filling an object like a whip or extendable limb with a permanent Tendril are all within the capability of an Apparator. These tendrils may even pierce into a Recognized Memory of Avernus, stretching it open until one's adjusted Frequency allows them to pass through. Otherwise, [[Contrivance]]s may be crafted from the Apparator's [[Mysticism|Sundered]] [[Alkahest]] directly.
Syphon is a process often imparted upon Artifacts. Impart can be used during the Sundering process to instill Metaphor in its creation, or they might confer the ability for this object to Consume Metaphor from other beings or Alkahest if it was made with a [[Nekros|Soul Stone]].
 
:Consume, Impart, Redistribute, Funnel, and Conduit are each considered to be individual spells when creating an Artifact capable of using Syphon. However, a Charm of an appropriate tier will limit how much Metaphor is lost to Consume, halving its rate of consumption while conferring immunity to the added rate of Funnel.
==Mysticism==
Objects manipulated by tendrils may be used as an Athame for the purposes of [[Mysticism|Sundering]].


==Alchemy==
==Alchemy==
Alchemy may utilize Syphon aided by Alkahest more efficiently than Artifacts, albeit at fractional potency in its Alkemicals.
Apparation may be used to fill [[Alchemistry|Alkemicals]] with a certain grade of Psychoplasm, altering its Frequency to create incorporeal, jelly-like, liquid, or extra durable objects. It might also be used to create potions.
:*Consume and Impart can be used to confer new methods of reaction to [[Alkemicals]], creating [[Contrivance|Contrivances]] that drain or instill Metaphor at a touch whilst themselves degrading. Common applications include withering arrowheads that drain Saol when embedded in someone, or 'Nursing Stones' that Impart Saol at a slow rate to mend the body.
 
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  ''“Someone was '''robbing''' me! I lit a candle, but he was '''gone'''. Like a fart in the wind!” - A Traveling Merchant''
  ''“Someone was '''robbing''' me! I lit a candle, but he was '''gone'''. Like a fart in the wind!” - A Traveling Merchant''


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Latest revision as of 05:21, 14 September 2024

ApparationBanner.png
Every soul that lacks a solid form must find its way to that Metaphor which sustains it, and acquire autonomy. This animation is necessary for it to navigate the Planes, or operate a body of unusual make using its Frequency. Apparation requires a Minor Merit to pursue unless you are a Ghost or a Wisp.

Apparation

History

Apparation has been used by the denizens of Avernus and the other Planes since pre-history, with such entities appearing to the living seemingly from a gaseous mass, bubbling into existence before melting and evaporating away. Sometime in the last twenty thousand years, Fae Galsterei later discovered their own ability to disperse their elemental forms was, in fact, Apparation.

Appearing from nowhere, breaking into homes and vaults as if they had no doors, Apparators have tossed the world of security on its head. Criminals have committed violent acts, disappeared into an alley, and then seemingly vanished without a trace. Burglars have burgled without ever being seen; such is the power of Apparation.
Only those with Upper-Class living standards can assume their home was built with the Aligned materials necessary to bar an Apprentice Apparator from entry.

Acquisition

As any Poetics, Apparation is something fostered once a state of being is achieved. It therefore uses that Metaphor for its Spell Reserves. Below are a few examples.

Frequency

An Apparator's Frequency determines how diffuse or solid they are.

High

The higher a Frequency, the more diffuse, soft, invisible, and lightweight that object or person is. When high enough, objects can pass through them as if they were a liquid or a gas. Apparating towards a high frequency gradually transitions someone solid into a gel, then a liquid, and finally a gas before becoming entirely diffuse and invisible.

Low

The lower a Frequency, the more solid, hard, opaque, and heavy that object or person is. When low enough, not even another Apparator can pass through them. Someone operating at a very low Frequency might not be flexible enough to move their limbs any longer.

Baseline Frequency

Everything begins at a Baseline Frequency determined by their method of Apparation. Apparators are able to deviate from their Baseline Frequency towards a low (solid) or diffuse (high) state. However, they will return to whatever their Baseline Frequency is after enough time has passed.
  • For a Ghost, their baseline frequency is so high that they are invisible to all but a Mystic or other ghosts, and it is more difficult for them to achieve a solid state.
  • For the initially corporeal, their baseline frequency is quite low, meaning it is more difficult for them to achieve a diffuse state.

