Escape Artist

An Escape Artist is an individual skilled at manipulating karma. They earn their name from their unparalleled ability to dodge payback and perform complex karmastry, pushing the art to new heights.
==History==
===Origins===
The dominant form of karmastry practiced today — known as "escapist karmastry" — originated in 1727 A.C. with the founding of the nation of Fortuna. It was developed by individuals seeking to escape the Mu Empire's stringent regulations on the use of karmastry, which was discovered nearly two millennia prior to the events of the current storyline.
===Modern Day===
In the modern day, Escape Artists have become mainstream and commercialized to the point where there are entire television series and movie franchises about them.
Once a title of prestige, the increasing commercialization of karmastry in recent years has transformed Escape Artists into beloved superstars, idolized for their impressive abilities, captivating style, and unbridled confidence. However, a vocal minority of traditionalists critique their showmanship and profit-driven motivations, longing for a return to a purer form of the art.
True Escape Artists are a rare breed and require extensive training to master karmastry. These elite individuals attend one of several major karmastry academies located in Fortuna, such as prestigious Wolfgang Academy in Andromeda, the nation’s capital. Similar academies also exist in other countries across the world. Only those who have completed rigorous training and proven their expertise can become official Escape Artists, recognized by the government and revered by society.
==Torus==
Escape Artists use a special device called a torus to siphon karma from the environment around them. The torus is a ring-shaped object that acts like a magnet, drawing in karma so that it can be harnessed and controlled. Once the karma is inside the torus, the Escape Artist can use their own willpower to shape it into a specific form of karmastry. They then expel the karma back into the world to perform their feats of incredible power. Without a torus, karmastry is almost impossible to control, and the user risks being overwhelmed by the sheer amount of karma they try to manipulate.
==Skills==
Escape Artists are highly respected for their incredible ability to create self-contained worlds called flux destinies, whether working alone or in collaboration with other talented individuals.
Their mastery of karmastry allows them to tap into the very fabric of the universe and channel karma energy into complex and detailed fictional worlds. These worlds can range from simple and whimsical to highly complex and sophisticated, with each Escape Artist bringing their own unique perspective and skills to the creation process.
It is a testament to their dedication and talent that flux destinies have become such an integral part of modern society, with many individuals and organizations relying on them for a variety of purposes.
It's important to differentiate between karmastry performed by Escape Artists within a flux destiny and in the real world. Within a flux destiny, Escape Artists can use their powers to their full extent, limited only by the amount of karma available within that self-contained world. This is because they don't have to worry about payback from the Great Machine, unlike when using karmastry in the real world where payback is always a risk.
== Qualifications ==
Becoming an Escape Artist is a path marked by rigorous discipline, extensive education, and a dedication to mastering the ancient art of karmastry. Aspiring Escape Artists begin this journey at the age of 14, a time when they're eligible to step into the world of formal karmastry education. In this section, we'll take a closer look at the qualifications and educational pathways for those who seek to wield karma and craft flux destinies.
It's important to note that In the Flux Destiny universe, various countries have their own rules for karmastry practice, guided by local academies and regulatory bodies. However, the specifics provided here pertain to the current regulations and educational systems in Fortuna. This nation upholds a high standard for karmastry training and certification, as outlined by The Great Escape Artist Society (GEARS) and Fortuna's National Karmastry Authority. Fortuna's approach ensures Escape Artists are not only skilled in karma manipulation but also committed to ethical practices.
=== Entry into Karmastry Academies ===
At 14, teenagers have the option to apply to one of many karmastry academies across Fortuna, a decision that redirects their educational path from traditional schooling to specialized training in karma manipulation. These academies, while globally present, operate under the strict accreditation standards set by GEARS. This body ensures that all institutions meet the rigorous academic and practical requirements necessary for certification by the National Karmastry Authority.
