Curse User

Individuals who for one reason or another have a larger amount of natural curse energy than the average individual and are gifted enough to discover how to utilize this inherently destructive and chaotic energy.
Every curse user is born with one of 6 curse types (listed below) which the player decides on. The starting curse type can be used at 100% efficiency, as per the graph to the right every curse type has two curse types they can use with 50% efficiency, with the others only being at 20% efficiency. the exception to this rule is mutator, who nobody except the mutator can utilize. (lessened efficiency usually means the magic scales less efficiently, costs more, and is less powerful).
(text version of graph)✦Conduit -> Fabricator+Mystic
✦Conjurer -> Fabricator+Augmenter
✦Mystic -> Conduit+Augmenter
✦Fabricator -> Conduit+Conjurer
✦Augmenter -> Mystic+Conjurer
====Conjurer ✦====
Creates objects or even creatures of varying degrees of autonomy and strength with their curse energy.
The more complex or intelligent a conjured creature is the more Magical Power is required to create them, and the more reserves used as upkeep.
====Augmenter ✦====
Specialized primarily in strengthening aspects of themselves or objects used by them with curse energy.
====Mystic ✦====
Derives power from bringing abstract concepts and imagination into reality through the usage of curse energy.
Has dominance over the blood, soul, and mind fields of curse magic. These fields still require being taught.
====Fabricator ✦====
Brings about powerful magical phenomena through complicated pieces and rules dependent on their field of expertise. Outside of specialized fields a fabricator’s general magic is unable to be used offensively.
Every spell has 3 primary components: a magic shape created (determines speed and power), symbol (decides effect) and a field component which is dependent on the field of curse magic used.
Shape Examples :
Circle -
average cast time (2 actions)
1 low to moderate symbol slot
10 component slots
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Square
Short cast time (1 action & can be minor reaction)
1 low symbol slot
4 component slots
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10 pointed star
Long cast time (takes a full 6 seconds to cast)
1 low/moderate/high symbol slot
10 component slots
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While symbols have tiers their main purpose is to decide the intrinsic effect, the examples shown are regarding general use.
Shield Symbol (low) Defines a magical skill as a defensive shield
Knockback Symbol (medium) Defines a magical skill as oriented around knockback
Restraint Symbol (High) Defines a magical skill as possibly restraining an enemy
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Fields a fabricator may specialize in :
(note all but general use must be learned)
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General use magic -
Connectors (numbers of connectors, how many each connector is connected to, relation to shape)
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Permanence -
A vessel that has to be carefully and specifically imbued with curse energy
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Poison -
The component for poison is an alchemical code which requires alchemy knowledge and the math skill to turn into a form of curse based formulae.
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Control -
Focus points with effects increasing the more spread out and larger number of focus points throughout a set area.
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Trap -
Requires a specific set of triggers of which the magic cannot be activated without.
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EXAMPLE OF FULLY CREATING A SKILL
So let's say the user desired to create a dome shield as a prepared action to protect themselves and potentially their allies from any direction the process would be as follows :
1. The user chooses the Circle shape giving them 10 connectors to use.
2. The user chooses the shield symbol as they desire the effect to be a shield
3. For connectors, the magic must flow clockwise, starting from the very beginning of the magic to the end, additionally, any positive effect gives a “overload” point and any negative effect gives a “underload” point, these points must be equivalent for the technique to be usable. Every connector gives either an overload or underload, with only one exception.
4. For the first connector you establish the attribute modifier and scaling, if the attribute modifier is 1.0 the end result is neutral, this is the exception, the scaling doesn’t matter but obviously can be denied if it is too strong by GM. If the modifier is beyond 1.0, it gives an underload as this is a downside for costing more, if the modifier is below 1.0 it gives an overload as this is an upside for costing less and scaling easier. We will just say that the modifier is magic 1.0, the magic scaling is defensive power, and the tier is the size of the dome with a minimum of a 1 meter radius and gaining 0.25 meters per tier.
5. Next we establish any action oriented restrictions outside of what the shape requires, we want this to be a prepared action which would fit the bill, giving us 2 underload points.
6. Next we create the magic itself, by default a shield would only cover 1 90 degree angle, you could decrease the size for another underload but we want a large dome, so for connector 3,4, and 5 we add 3 shield sides each giving us 1 overload point.
7. Next would simply be every add on or specific effect of the shield itself, you could add an ability or just give several slight bonuses, for this example we will use 3 connectors to give a small bonus to the defensive power of the shield.
8. Currently, we have 6 overload and 2 underload points, which means we have to use our last two connector slots on restrictive effects to equalize the points. The first approach we can take is making the shield specified against a certain damage type, the more specific the more underload points we would get. For general specifications such as melee/ranged or magic/physical it will give 2 underload points, we will specify this shield for working against magic.