Arcana

Casting other Arcana beyond oneself while operating more than half of your body at a gaseous or diffuse Frequency is taxing.
  • Spells cast while less than half the body is gaseous or diffuse expend twice as many Spell Reserves.
  • Spells cast while more than half the body is gaseous expend thrice as many Spell Reserves.
  • Spells cast while more than half the body is diffuse expend five times as many Spell Reserves.
  • Exceptions include other Poetics, which may be performed while gaseous at no added cost, and thrice the Spell Reserves at diffuse.
  • Apparation itself may be cast without a penalty at any Frequency.
  • Ascension reduces the cast cost penalty by 1/2/3 for Apprentice/Journeyman/Expert respectively, when casting Expert or lower spells.
You do not need Apparation to cast spells from other Arcana while at a High Frequency such as Draoidh Plantmeld, Elemental Forms, Scourge Ashics, or the naturally high Frequency of a spectral being like a Ghost; these penalties still apply, however. They must also use their own Arcana to Order themselves while in this state, further subjecting themselves to the higher cost.

Order

Being struck or dispersed while at least partly diffuse will lead to damage that must be Ordered. An Apparator has control over how this wound might manifest upon their body once they turn solid enough to bleed. They must choose which parts of themselves they will not reform due to the injury when they transition back to a solid state, or else spend enough time recovering their body through Syphoning the appropriate Metaphor to rebuild themselves. In this way, a broken shin might be traded for a mangled hand, or a fatal wound to the abdomen could be moved away from an artery. Should this fail, they will try to reach a safe place in order to achieve solidarity with a survivable configuration of wounds.

Apparators are harmed by forces or objects operating at a Frequency close to what they themselves are operating at at; an air thrust by a Zephyr would knock a gaseous Apparator around much more violently than someone solid, hindering the ability of someone gaseous to Drift. If they are violently dispersed, the Apparator risks their very soul being eviscerated into a Whisper should they lack enough Metaphor to Order themselves.

Bridging

An Apparator may heighten their frequency to the point of incorporeality and then pass through a sensation of folding space to the other side. They might wander to and from Avernus this way, or cross through into Arcadia by entering a dream before escaping into any other Plane where someone is dreaming. While this seems simple, finding and pulling oneself through that space feels like squeezing through an imperceptibly small straw, straining and squeezing as they ooze into or out of a Plane.

As various beings traverse to and from a Plane with regularity, the point of entry will begin to widen, affording free travel for well-trafficked areas; these are usually the places where so-called hauntings are taking place. Someone with a haunted mind could store a retinue of ghosts within their dreamscape.

Tendril

Apparators grow individual Tendrils of the material they Apparate their body with as they progress, able to be shaped into other mundane objects together with what a Crafting skill allows. Unlike standard Frequency, a Tendril is a permanent thing extended and retracted as if it were their own limb. These can be slung outward, striking like a heavy mace or blade, or manipulated as winding tentacles coiling around prey. Spells can be woven through Tendrils as if they were a part of the body, creating weapons from elemental Galdr while fulfilling the requirement of touch for Syphon.
Changing the Frequency to be different from one's overall Frequency, or the shape of a number of Tendrils is considered a spell; manipulating, extending, retracting, or attacking with them is not. One's effectiveness with wielding Tendrils would depend on skill in Whips, or else any relevant Combat Skills and Fighting Styles should the Tendril be transformed into a weapon. Tendrils can be altered with Ensorcelling or Practices. For manipulating them independently from one-another, Meditation or Artifice is used.
The denser and larger one's Tendrils are, the more strength they require to wield without being wielded by them in turn - an Apparator may find themselves being propelled and jerked around by their own, much heavier Tendrils, walking around on them like a shifting mass of tentacles.

Drift

To Drift is to move an Apparated body through the air, which may be done freely by the incorporeal Apparator - how fast and precise an Apparator might move their Psychoplasm is dictated by their ability to Apparate. Drifting only occurs once the body has lost enough of its consistency that it becomes at least like a liquid - one tenth the listed speed at about half solidarity - only adding a little bit of momentum by this point. Air could be apparated one fourth as quickly, whereas the entirely incorporeal Drift at full speed. Drifting back together after being violently dispersed is functionally an Expert-level spell cast.

Resonate

The most difficult ability for an Apparator is to alter a Frequency through touch, forcing an object, a limb, or person to resonate at a desired Frequency - they already do this with their worn equipment and stowed objects, but this allows an Apparator to Drift with their companion or a larger object, depositing it somewhere more strategic or else taking it to another Plane. They might also curse someone with a statuesque Frequency, Order their wounds or those of others, or manipulate the Frequencies of individual parts of their bodies.
Apparators of the tier below can resist this ability, and those who disturb the Apparator attempting to do this will force them to start over or abandon the process.

Mageburn Symptoms

Apparating expends Miasmata; those who push this discipline experience the same Mageburn Symptoms as Nekros, and being damaged or shattered while Apparating will cause tremendous damage to one's Psychoplasm - and thus their own Miasmata reserves. If one is destroyed while their Frequency is too high, they risk becoming a Trace without much of a soul left to experience the afterlife with.