Karmastry academies vary widely, from local public schools to prestigious institutions like Wolfgang Academy, the Ivy League of the Flux Destiny world. These academies can be public, private, or semi-private, scattered throughout Fortuna and globally. Gaining admission into top-tier schools like Wolfgang is challenging, with rigorous entrance exams and competitive criteria aimed at selecting only the most talented. The cost of attending such elite academies can be prohibitive, reflecting the high level of education and opportunity they provide to budding Escape Artists. This system ensures that those who emerge are not just proficient in karmastry but are among the best of the best.
The hefty tuition fees of Ivy League karmastry academies are often defended with a philosophy that mirrors the ambitious spirit of Fortuna: "If it's truly your destiny, you'll do whatever it takes to achieve it." This mantra serves as both motivation and justification, suggesting that the path to becoming a top-tier Escape Artist is not just about skill or talent, but also determination and sacrifice. For those who dream of mastering karmastry, the cost is seen not as a barrier, but as an investment in their future, a necessary step on the journey to realizing their full potential and shaping their own destiny.
=== Rigorous Training and Education ===
Karmastry education spans 8 years, integrating the equivalent of high school and college into a comprehensive program designed to immerse students in the theoretical and practical aspects of karma manipulation. The curriculum covers the five unique forms of karmastry, from the precise adjustments of Clockwork Karmastry to the esoteric depths of Quantum Karmastry, ensuring a well-rounded mastery of the art.
=== Early Graduation Option ===
Driven by ambition and talent, many students choose to accelerate their education, opting to graduate after just 4 years. This option is available to those who demonstrate exceptional proficiency in karmastry, allowing them to enter the professional world as Escape Artists at the age of 18. However, the most dedicated and visionary students often commit to the full 8-year program, deepening their understanding and skill to push the boundaries of what's possible with karmastry.
=== Restrictions on Karmastry Practice ===
It is a firmly established law that individuals under the age of 14 are prohibited from owning a torus or performing karmastry. Furthermore, karmastry can only be practiced but those who have graduated from accredited karmastry academies and have been certified by the NKA. This rule safeguards children and non-certified adults from the complexities and dangers associated with karma manipulation, especially the potentially fatal consequences of payback. As part of their early education, young aspirants may engage with "fishbowls," akin to chemistry sets, allowing them a safe and controlled environment to explore the basics of karmastry under supervision.
== The Escape Artist's Mantra: "Make it Real." ==
At the heart of every young Escape Artist's journey in Flux Destiny is a simple yet powerful mantra: "Make It Real." This phrase is more than just a motto; it's a way of life. It embodies the daring spirit and boundless ambition that define an Escape Artist. In a world where karmastry opens endless possibilities, "Make It Real" is a rallying cry that encourages these young practitioners to push the limits of their imagination and bring their most extraordinary dreams to life.
In the halls of the karmastry academies and in the bustling streets of Fortuna, "Make It Real" resonates as a symbol of the indomitable will to shape one's destiny. It speaks to the core of what it means to be an Escape Artist – to not just envision a better, more exciting world, but to actively create it. This mantra inspires young talents to challenge the conventions of the Great Machine, to redefine the boundaries of karmastry, and to manifest their desires in the most spectacular ways.
However, as the story unfolds, "Make It Real" also becomes a reminder of the weight of responsibility that comes with such power. It's a lesson that every action, no matter how grand or noble, carries consequences. For Escape Artists, learning to balance their ambition with the realities of the universe becomes a crucial part of their growth and journey towards true mastery of karmastry.
== The Stardom of Escape Artists ==
In a world where karmastry intertwines with daily life, Escape Artists stand at the pinnacle of celebrity, admired and idolized much like the film stars and famous athletes of today. They are the luminaries of Fortuna, their feats and personas saturating everything from mainstream media to everyday conversation. In this alternate Earth, where the population mirrors that of our 1990 world, the allure of karmastry and those who master it shapes culture, economy, and dreams. 
