Dynamisms

### Positive/Negative

The dynamo is a powerful tool which needs to be charged with positive or negative energy to be fully effective. The charge of the dynamo changes which forces can be acted upon and also changes the damage dealt by it.

The dynamo can be charged up to four times positively or negatively. It is possible to mix these charges. A dynamo user with 50% skill can hold up to three charges, a dynamo user with 75% skill can hold all four.

### Positive Charge

Having one positive charge causes the dynamo to deal minor heat damage.
Photons begin to circle the dynamo, unlocking photon abilities. This is visible.

Having two positive charges causes the dynamo to deal moderate heat damage.
Energetic particles begin to circle the dynamo, unlocking some energetic abilities. This is visible.

Having three positive charges causes the dynamo to deal major heat damage.
Cosmic energy begins to swirl around the dynamo, unlocking cosmic abilities. This is visible.

Having four positive charges causes the dynamo to also set the target alight.
The focus cost of all abilities and cast time are reduced.
Supernova becomes available.

### Negative Charge

Having one negative charge causes the dynamo to deal minor cold damage.
Gravitons begin to circle the dynamo, unlocking gravitonic abilities. This is visible.

Having two negative charges causes the dynamo to deal moderate cold damage.
Ionic particles begin to circle the dynamo, unlocking ionic abilities. This is visible.

Having three negative charges causes the dynamo to deal major cold damage.
Dark matter begins to swirl around the dynamo, unlocking spatial abilities. This is visible.

Having four negative charges causes the dynamo to sap stamina.
The focus cost of abilities and cast times are reduced.
Singularity becomes available.

### Polarity

Having one negative charge and one positive charge causes the dynamo to deal moderate cold AND heat damage.
Both photonic and ionic abilities become available.

Having two negative charges and two positive charges causes the dynamo to deal major cold AND heat damage.
Energetic and gravitonic particles become available.
Polarity dynamisms become available.

#### **Dynamo Commands (Syntax - DYNAMO [Command])**

Reel - Wind up the dynamo, creating a positive charge. This consumes a small amount of health and some focus. Performing this command while the dynamo is full will release a negative charge.

Reverse - Unwind the dynamo, creating a negative charge. This consumes a small amount of health and some stamina. Performing this command while the dynamo is full will release a positive charge.

Release - Ground the stored charges, releasing them into the environment. For every charge released, gain some health. Positive charges restore some focus, negative charges restore some stamina. Others in the room suffer minor burn or cold damage for every charge released.

#### **Photonic Dynamisms (Syntax - GLOBE [Dynamism] [Target])**

Create - Create a globe of light for each positive charge your dynamo contains. An additional globe is created at four charges, or when polarity has been achieved. GLOBES displays your created globes. GLOBE ORBIT sends one of your globes to orbit a target. GLOBE RETURN recalls a globe from the target back into your orbit. Globes light up the room they are in.

Glow - Dispel one globe from yourself or another target, grants minor health and focus to the target.

Flare - Blinds a target momentarily, greatly reducing their accuracy and vision. This consumes a globe circling around you.

Illusion - Create a fresh illusion from some pre-programmed options. Examples include: Making it seem like someone has left the room, entered the room or died.

Vanish - Vanish from sight, increasing dodge chance and making you invisible for some time. This pairs well with illusion.

#### **Gravitonic Dynamisms (Syntax - GRAVITON [Dynamism] [Target])**

Anchor - Sends a graviton from your dynamo to weigh down a target, reducing their attribute and putting a delay on their movements. This can be applied three times to a target. Gravitons last for five seconds before falling away. Placing a graviton refreshes the timer and increases it by 3.

Wormhole - Create a portal between yourself and another, essentially creating a new exit in both rooms. Only one of these can be sustained by a user.

Draw - Pull a target from a connected exit into your room. This is intended to work through wormholes.

Propel - Throw a target from the room and into an exit of your choice. This applies a momentary stun and one graviton.

Counterweight - Reduces the stamina cost for moving for a long duration and grants a bonus to Athletics.