Tiers of Mastery

Novice

In the beginning, a Novice learns how to begin modulating their Frequency in order to adjust their solidarity. This is usually an instinctual process for the naturally incorporeal, with others needing to experiment or be instructed.

  • Frequency:
    • A Novice may only Apparate one step away from their Base Frequency - a Ghost could become like a wind, or the corporeal might become a gel.
    • A Novice may not disperse themselves beyond gaseous mist unless incorporeality is their natural state, nor may they make themselves more durable than any other.
    • At this stage, Apparating takes 5 minutes, and normalizes to the Baseline Frequency over the next minute.
  • Order:
    • An Apparator at Novice can barely sort themselves out when blown apart or wounded.
  • Bridging:
    • At this stage, an Apparator cannot conduct Bridging unless moving through a Stretched one.
  • Tendril:
    • A Novice possesses 1 Tendril at a time up to the length of their arm, and it's about as hard as wood.
    • At this stage, a Tendril is merely a tentacle and its shape cannot be changed.
  • Resonate:
    • Resonate is not yet available to the Novice.
  • Drift:
    • Drift may be used to move up to 10 feet per second at Novice.

Apprentice

An Apprentice of Apparation begins to develop some familiarity with Apparating their body, and begins to experiment with shaping their Tendrils into implements.

  • Frequency:
    • An Apprentice may Apparate towards the limit of gaseous mist, or make their natural Frequency as hard and dense as stone.
    • An Apprentice may not disperse themselves beyond gaseous mist unless this is already their natural state.
    • At this stage, Apparating takes 2 minutes, and normalizes to the baseline Frequency over the next 3 minutes.
  • Order:
    • An Apparator at Apprentice can pull themselves together from a gust of wind whilst operating at a High Frequency.
    • An Apparator at Apprentice can reorder superficial cuts and bruised muscles.
  • Bridging:
    • At Apprentice, an Apparator can barely conduct Bridging after a few minutes of effort.
  • Tendril:
    • An Apprentice possesses 2 Tendrils at a length of up to 10 feet, their Frequency up to as hard and dense as stone.
    • At this stage, a Tendril can be shaped into any one-handed weapon or simple tool the Apparator is familiar with.
  • Resonate:
    • Resonate is not yet available to the Apprentice.
  • Drift:
    • Drift may be used to move up to 20 feet per second at Novice.

Journeyman

By Journeyman, an Apparator begins to exhibit capabilities that some might consider unnerving - stronger Tendrils capable of taking on unusual shapes. Just as well, they are able to begin experimenting with Resonate, many of them entering Recognized Memories to enter Avernus in spite of its dangers.

  • Frequency:
    • A Journeyman may Apparate their natural form towards the Frequency of iron.
    • A Journeyman may disperse themselves totally incorporeal.
    • At this stage, Apparating takes 30 seconds, and normalizes to the baseline Frequency over the next 10 minutes.
  • Order:
    • An Apparator at Journeyman can pull themselves together amid a powerful storm whilst operating at a High Frequency.
    • An Apparator at Journeyman can reorder deep cuts and sprains, even fractures.
  • Bridging:
    • A Journeyman, an Apparator can just about conduct Bridging. This is still a slow process, taking about a minute to achieve.
  • Tendril:
    • A Journeyman possesses 4 Tendrils at a length of up to 20 feet, up to the Frequency of iron.
    • At this stage, a Tendril can be shaped into any weapon, tool, shield, or piece of armor the Apparator is familiar with.
  • Resonate:
    • Resonate is available at Journeyman, but this necessitates embracing the target closely and takes four times as long. They may Resonate the mass of up to a 10ft tall person or a 5ft sphere:
  • Drift:
    • Drift may be used to move up to 35 feet per second at Journeyman.

Expert

An Expert of Apparation is by now something rather dangerous. They can disappear into an alleyway, never to be followed by perpetrators, ooze themselves into anything that hasn't been reinforced against them, abduct people, or manifest entire sets of large weapons that might overwhelm the common swordsman.

  • Frequency:
    • An Expert may Apparate their Frequency towards that of steel or total diffusion.
    • An Expert may disperse themselves totally incorporeal.
    • At this stage, Apparating takes 10 seconds, and normalizes to the baseline Frequency over the next day.
  • Order:
    • An Apparator at Expert can pull themselves together when blown apart by an explosion whilst operating at a High Frequency.
    • An Apparator at Expert can reorder fatal wounds and broken bones.
  • Bridging:
    • At Expert, an Apparator can conduct Bridging with around 10 seconds of effort.
  • Tendril:
    • An Expert possesses 6 Tendrils at a length of up to 35 feet. When corporeal, they have a Frequency as hard as steel.
    • At this stage, a Tendril can be shaped into any weapon the Apparator is familiar with, including other small objects like lockpicks or instruments.
  • Resonate:
    • Resonate is available to the Expert, but takes twice as long to achieve. They may resonate up to a 10ft sphere of material.
  • Drift:
    • Drift may be used to move up to 50 feet per second at Expert.