=== The Celestial Hierarchy: Great Escape Artists ===
In Fortuna, a country of 150 million people, the term "Escape Artist" is synonymous with fame. However, within this glittering panorama, the Great Escape Artists are the true superstars, the A-listers whose names are known across the globe. They are the rare jewels in the vast spectrum of karmastry practitioners, their mastery and flair elevating them to a status few can aspire to. Great Escape Artists aren't just practitioners of karmastry; they are its most dazzling exemplars, turning their art into spectacle, and spectacle into legend.
=== The Path to Fame: From Aspiring to A-list ===
The journey to becoming a Great Escape Artist is fraught with challenges and competitions, not unlike the paths taken by Olympic athletes or Hollywood stars. Those who reach this zenith are not just skilled; they are charismatic, marketable, and, above all, captivating. They secure lucrative licensing deals for merchandise, from action figures to clothing lines, and sponsorships with major brands, their images plastered on billboards and broadcast across television sets throughout the world.
=== Stage Names ===
Escape Artists stand as the true celebrities of their era. Their Stage Names are more than mere aliases; they embody the essence, style, and theatrical flair that each artist brings to their performances of karmastry. These names often reflect the unique abilities, philosophical underpinnings, or aesthetic preferences of their bearers, hinting at the wonders they can conjure and the legacies they aim to build. Chosen with care, a Stage Name serves not only as a badge of honor but also as a personal manifesto, a declaration of the artist's journey through the realms of the possible and the magical.
In the flashy nation of Fortuna, Escape Artists turn their Stage Names into big business. From clothes to action figures, these names are everywhere, making some Escape Artists as famous as movie stars. But in a world obsessed with the latest trend, only a few keep shining. For most, fame is as fleeting as their last magic trick, showing that in the spotlight, staying power is everything.
=== Beyond the Spotlight: The Unsung Practitioners ===
But the world of Escape Artists is vast, with thousands across Fortuna and many more worldwide. While the spotlight shines brightly on the Great Escape Artists, countless others practice karmastry with dedication and skill, contributing to the fabric of society in myriad ways. They are the backbone of the karmastry economy, working in entertainment, construction, medicine, and more, each adding their hue to the kaleidoscope of this magical art.
=== The Cultural Impact: Fame, Commerce, and Controversy ===
This celebrity culture around Escape Artists, while glamorous, also invites scrutiny and debate within society. Questions of commercialization, the true value of karmastry beyond entertainment, and the responsibilities of those who wield such power are hot topics. Within the Escape Artist community, debates rage about the commercialization of karmastry. Some view the commercial aspects as a betrayal of karmastry's deeper philosophical and cultural roots, fearing that its essence is being lost to spectacle and profit. Others argue that commercialization has democratized karmastry, bringing its wonders to the masses and fostering a new era of creativity and technological advancement. The fame and influence that come with being a Great Escape Artist carry not just the weight of public adoration but also the responsibility to inspire, to lead, and, perhaps, to question the path that karmastry will carve for the future of humanity.
=== Fortuna's Fame: The Birthplace of Celebrity Karmastry ===
Karmastry maybe a worldwide phenomenon, but Fortuna shines as the epicenter of aspiration and achievement. This nation, especially its vibrant capital, Andromeda, stands as this universe's Los Angeles, attracting aspiring Escape Artists keen on carving their paths to stardom. Fortuna, where karmastry exploded into global consciousness, offers the allure of international fame and access to the legendary Dream Workshops. These colossal facilities, comparable to Hollywood's grandest film studios, are where the most intricate and spellbinding flux destinies are crafted and readied for deployment worldwide, drawing the greatest of Great Escape Artists to reside in proximity.
== Great Escape Artists ==
The most talented Escape Artists who exhibit extraordinary skills in the art of karmastry are invited to join GEARS and receive the "Great Escape Artist" designation. Membership in GEARS is highly sought after, as it's often a stepping stone to the highest echelons of power, including the Presidency of Fortuna.
==Known Escape Artists==
* Hugo Wandschneider
* Marco Mendoza
* Kazuo Kazuhara
* Quentin Questly, GEARS (a.k.a. One-Hit-Wonder)