#### **Energetic Dynamisms (Syntax - Energise [Dynamism] [Target])**

Barrage - Strike a target multiple times with condensed energy. This ability grants a stack of barrage after use, making the next barrage more powerful, up to five times.

Combust - Cause a target to erupt into flames, dealing some damage and then damage over time based on skill in dynamism.

Field - Create a field of energetic force which repels damage, granting armour to the target.

Physique - Grant a large amount of stamina and increase the target's physical attributes.

Conflagration - Create an eruption of force which does moderate heat damage across the room after a charge up time.

#### **Ionic Dynamisms (Syntax - Ionize [Dynamism] [Target])**

Current - Creates a current of electricity between yourself and the target, dealing shock damage and draining focus. Every cast of this ability reduces the cast time of the next, up to five times. Swapping to another target resets this counter.
Arc - Send out an arc of electricity which bounces across from enemy to enemy, dealing less damage on each bounce until it fizzles out. This is more effective against smaller groups or pairs.

Flow - The target receives a large amount of focus, can only benefit from this periodically, can be cast on self at the cost of health.

Nerves - Fry the nerves of an enemy, causing them to drop any held items into their inventory and be unable to wield anything for a short duration.

Voltage - Generate a voltage within a target, causing attacks on the target to jolt out at the attacker, dealing minor shock damage. This is more effective against enemies that perform a number of smaller attacks in a short time.

#### **Cosmic Dynamisms (Syntax - Microcosm [Dynamism] [Target])**

Stars - Create miniature stars in the room which create a relaxed atmosphere and boosts regen in the room. These stars last for a long time. (Potential bonus in gardens or permanent lighting.)

Haven - Make a room hospitable, removing any negative environmental modifiers and stabilising any atmosphere.

Centre - Travel through the stars to a place of solace and calm. From here, many other places can be travelled to.

Atmosphere - Create an ambient aura around you which burns enemies over time.

Clouds - Create a cloud of bright stardust in the area, increasing the accuracy of all attackers and preventing abilities like vanish or stealth.

#### **Dark Dynamisms (Syntax - Nebulize [Dynamism] [Target])**

Gloom - Create a cloud of dark stardust in the area, decreasing the area and plunging it into natural darkness. Finesse is increased in the area.

Grue - Cause a dark room to begin eating at those within it. The grue reduces the attributes and slowly saps the health of enemies within. This only checks the natural lighting of the area and does not regard any hand-held light. This effect is dispelled by stars.

Swathe - Cut off communications from a room or a target by surrounding them in a heavy nebula.

Dread - Form a thing of terrible beauty which awes and shocks those who witness it. All enemies are consumed by the view and terrified, forced to take a random exit and then becoming stunned momentarily.

Isolation - Send your target into a distant, unreachable destination, isolating them from threats, or their prey. Used on self, this takes you to the void.

#### **Supernova - DYNAMO SUPERNOVA**

Expending all four positive charges of your dynamo, unleash a miniature sun in the room, scorching those in the area and occasionally sending out rays of sunfire to scourge the flesh. The sun collapses over fifteen seconds.

#### **Singularity - DYNAMO SINGULARITY [Target]**

Expending all four negative charges of your dynamo, call upon the singularity to crush and destroy those who stray too close. While this ability is active, you can send up to two targets into the void. When the singularity collapses, there is a chance it will either draw in you or another enemy.

**Polarity Dynamisms (Syntax - Polarize [Polarization] [Target])**

Vortex - Melding energetic, gravitonic and ionic particles, create a vortex of hateful energy which lashes out at foes randomly, dealing shock, cold and heat damage.

Hardlight - Merging the properties of gravitons and photons, create a wall of hard light which prevents egress or ingress. Can be limited to one exit.

Lodestar - Mark a location to return to later, using the power of gravitons and photons. After creating a lodestar, the room can be returned to with a wormhole. Up to five lodestars can be maintained based on skill.

Permute - Convert globes to gravitons, current stacks or barrage stacks and vice versa. This is a complicated syntax.

Ideal - Consumes all charges and a large amount of focus to heal a target's health, focus and stamina by 50% of their maximum.