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low symbol (can have a max of +2/-2 on a component)
medium symbol (can have a max of +3/-3 on a component)
high symbol (can have a max of +4/-4 on a component)
At the expense of doubling the cost a Fabricator can spend a fate point to fabricate a new arrangement of the components available to them that they had not previously created and practiced the usage of. Doing so however, will also elicit double the reserve cost and the arrangement will only have 1 tier due to not having properly studied the arrangement.
====Mutator ✦====
Alters the very building blocks of living creatures through intense usage of curse energy, with enough skill, they can even alter their own soul to temporarily mimic another curse type. No curse types can use curse energy akin to mutators except for mutators.
The mutator revolves around using curse energy to change the very anatomy of biological existences around it, albeit temporarily for the most part. The degree of mutation, weather it can be done at range instead of touching the intended target, and the duration are tied to the skill and proficiency of the caster. In reality, the mutator can very easily have his magic be permanent as the duration is due to him carefully controlling the extent of his power, should his power be allowed to chaotically rampage and mutate his target, while the resulting effect would be permanent, it would also be unpredictable and potentially dangerous to even the caster.
Mutator has one unique ability, and this is to "Mimic" their primary curse type to another type other than mutator by changing in the internal structure of their body and soul. This effect can be quite powerful, however, it is limited and does not grant the mutator true 100% proficiency, instead they are at 80% proficiency. Using Mimic, will take 3 actions and 20% of their total reserves, the duration will be equivalent to half of their MP and half of their Soul added together (aka every 2 points of those stats will give 6 seconds), although the mutator can choose to end it early.
====Conduit ✦====
The conduit uses Curse energy that overloads itself and destroys the users items, has a max reserves but never starts with any reserves, can obtain reserves by being attacked by curse energy or being in areas that naturally flows with curse energy. Other curse types can use curse energy akin to conduit's but at a massively downgraded power compared to the conduit.
The conduit starts with zero reserves, however, the soul still determines their maximum magical power, although similar to spirit contractors they double their soul to calculate their maximum.
A conduit can double the reserve cost of any of their abilities passively, doing so will increase the power of the conduit's magic by 1.5 times.
Uniquely, the conduit is unable to make their magic have scaling between 0.25 and 1.75, they can only make their magical abilities between 2 and 3. In terms of power a conduit surpasses the average curse user by registering as 100% power similar to a normal spirit contractor.
A conduit cannot create techniques that have a duration in any way, their techniques cannot be movement or defense oriented, lastly, their techniques cannot be stable due to their intrinsically chaotic nature.
A conduit’s curse energy is almost as chaotic as trying to utilize any curse energy, often they simply appear as a weak curse user, due to not storing any energy within themselves, however, at times they can have far more than a curse user at their level, or even no curse energy at all.
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Conduits generate reserves in one of two ways
1.Gathering ambient curse energy in the surrounding area
2.Absorbing curse energy when taking the brunt of a curse related attack
For the first method a conduit can focus on gathering energy from the surrounding area, how effective this is depends on the amount of local curse energy emitted by the surroundings. However, to gather the curse energy from the surroundings the conduit will need to focus on the task, generally taking up one action and not limiting their movement. As mentioned previously, the amount gathered depends on the area and the concentration of curse energy, while this can vary greatly depending on the location, below is a general guide.
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Low concentration - Spiritfolk continent :
Cannot gather
Normal Concentration - Zaveron/Kelazhur/Deserts/The Isles :
1% of max per gather
High Concentration - Stisedo
2% of max per gather
Extreme Concentration Cursed Wastes :
50% of max per gather
As one can observe, gathering curse energy is quite the long and arduous process, that said, the effects are certainly noteworthy. Additionally, A conduit can choose to spend their whole turn, motionless and reactionless, to gather triple the amount in one turn. However, the body of the conduit naturally seeks to leak curse energy so at the end of the turn after gathering curse energy, if the conduit has not used the energy or gathered again on that turn, the energy leaves their body unused.
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The second method is Absorption, when a conduit takes a direct hit, their body naturally absorbs a portion of the curse energy used to cast the technique.
Absorbs 50% of cost when hit, can forgo reaction to focus their body and mind on absorbing in order to absorb 75% of the cost instead.
20% magic resist due to their body adapting to the dangerous amount of curse energy surging throughout a body not built to withstand it.
The actual magic of a conduit is focused around concentrating their magic into an item and creating an effect based on the item to lessen the overall load on themselves, however, doing this is guaranteed to destroy the item. The conduit can only use their magic on an item that has been in their possession for at least 3 turns. The conduit can not use organic material unless it has been dead for a week, and the items conduit can use must be solid. The items conduit can use its magic on is limited to items that weight at least 2 pounds, or items that are magically enhanced in some fashion (not temporarily). The more defined the items is in shape and purpose the more effective the conduit's magic is, however, the magical effect must fit the weapon (such as sacrificing a longsword to perform a volatile slash, with the sword shattering afterwards). Lastly the upper limit of the weight/size of items conduit can use is 4 pounds per point of magical power.