The Great Changelog

## APRIL 5th 2022 Balance

-**After gaining 1 fatigue** attributes excluding soul decay by 1 every 5 rounds until the person in question reaches 80% of the max stat(rounded up), decay only occurs whilst in combat (decay takes a minimum of 1 stat point after 5 turns, decay exists between combats until rest or healed). After gaining 2 fatigue attributes excluding soul decay by 1 every 2 rounds until the person in question reaches 50% of the max stat(rounded up).

-**As one’s reserves decrease**, their willpower will diminish as an effect of using energy coursing through their very soul. Effectively 0 reserves means you are 50% of your maximum soul stat ONLY for resisting illusions or enchantments, skills that scale with soul are always at max efficiency.

-**Caps for the maximum scaling of certain skills**, when the cap is reached the stat will only be applicable for attribute scaling up to the cap for example if one step dash has a cap of 10 and scales off of physical power 1, it can only scale to a max of 10 physical power. (1 step dash 10) (curse pulse which will be mentioned later on) (ikketa’s zone will have stat cap of 12) (swift step at 20) (cloak of stars capped at 20 maximum invisibility and 1 full minute of it as well)

-**Anatomical savant** is an int to damage skill(the exact damage increase depends on the skill, the int of the user, and the exact body part targeted), with the skill tier being how many skills one can use anatomical savant with, the skill will cap at 10. (if need be one can change the skills used with anatomical savant at the start of the day)

- Buff Abilities, think about putting caps into buffs more frequently, putting a stat into the same stat is a bad idea.

-**Changing Intelligence to Mind**

-**Splitting curse pulse into two skills**, long ranged curse pulse, and detailed curse pulse, both have the same scaling as curse pulse but long ranged curse pulse can not pierce through dense objects or curse energy and is easily noticed by most curse sensitive individuals before it can hit them, detailed curse pulse can pierce through objects and energy depending on the amount of MP but is also invisible to obvious detection, without extreme sensing skills. long range curse pulse, is 15 meters per skill rank (capped at 10) and an additional 2 meters per MP. Detailed curse sensing is 4 meters per skill rank, with an additional 0.5 meters per MP.

-**Curse triangle**, can be altered which way it flows at character creation.

## December 5th 2022 Flavor

Most of the changes are pertaining to milestones or other things featured in the Attributes page.

**Curse energy appearance:**

Within curse sensing, as shown within the visual guide, everything with curse energy appears monochromatic, between black and white, however things without curse energy appear as an off white, or, very light gray, as so curse sensing isn't a literal flashbang in character.

Outside of curse sensing, curse energy, often appears black, as this is the most primal and base form (thus also the strongest form) of curse energy. However, curse energy appear different under two scenarios, the first is Curses as they inhabit the culmination of intense negative emotions and as such the curse energy that is their being can change color in correlation to their cause of creation, such as those being caused by murder or blood having naturally red energy. The second is curse energy that is incredibly powerful, and incredibly dangerous, the most well known being the green curse energy associated with poison curse users, most other taboo forms of curse energy share this trait of appearing different in color.

**Keen Eye -** mind 2 You notice details regarding the opponent and environment that usually goes overlooked throwing this skill into existence to make it so that enemies with a gimmick can have a weakness noticed easier so they do not feel undefeatable, alongside allowing people to notice environmental factors that could either aid their enemy or themselves. In general this will serve as a mix between an enhanced perception skill and a minor tracking skill if need be hence the high mind attribute.

## February 28th 2023 Update/Balance

### **C&S Update: The Kelazhurian Komeback**

New class: Ryū no Deshi

(sometimes simply referred to as the "Deshi")

more in Deshi page when created.

### BALANCE/MISCELLANEOUS UPDATE

- in an effort to solidify stats, when using a simple move action (this assumes the user is in an optimal situation to do so and has not spent a majority of their turn through other actions), the user may travel a distance equal to 0.5 meters per dex.

- For non-magic classes, soul counts double for the purpose of a "will save", to incentivize putting some amount into soul but not requiring nearly as much as casters without as much benefit.

