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==Abilities== When a person falls at a confluence of history or bloodline, thrust into a role by history (somewhat similar to an [[Animus]]' role), they are are a designated Named<ref name=":4">Where an ''Animus'' represents a role, often narrative or conceptual, such as the swordbearer who exists to empower heroes on their quests, or the pugilist that goes looking to fight the strongest and remind them there’s always stronger (or loses and reaffirms said individual’s position), the Named individual finds their way to a role, or history, family lore, and patterns help cement the role around them in retrospect. The echo of the individual may persist through written word and history, and they can be called out as versions of their former self, some combination of animus, echo, and vestige. - [https://docs.google.com/document/d/15JKMkgy4aJCWpN5SmKJmIWIE1CaUCLsfiiV71-w46pE Pact Dice: Heroics]</ref> or a Name.<ref name=":6">The basic terminology of a Heroic practitioner is to call the Others that they summon ‘Names’. A figure that is not quite heroic is just a Name, more than a ghost, because they have something to them that is wrapped up in history and events, that fleshes them out and leaves them as a more permanent thing. The more notable they are, the more substantial they are, with more capabilities. - [https://docs.google.com/document/d/15JKMkgy4aJCWpN5SmKJmIWIE1CaUCLsfiiV71-w46pE Pact Dice: Heroics]</ref> When they are particularly strong, occupying a special position and/or bolstered by a [[Power|power source]], they are known as Heroes or Heroic Figures.<ref>Heroes are essentially the most notable individuals. Past a certain point, once a certain measure of fame or recognition is met, the individual receives accolades, attention, and a degree of worship, which elevates them. Beyond the point when they are dead, this power carries forward, and they are left behind as heroic figures. Given how they tie into things, it is common for Heroes to interact with Others or to become Others to some small degree.<br><br>Heroes themselves are far, far stronger as entities. They are human and not human, incarnations without a set theme, gods but more material. A true Hero is an incredible weapon or tool and often the culmination of generations of a family’s work. - [https://docs.google.com/document/d/15JKMkgy4aJCWpN5SmKJmIWIE1CaUCLsfiiV71-w46pE Pact Dice: Heroics]</ref><!---Arabella’s talents will be exaggerated, her performance as good as they were in her best moment alive (especially if the practitioner has any evidence or testimony of the individual’s stronger moments. also going into animuses and their abilites.--> Made up of a mix of [[Echo]], [[Vestige]], and [[Animus]], reinforced by the [[pattern]] of history and lineage.<ref name=":5">John wasn’t unfamiliar with this sort of thing. They were the province of some old families.<br><br>He could identify them by the way they stood, the shapes of faces, and the colors they wore. That there was a theme, a commonality. One that tied them to Reid and Abraham Musser.<br><br>Mussers. Mussers of past generations, crystallized echoes, or a bit of Animus, a bit of history forming its own patterns. Some held whips, others held muskets. They’d fought for a long time. And of course, some were practitioners. As they rose up out of the ground, some had to move away from the swelling fire at one side of the building.<br>[...]<br>The summoned highlights of the Musser bloodline turned to face John. Some readied weapons.<br>[...]<br>“Give the order,” one Musser said. He was more echo than Animus. Vague, blurry at the edges, but what wasn’t blurry was sharp and adorned in gold. “Child, descendant, you have to command us, by the terms of the summoning.” - [https://palewebserial.wordpress.com/2021/09/28/break-5/ excerpt] from [[Break 5]]</ref><ref>Heroes and Names of note, the practice called them. Part echo, part vestige, part animus. The patterns mapped by their lineage was supposed to make them great. - [https://palewebserial.wordpress.com/2021/12/08/playing-a-part-15-z/ excerpt] from [[Playing a Part 15.z]]</ref><ref name=":4" /><ref name=":6" /> They follow "scripts" like echoes, constrained by the various emotions and circumstances of their life, while their personalities are built around a given blood lined archetype.<ref name=rep>The Heroic spirits that could manifest here weren’t strong. And outside of this corner of reality, they couldn’t really exist. So they remained. And the scattered few Fae- Avery could only guess why some remained. Apparently a lot of Faerie nobles liked to exile lesser Fae to remote wilderness, and some were established around here, sneaking out or sneaking over to do business and amass wealth or power that would potentially help them in the future.<br><br>Some of the more major spirits of this lineage had the archetype of ‘builder’, and as they moved through the reconstruction efforts, the lesser echoes and names of the family found strength, and became more physical, with the ability to do more labor. It really felt like the work only happened while they were overseeing it.<br>[...]<br>The man in charge who Avery was waiting to meet was ironically the man who had led this settlement to ruin.<br>[...]<br>A complex echo told her, “He’s taking tea. He’ll see you when he’s done.”<br>[...]<br>“He’ll see you when he’s done.”<br>[...]<br>“He’ll see you when he’s done.”<br><br>Echoes. Inflexible, and they liked scripts. - [https://palewebserial.wordpress.com/2021/12/08/playing-a-part-15-z/ excerpt] from [[Playing a Part 15.z]]</ref> This same arch type defines their abilites, much like [[anima]] they have abilites linked to their archtype such as assassin, betrayer, conqueror, genius, hunter, soilder, hunter and so much more.<ref name=mix/> Yet like an [[vestige]] a Name is still not the real person but the manifested mark they made upon history.
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