Master

Masters of Apparation are hauntingly potent and terrifying to those that cannot make sense of them. They are powerful beings that can manifest wherever they like, exploding outward in a frightening display of violence which then retracts to the imposing form of a knight in blackened armor slowly melting away into a mist before the witness can fully process what just happened.

  • Frequency:
    • A Master may Apparate their Frequency towards half again as heavy and hard as steel, or total diffusion beyond what most lesser senses can perceive.
    • A Master may disperse themselves totally incorporeal, beyond the sight of even supernatural senses unless they are of an equivalent tier.
    • At this stage, Apparating takes 3 seconds, and normalizes to the baseline Frequency over the next three days.
  • Order:
    • An Apparator at Master can pull themselves together when blown apart by a great cataclysm operating at a High Frequency.
    • An Apparator at Master can reorder dismemberments and pulverized body parts, even trading an arm for a decapitation.
  • Bridging:
    • A Master may conduct Bridge in a few short seconds.
  • Tendril:
    • A Master possesses 8 Tendrils at a length of up to 50 feet, their Frequency up to half again as hard as steel.
    • At this stage, a Tendril can be shaped into any object the Apparator is familiar with, including a shield or a light raiment of armor. Multiple Tendrils can be combined to create a full set of plate armor, one section at a time, or a tangle of Tendrils comprising a facsimile of themselves that they puppeteer from a safe distance.
  • Resonate:
    • Resonate is fully available to the Master, but takes half again as long to achieve compared to Apparating their own Frequency. They may resonate up to a 20ft sphere of material.
  • Drift:
    • Drift may be used to move up to 80 feet per second at Expert.

Wraithplasm

Upon Ascension, the Wraithplasm is perhaps one of the most feared entities on Antarok. They are seemingly unassailable, with so many Tendrils of hardened steel, and the ability to melt away - or reform anywhere - and they are incredibly fast, able to follow their prey anywhere they might flee.

  • Frequency:
    • A Wraithplasm may Apparate their Frequency to be twice as hard as steel.
    • A Wraithplasm may disperse themselves totally incorporeal, beyond the sight of even supernatural senses unless they are of an equivalent tier.
    • For a Wraithplasm, Frequency may be adjusted in the blink of an eye when cast at this tier, and they may no longer have a baseline - they go to whichever Frequency they wish.
  • Order:
    • A Wraithplasm is immune to being hindered by anything short of an Ascended-level spell or countermeasure whilst operating at a High Frequency.
    • A Wraithplasm can finely Order their body however they wish by using an Ascended cast of Spell Reserves, mending breaks and torn flesh or even crafting this way through Resonance; they cannot replace lost flesh, often opting to forego body fat, muscle, or even skin and temporarily unnecessary organs as they accrue more harm.
  • Bridging:
    • A Wraithplasm can instantly Bridge between Planes, but must expend an Ascended cast of Spell Reserves to do so.
  • Tendril:
    • A Wraithplasm possesses 10 Tendrils with a length of up to 100 feet, and a Frequency twice as hard and heavy as steel.
    • At this stage, a Tendril can be shaped into any object the Apparator is familiar with. One Tendril can be shaped into a full suit of armor, a siege weapon, an eight foot tall golem to puppeteer, or a tower shield. Multiple Tendrils can be combined together, forming any mundane thing the Wraithplasm intuitively understands - up to the size of a large vehicle like a galleon.
  • Resonate:
    • Resonate is fully available to the Wraithplasm, and only takes a second. They may resonate up to a 50ft sphere of material.
  • Drift:
    • Drift may be used to move up to 120 feet per second as a Wraithplasm.

Contrivances

Adjusting a person or object's Frequency, or filling an object like a whip or extendable limb with a permanent Tendril are all within the capability of an Apparator. These tendrils may even pierce into a Recognized Memory of Avernus, stretching it open until one's adjusted Frequency allows them to pass through. Otherwise, Contrivances may be crafted from the Apparator's Sundered Alkahest directly.

Mysticism

Objects manipulated by tendrils may be used as an Athame for the purposes of Sundering.

Alchemy

Apparation may be used to fill Alkemicals with a certain grade of Psychoplasm, altering its Frequency to create incorporeal, jelly-like, liquid, or extra durable objects. It might also be used to create potions.

“Someone was robbing me! I lit a candle, but he was gone. Like a fart in the wind!” - A Traveling Merchant

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