- Large amounts of movement techniques are being downscaled, such as one step dash and quick step, for reference if you are wondering if your technique gets nerfed or not follow this guide, but if your skill has large restrictions or other factors PM me.

basic skill movement technique cap - 0.75 per tier.

martial class movement technique cap - 1.25 per tier.

curse user movement technique cap - 1.5 per tier.

contractor movement technique cap - 2 per tier.

wind contractor movement technique cap - 5 per tier.

- when attempting to grapple an opponent the opponent can resist the grappler through their physical power and partially their weight. Roughly speaking when first grappled, the victim can only use 50% of their physical power to resist, especially when caught off guard (25%~). However, after the first turn they are able to use their full brunt of strength and thus use 100% of their physical power against the user's physical power. However, the grappler has an advantage for being the initiator (if the grapple succeeds) and based on their grappling skill.

### Dex and Reactions

Addendum to how dex and reactions work, below is how we clarified dex works previously, most of this will stay true, however, as the campaign and side campaign has gone on i realized 8 dex is a really low number total to hit, so we will be changing it to be slightly more complex and to favor massive differences in dex. So I will put it in bold so people know to read the next part.

You will always be able to ATTEMPT one minor reaction, if you have equal dex than your opponent you can ATTEMPT 2 minor reactions or a full reaction, if you have 5 or more dex than your opponent you can ATTEMPT 3 minor reactions or a full reaction.

BELOW IS THE ORIGINAL CLARIFICATION OF REACTIONS

(Clarification on Dex and reactions, at the start you have a single minor reaction(an easy dodge or quick movement), at 2 dex you get that minor reaction to be able to be used as a full reaction(counterattack or action after or during opponent's action), if you use a full reaction you are putting your entire focus into that reaction with the exception if your dex exceeds your opponent by double. At 4, 6, and 8 dex, you gain an additional minor reaction which will effectively cap at 8. However, as with all things, these reactions can be increased or decreased depending on the circumstance, such as ambushing opponents or being ambushed.)

- Addendum to the weight limits, while i'm not going to go over the whole thing I wanted to quickly mention the following:

The weight limit described in the flavor update is the MAXIMUM POSSIBLE WEIGHT, it even says so in the update, as such even if you have 10 physical power, you will not be able to pick up a 1500 pound curse abomination in the middle of combat even if it is barely resisting. Furthermore, if the thing you are attempting to pick up is a living creature, you will struggle even further as the creature's struggling and own physical power will curb your attempt to lift it. While it is situation dependent, if you are picking something up in a rush, and it isn’t alive and struggling, assume you can use 33% of your weight limit without any major issue. If you are attempting to pick something up that is alive, refer to the grappling rules above while keeping in mind your 33%.

### "Death" Change

we are changing how death and “near” death works so pay attention. Fate can no longer be burned or used to mitigate or avoid death, instead we will have the following:

Death will now be based solely on vitality(vitality will also increase how durable you are whilst at 3 fatigue) and how strong the opponent is, to mitigate the uncertainty of combat in a system like this,

Upon sensing an opponent or witnessing them attacking, you will immediately gain a general understanding of how many attacks you can receive from an enemy were you to receive an attack whilst downed.

EXAMPLE: you curse sense a curse user, based on what you can sense he feels a lot stronger than you, I then tell you WHEN DOWNED, he would have to hit you an additional two times to kill you. Now there are some factors that go into play here, if the enemy uses an aoe, it will be harder for the enemy to kill you (although you could also ask “if he were to use an aoe how many attacks would it take”). Additionally, this does not take account of the best of the best of their kit, if you get caught by their ultimate attack it could very likely one shot you if you are already downed should the enemy be a boss or the like.

As a generalization, for an enemy to one shot you with pure physical prowess (not including class specific skills) they would need double your VIT in PP (AKA if you have 6 vit and they have 12 physical power they can one shot you when you are downed)

I will mention, if an enemy is hiding their power in some way, the “down count” will be inaccurate, however, a player with a high tier “Keen eye” has a high likelihood of noticing an enemy if hiding their power through physical means.

If an enemy would need to hit you more than 4 times to kill you once downed, you gain effective immunity to being killed by them outside of extreme exceptions and them performing a slow coup de grace,

If an enemy is overwhelmingly strong I will warn of the possibility of being killed even before being KO’ed. EXAMPLE fighting a B+ curse while you are a C+.

