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==Related Others== *[[Lost]] *[[Founder]]s - those lost that have found their place back in the real world. *In addition to the Lost, Finders tend to deal with the more abstract Others, such as [[Incarnation]]s, problematic [[Ghost]]s, and certain types of [[spirit]].<ref name=":3">As for the general Others that they'll run into & operate with, they're from the immaterial and interaction tracks. So...<br><br>'''Concept-driven Others''' - especially the riff-raff surrounding things like Incarnations. The agents or soldiers of Dream, Death, Fate, Nature, Ruin, Innocence, etc.<br>'''Envoys''' - These Others persist by making deals and furthering the ends of the incarnation they represent/are. They may be urban legends or itinerant Others. The deals are usually tricky or really loaded. "Did you hear? They say that there's a way to summon a little old man who will ask you for a name. He'll destroy a person you name, but he'll take what you cherish most from you in exchange. Everyone always regrets it." A girl with strangely colored hair finds people in enough torment that they've lost their senses- the sleep deprived, the maddened, the drunken, and she offers them a deal. She'll take the memory of whatever it is that is maddening them out of their head and the heads of everyone around them, but they're given the task of re-enacting or forcing that same agony on three other 'deserving' people, or she'll give them the memory she took from the ''last'' person she visited, and somehow it's always worse than (and somehow related to) what they were dealing with before. These Envoys visit our world and seek out targets who fit their schema and generally push deals that net an overall positive contribution to [incarnation], but when they aren't here, they're somewhere, and that's often the Paths. If found or visited, they may offer similar deals, or barter with whatever it is they've collected or done.<br>'''The Leftovers''' - these are like incarnations, but writ small. Isolated bits of 'incarnation' that splintered off or exist in isolation. Especially common in the Paths because there's a whole lot of isolation there. Characters (and 'character' is the operative word here) that are defined by single attributes and personalities. Shored up by spirits and other things. A fragment of Regret splinters off due to circumstances, gets isolated in the Paths (where it naturally ends up), and gathers up enough pieces of other things, like a mask of a mouse and a party dress, picks up on ideas and the tatters of echos surrounding those things, and builds up a persona as the Cringing Mouse, a girl with a mouse head and a garish dress, who can't help but do cringeworthy things at the worst moments and then agonize over them. Once they solidify as such, they tend to resist being absorbed elsewhere. Leftovers love to attach themselves to others as traveling companions, or recur on the paths. These form some of the 'wildlife' in the Paths. Not all are sentient or sapient. Unwittingly, they tend to further the cause of their parent Incarnation.<br>'''Pawns & Playing Cards''' - The forms these guys can take is impossibly varied. Extensions of an Incarnation with some power that wanted soldiers, messengers, servants, builders, or whatever else, they end up in the Paths if their parent Incarnation dies and they don't go with it. Tend to congregate in groups, all with a theme. The Victims of Innocence, who are wide eyed children, beautiful, all dressed in pristine white clothes, with a penchant for hurling themselves into the most horrible fates available, if there's any chance it'll break people's hearts to see it. The Rats of Plague, who wait and multiply in anticipation of a chance to deliver a plague worse than the Black Death upon humanity- except they're quarantined. All they need is an open door or for one rat to sneak through and they can do just that. Tend to be really, ''really'' stupid, however, while appearing in great number, leaving diplomacy as the key to dealing with them.<br><br>'''Echoes & remnants.''' Ghosts, vestiges. Because they intersect with the Paths, they might deal with other kinds of echo.<br>'''Wild Echoes''' - Overlaps with Incarnations, above. Echoes (ghosts) of humans who were done away with by very dramatic Incarnation-type events. Tend to be flavorful, hard-to-deal-with echoes who don't follow the usual tropes or tools of necromancers, so most necromancers won't bother. Tools and approaches with Death in mind don't apply if we're talking about an Other who was done away with by Ignonimity or Lust.<br>'''False Echoes''' - Echoes of people who didn't exist, except by rumor. A real pain in the ass for necromancers, but not so much a problem for Finders.<br><br>'''Spirits''' - Spirits are bread & butter, and not exclusive to the Paths, but frequently found are...<br>'''Petitioner Spirits''' - Spirits consolidated around a question or set of questions. They often ask people they see and then may get power to act if the answer is right or wrong. Can be hooked into echoes or have echoes as central points, depending.<br>'''Abstract Spirits''' - Spirits of consolidated Path-trash, may be even less defined or consistent than usual spirits, but can be useful as a kind of wet clay for those looking to mold them. The problem is that if these guys are a blender of weird, well, sometimes that blender has blades inside. The trick is finding out what's at the center, holding them together. - [https://old.reddit.com/r/Parahumans/comments/f03xyr/_/fgs0o17/ Wildbow on Reddit]</ref>
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