## March 3rd 2023 Class Addition

**The Creator and the Criminal update**

Features two new classes the Inventor and the Pirate. (will have pages in future)

## June 27th 2023 Horse/Knight Stamina

### **Horses 2, electric boogaloo**

Effective dex for travel is decreased by 25% rounded down whilst traveling unless VIT is equal or higher than Dex.

Horses do not suffer from this disadvantage as animals which excel at covering large distances, various types of horses, effective traveling dex, and other things of note will be found below.

Average horse

Dex 7

Average cost - 1500 dreons

Can be found in most places of the world in either farms, merchant guilds, cities/towns, or just forests. Spooked easily which can cause it to run off potentially completely abandoning the owner.

Trained horse

Dex 10

Average cost - 4500 dreons

Often only sold within cities or towns, it will cost a much prettier penny than a regular horse due to the effort and time needed to train. The training of the horse makes it so that it is not spooked by normal events, however, abnormal and uncommon events such as curses, explosion, or large flashy magic, can cause it to run off. Despite this, the horse is likely to remain in the nearby area for its owner due to its training.

Stisedan Sumpter

Dex 13

Average cost 8000

A horse bred to have a high endurance and able to carry more weight than most, only sold by some of the most notable merchant guilds and their associated breeders. These horses are valued for their capability to speed up caravan and carriage travel by several times due to the breed’s ability to handle the weight with ease, this in turn, also allows the horse to carry much more than it normally would should it be used for normal purposes. Due to being trained to work with merchants the only thing this horse fears is the poor.

Knight’s Warhorse

Dex 20

Average cost 14,000

An extremely tough and quick breed of horse elevated by extensive and professional training within the fortress cities of Zaveron. These horses are often sold equipped with plating to cover them from any minor attacks whilst traveling or when arriving at a destination, this is partially the reason for the large cost. Additionally, these horses have a willpower equivalent to knight’s themselves and will not flee unless specifically commanded to do so, and can be called back with a simple whistle, of which the horse will quickly learn to differentiate the whistle of their owner compared to a random person. Throughout their extensive training, they are taught a large variety of commands such as the aforementioned flee, alongside commanding it to follow, instructing directions while one’s hands are off the reins, and even telling it to charge into the enemy. In part due to the cost and part due to the abilities of the horse, it is said most knights will only ever purchase a horse once, as after bonding with the horse they are unable to purchase another should the previous suffer an unfortunate fate.

Dulik

Dex 35

Average cost ???

A two headed and 6 legged horse with a crimson hue covering its whole body. These magical beasts are rarely found in certain mountains between Kelazhur and Zaveron. Despite its appearance it is still classified as a horse as rarely some travelers, hunters, and mercenaries are able to tame the beast. Should one be able to do this they will obtain an unnaturally sturdy and fast horse, which is able to easily travel through any environment including the mountains it is found upon. For those seeking to find and tame this beast, it should be noted that they can be incredibly aggressive, with one head spitting acid strong enough to dissolve tungsten, and the other head is armored with carapace allowing the Dulik to charge through entire buildings using its head as a ram.

Leunickner

Dex 50

Average cost 200,000

A horse which has been heavily enhanced and altered through massive amounts of curse energy based experiments. Only sold from the Stisedan organization known as Chimera which can be found in Taekir. Due to the experiments, the horse is barely sentient, does not need to eat, and lives a maximum of a year, but will follow any orders perfectly, akin to a puppet.

### Knight Stamina

Knight’s will now require stamina in order to use their Knight Arts. The amount of stamina you have is dependent on Vitality, for knight houses that are heavily dependent on dex (the only ones so far are Ingran, Magian, and Penval) they gain stamina partially through dex but still mostly through vitality.

If you reach 0 stamina you gain fatigue and restore your stamina to full, this fatigue however is exhaustion based and thus can be healed with a full night’s rest. However, it should be noted that if you cannot use a knight art that costs more than 200% of your current stamina. For example, if you have 5 stamina left, you can use a 10 stamina knight art (which will fatigue you and restore your stamina), but if you have 5 stamina left, you cannot use an 11 stamina knight art.

### NEW COIN DROPPED!!!

Jyur

Hexagonal gold coin which is about 50% bigger than a Duve.

Coin worth 1000 dreons.

The value of the Cyoet has been increased from 10,000 dreons to 100,000 dreons

For other money related matters the price of Titanium and everything made from it will be reduced by 50%, however, for those that are blacksmiths you should note that this doesn’t change how fast you can make anything with it.

Additionally, the price of specifically steel INGOTS will be reduced from 500 to 350, making it cheaper (but not easier) to craft steel weapons/armor but keeping the price the same.

Fumble Mechanic

Experimental mechanic to deal with run and gun builds being a bit too strong or unbeatable in some cases

When a character uses more than 50% of their movement in a turn, and also fires a ranged weapon at some point during their turn, the character gains a fumble token. A fumble token wears off if the user spends three turns without doing the aforementioned series of actions, or if combat ends. At 2 fumble tokens the user’s dex&mind lowers by 2, at 3 fumble tokens the user’s dex&mind lowers by 5 (mind is lowered for the purpose of firing a gun). Should a character accrue 4 of these tokens they will “fumble”, this will cause the character to drop anything they were holding and fall to the ground stunning themselves until the end of their next turn.

## August 22nd 2023 Class Addition

To start these three movement oriented skills have been altered to incorporate scaling

Jump

PP 1

PP = every 2 PP the user can vertically jump 0.25 meters (no base)

Tier = every tier the user can horizontally jump 0.25 meters (no base)

Swimming

0.25 dex 0.25 PP

Dex = one can move 0.25 meters per point of dex while swimming (no base)

PP = reduces the physical exhaustion of swimming

Tier = every tier increases the amount of pressure you can easily withstand by a depth of 1 meter (base 2)

Climbing

PP 1

PP = 0.25 climbing speed per PP (no base)

Tier = grip strength for the sake of confidently climbing steeper slopes, at 5 tiers can climb a 45 degree angle, and every 5 past that is an additional 45 degrees of steepness (it is possible to climb things without meeting the requisite tiers but it will be much slower and the user will be more prone to falling). Once the user exceeds 20 tiers, the tier instead makes the user less likely to fall should he be met with a disturbance such as being attacked whilst climbing.

Commander

page will be added in the future

### Burnt Fate Pananza

Some of you may be aware that every knight house has an ultimate technique which burns a fate point in order to deliver a skill that represents the culmination of everything that house stands for, this update seeks to deliver an experience similar to that to every class.

Spirit contractor : Broken Vow

A fate point can be burnt to ignore any Sacrifice for 3 full turns. (ending at the end of the third turn of this effect)

(in the future i may scrap this and instead have separate burnt fate options for each element)

Curse Enhancer :  Black blood and Occult bones

A fate point can be burnt for the enhancer for 2 turns to add their magic to all three of their physical stats (this effect ends at the end of the user’s turn).

Curse Emitter : Esoteric Insight

A fate point can be burnt for the emitter for 2 turns to be able to cast two magical skills simultaneously, whilst also halving the reserve cost of all their magical techniques.(ending at the end of the second turn of this effect)

Curse Conjurer : Cursed Apotheosis

A fate point can be burnt to create a powerful conjured creature which is sentient and ignores the orders of its creator. This creature has only one objective : destroy the enemies of its creator. This creature lasts 5 turns and the appearance and abilities can be somewhat customized by the user.

Deshi : Dragon’s Outburst

A fate point can be burnt while using a Hakari to in an instant apply the Jiyuna effect and enhance the entire skill by 1.5. This outburst of Jiyuna does not deplete any turns of Jiyuna the Deshi would normally have and is so rapid that even if used against a non-curse will not be recognized as an illegal use of Jiyuna.

Makos : Culmination of Fury

A fate point can be burnt for the Makos warrior to instantly gain an amount of fury equal to ¼ of their PP & ¼ of their VIT (both rounded up) then added together. Additionally, the Makos warrior can spend double the fury cost of a skill to make the skill 1.5 times stronger.

Dytos : Wrath of the Gods

A fate point can be spent to choose one of three effects representing each of the three most important Aderu :

- For 5 turns any skill can be used and all skills get their power increased by 1.25 times.

- Perform an unarmed strike at double the user’s PP which is unavoidable.

- Mark an opponent for Vengeance dealing double damage but gaining a fatigue every turn.

Pirate : Ace up the Sleeve

A fate point can be spent for the pirate to temporarily be able to put a spin on their skills making them nigh impossible to react to for 3 turns. Additionally, a one time use to have their Plunder be guaranteed to work on ANYTHING the opponent has that is under 5 pounds, even if it something the opponent is holding.

Inventor : Epiphany

A fate point can be burned during downtime when an Inventor usually uses inspiration to create items, this time due to an Epiphany they create something far stronger than the user could usually create. The item created is permanent but what can be created still must be discussed with the GM.

Commander : Genius of Battle

Captain - all troops gain +2 to all physical stats for 2 turns

Leader - Can have any number of Maneuvers ongoing at the same time and can ignore Stratagem restrictions for 3 turns.

Sworn Ally - Guardian doesn’t cost fate and all Stratagem costs are halved for 5 turns.

Note, all methods of burning fate are subject to change as the effects are observed during testing.

## September 22nd Balance/Changes

This update focuses on a couple of balance patches geared towards specific classes alongside simplification

-spirit contractors now gain 20 reserves per soul instead of 10, curse user is still the same

-as per the Fate page, some uses have been added and some limitations have been added

-clarification on actions towards a 3 action system, explained a bit more on mechanics page, but for simplicity : move = 1 action, double move = 3 actions/ attack with dex weapon (aka 0.5 dex or more) = 1 action, any other weapon attack = 2 actions. also reactions were slightly changed which is also on the mechanics page.

-Makos barbarians are required to attack with a two handed weapon to gain fury. To counterbalance this, the fury system will be slightly changed, first of all, when taking damage fury is only gained upon gaining fatigue, with the user gaining 2 fury at 1 fatigue and 3 fury at 2 fatigue. Second of all, when fighting an opponent roughly equivalent to yourself every 3 successful attacks will have the user gain a fury, when fighting an opponent roughly stronger than yourself every 2 successful attack will have the user gain a fury, and the user will not be able to gain fury from attacking opponents weaker than themselves.

### Power Clarification

-going to clarify on the exact magic difference with 100% being a normal spirit contractor for simplicity, between classes which is as follows :

Curse user = 50%

Minor Spirit Contractor = 75%

Normal Spirit Contractor = 100%

Deshi = 100%

Highest rank of magic item = 125%

Major Spirit Contractor = 150%

Abyss = 175%

Anomaly = 175%

Legendary Spirit Contractor 250%

Unique Spirit Contractor 250%

Martials have a weapon empowerment, however the empowerment starts at 100% thus the weakest empowerment is still better than a normal person, they go as follows :

Pirate = 110%

Commander = 130%

Dytos = 140%

Deshi = 150%

Sworn Ally = 150%

Makos = 160%

Knight House with 2-3 weapons = 170%

Knight House with 1 weapon = 200%

### Armor change

- armor will be changed to be more stat relative, it will decrease dex by a flat number, and will increase VIT by a flat number. for regular iron armor it will go as follows :

light armor has no dex negative and provides a +1 vit bonus to specifically Light weapons (aka 0.5 or more dex)

Medium armor has -1 Dex and +1 Vit in all circumstances

Heavy armor has -3 Dex and +3 Vit

**The above is the precident for the standards of armor everything below that mentions increasing or decreasing is with this standard in mind.**

also because light armor is always leather or the like, it is not affected by different metals.

Titanium decreases the dex negative by 1, and for heavy armor decreases the Vit benefit by 1.

Steel increases the Vit benefit by 2.

Tungsten increases the dex negative by 6, and increases the Vit benefit by 5, for Heavy armor the Vit benefit increases by 8.

other B rank materials increase the Vit benefit by 2 alongside their other effects.

Desert gear increases the Vit benefit by 2 for medium armor, for heavy armor the Vit benefit increases by 4 while (for heavy armor) dex only decreases by -2

Masterwork increases the Vit benefit by 1

Medium Armor Prof (vit 1)(capped at 10) now functions as follows : at 2 you can wear this armor, at 10 you reduce the penalty.

Heavy Armor Prof (vit2)(capped at 20) now functions as follows : at 3 you can wear this armor, but take an additional -1 to dex, at 10 you take no additional -1 to dex, and at 20 you reduce the dex negative by 1.

## November 22nd New Curse Types/Changes

quick update addendum : investing into mind gives +2 skill points (split as usual)

In this change we are changing a couple of the names of the curse types (namely emitter and enhancer) alongside adding 3 curse types and burn fate abilities for them, at the bottom there will also be an image of the new curse types.

Augmenter - specialized primarily in strengthening aspects of themselves or objects used by them with curse energy.

Conjurer - creates objects or even creatures of varying degrees of autonomy and strength with their curse energy.

Emitter split into the following two with the first being closest to the original

Mystic - derives power from bringing abstract concepts and imagination into reality through the usage of curse energy.

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.

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.

Conduit - uses curse energy that overloads itself and destroys the user/item? 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.

### Fabricator

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

.

Square

Short cast time (1 action & can be minor reaction)

1 low symbol slot

4 component slots

.

10 pointed star

Long cast time (takes a full 6 seconds to cast)

1 low/moderate/high symbol slot

10 component slots

.

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

.

Fields a fabricator may specialize in :

(note all but general use must be learned)

.

General use magic -

Connectors (numbers of connectors, how many each connector is connected to, relation to shape)

.

Permanence -

A vessel that has to be carefully and specifically imbued with curse energy

.

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.

.

Control -

Focus points with effects increasing the more spread out and larger number of focus points throughout a set area.

.

Trap -

Requires a specific set of triggers of which the magic cannot be activated without.

.

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.

.

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.

.

Mystic

Has dominance over the blood, soul, and mind fields of curse magic. These fields still require being taught.

For both Fabricator and Mystic there are fields that exist outside of what has been listed but not noted due to the secretive nature of their existence.

.

### Conduit

A chaotic and borderline defective version of a curse user, they are unable to produce curse energy within their own bodies and many recognized as conduits have killed themselves trying to manifest their abilities. It took several decades before researchers discovered the flaw that caused this death, which was that should a conduit gather the curse energy necessary to unleash their abilities, it would be so powerful compared to the average curse user that it destroys their body almost instantaneously. From then on, Conduits managed to utilize their abilities through objects, in the process, the item would be practically guaranteed to be destroyed, however the sheer destructive power is well worth the cost.

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.

.

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.

.

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.

.

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.

### Mutator

This will be fairly short as the mutator does not have many special abilities and mostly functions similar to other curse types.

Explained simply, 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.

### Burnt Fate Additions

emitter's burn fate ability will go to mystic as it is closest to the original, augmenter and conjurer will obviously keep their burn fate as is. However, these options will be a bit buffed, augmenter, conjurer, and mystic's burn fate ability will have their duration increased by 1 turn.

Conduit : Power Overwhelming

unlimited reserves, items are not needed for magical skills, and magical power is increased by 50%(rounded up). The duration of the ability depends on the current state of the user, if at 2 fatigue, this lasts 1 turn, if at 1 fatigue, this lasts 2 turns, at 0 fatigue, this lasts 3 turns. However, there are two major downsides to this ability, first of all regardless of the duration, once it ends the user immediately passes out, second, the user can only "safely" use this twice, afterwards, their death is practically guaranteed upon using this ability. (should this be used a third time even despite knowing the consequences, the user will instead increase MP by 100% and duration is 1 minute regardless of fatigue.)

Fabricator : Stratified Magic Complex

The Fabricator can create a new spell through layering fabricator magic one atop another, they can do this as many times as they wish as long as they would have enough reserves to cast all those magics at one exact moment. However, for the purpose of this ability, the cast cost is reduced to 25%. Lastly, regardless of the cast duration of the spells included this will always take 2 actions to cast (for this reason any spell with a cast time beyond 30 seconds can't be added).

Mutator : Corrupted Evolution

The mutator temporarily transforms his own body to be similar to that of a curse growing a grotesquely flesh like layer of curse energy around themselves in a near instant. The user may decide to have certain monstrous elements to this change such as an increase to size, claws, and other abilities, alongside this, their physical abilities increase by 3 and their MP by 5, however, 1/3rd of their MAX soul decays at the end of every round. Right before this ability is used the user must declare a primary opponent, this ability cannot be ended until that opponent is defeated, if 3 turns pass the user will then enter a state of rampage as they have let the mutation overtake them, this rampage lasts for 5 turns, with their rampaged state mainly attacking the primary opponent, if the opponent is defeated early they will then attack the closest living creature until the effect ends.