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This being a list of practices both individual and the larger categories, mentioned and shown. As with many | This being a list of practices both individual and the larger categories, mentioned and shown. As with many things in Practice [[Classification]] can be fluid. | ||
==Cartographer== | ==Cartographer== | ||
Placed | Placed at the axis of the material and realm. This practice is about collecting ''worlds'', usually trying to have complimentary worlds, and anchor their collection with a map of their own making, either a two-dimensional map or a three-dimensional sphere(or another relevant shape).<ref name="PD">In terms of related schools, there are those who hold onto the visceral elements of claim, manipulation of form and function, and the arrangement of those things that have been claimed. The Bookbinder has a book of monsters or a deck of cards that trap visceral entities in a format that lets them be pulled out of thin air, unleashing them from pages of the book or a card. The Ritual Killer murders specific and karmically important individuals and takes trophies, with the idea of fulfilling patterns and gaining supernatural benefits from that pattern. The Cartographer collects worlds, often of a particular stripe, and arranges them together with an atlas or globe they craft. The Turnkey collects key people, into a working group, workplace, jail, or other arrangement, and draws power from the links while empowering those she has and confounding those she doesn't. The Excavator seeks artifacts, papers, and tracts with associated lore, to build a key picture that unveils more about the world, even to the point of creating new history or rewriting reality by finding fundamental truths. Finally, the Armatura seeks out armor, skins, and special wards that each confer immunities, with the intent of warding themselves against multiple kinds of harm.<br><br>Those who keep the tools aspect of things will dwell on the items and how to bring out the best in those items, often with an assortment of items. The Unsheathed will transform an object into another object with a possible translation in function, often creating weapons or handling short-term crises. The Hatcher draws out the spirits of items into immaterial or physical forms and lets personifications of the item walk around. The Heartforger seeks out or fabricates spiritually, echoic, or incarnate-relevant scenarios and events and crystallizes that event into objects they keep with them, and Chosen are gifted items by a higher power, often with less items but swiftly escalating and shifting power as they pass trials and represent their power. - Wildbow on Discord</ref> | ||
==DragonSlayer== | ==DragonSlayer== | ||
Exists at the axis of tools and divine. As mentioned previously one typically needs the help of a [[deity]] to slay a [[dragon]].<ref>“No,” she said. Her voice dropped to be even quieter, as we approached the end of the street. “There’s another way. Most are violent, killing machines. So… if you’re brave enough, you can try the ''conventional'' means. Facing them in battle. Eventually ''someone'' succeeds. Usually with the backing of some major power. ''Usually'' a god. Which makes them rare.” - [https://pactwebserial.wordpress.com/2014/12/06 Excerpt] from [[Sine Die 14.3]]</ref> This practice doesn't necessarily just involve killing dragons and can involve killing many things and collecting them as trophies, using these to gain ongoing benefits and powers from this trophy to gain power.<ref>Doesn't necessarily slay 'dragons', per se<br>Slaying big things (on a potentially divine scale) and taking trophies.<br>[...]<br>[several years later]You could give them a trophy from something strong that they killed in the past or an ongoing benefit from such. Or perhaps they had a trophy once and lost it or their family took it for other purposes, but they retain the know-how in how to get the most out of anything they take from a defeated Other (or practitioner, if you want to be grisly) - Wildbow on Discord</ref> | Exists at the axis of tools and divine. As mentioned previously one typically needs the help of a [[deity]] to slay a [[dragon]].<ref>“No,” she said. Her voice dropped to be even quieter, as we approached the end of the street. “There’s another way. Most are violent, killing machines. So… if you’re brave enough, you can try the ''conventional'' means. Facing them in battle. Eventually ''someone'' succeeds. Usually with the backing of some major power. ''Usually'' a god. Which makes them rare.” - [https://pactwebserial.wordpress.com/2014/12/06 Excerpt] from [[Sine Die 14.3]]</ref> This practice doesn't necessarily just involve killing dragons and can involve killing many things and collecting them as trophies, using these to gain ongoing benefits and powers from this trophy to gain power.<ref>Doesn't necessarily slay 'dragons', per se<br>Slaying big things (on a potentially divine scale) and taking trophies.<br>[...]<br>[several years later]You could give them a trophy from something strong that they killed in the past or an ongoing benefit from such. Or perhaps they had a trophy once and lost it or their family took it for other purposes, but they retain the know-how in how to get the most out of anything they take from a defeated Other (or practitioner, if you want to be grisly) - Wildbow on Discord</ref> | ||
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*[[Host]] | *[[Host]] | ||
*[[Hyde]] | *[[Hyde]] | ||
==Modelers== | |||
<ref> | |||
wrvwrv | |||
- [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 PACT DICE]</ref> | |||
==Rapacious== | ==Rapacious== | ||
Practices focused on modifying people and taking things away from them. | Practices focused on modifying people and taking things away from them. | ||
| Line 37: | Line 46: | ||
[[pate]]</ref> | [[pate]]</ref> | ||
When dealing with toys one is trying to ensnare children (childish adults and toy collectors can presumably count too),<ref>Toymakers create dolls (or other toys) as a means of getting access to children. Loading them with cursed power, they let them naturally find their way to the hands of children and then capitalize on the position, kidnapping or undoing the child, or snaring them in a curse tied to ample warnings, to harvest power. - [https://docs.google.com/document/d/1LZFjFfwxLK1UWS59EY5js8ORYAlQLvLzBmkcqdpTp_0 PACT DICE]</ref> when a lapidary creates jewelry they try to ensnare those who want to look fabulous.<ref> | |||
* '''Toymakers''' (also Lapidaries, others) make and release cursed goods into the world, not selling or trading but instead trusting items with inherent appeal to vulnerable innocents will find their way to the right hands. Toymakers use toys to access children, but other variations (such as Lapidaries making jewelry) target other groups. - [https://docs.google.com/document/d/1qAyvtxa93SEwoRuf-7MrrtpPA5Ae2WZjjAK3aiTN Pact Dice:] [[Peddler]]s Excerpt</ref> A similar idea applies to those variations that create or use some other coveted item. | |||
Other examples likely exist. | |||
Other examples likely exist. | |||
==Turnkey== | ==Turnkey== | ||
<blockquote>''Main article: Turnkey''</blockquote> | <blockquote>''Main article: Turnkey''</blockquote> | ||
Those who try to collect sets of people, usually innocents in a specific place and [[Pattern]] and draws [[Power]] from the groups [[connections]] and drains it from others.<ref name="PD"/> Some advanced types use [[Aware]] people instead.<ref name="tk"> | Those who try to collect sets of people, Assemblies, which are usually innocents in a specific place and [[Pattern]] and draws [[Power]] from the groups [[connections]] and drains it from others.<ref name="PD"/> Some advanced types use [[Aware]] people instead.<ref name="tk"> | ||
'''Interaction'''<br><br> | '''Interaction'''<br><br> | ||
'''Sequester:''' Can manipulate connections to reveal, exaggerate, or damage needs, wants, goals, and relationships. Emphasizes crystallizing a desire or cutting a target off from their group, with a dramatic effect on teamwork and ‘friendly fire’, even in noncombat, social situations.<br><br>'''Interdiction:''' A defensive effect that makes it so that attacks and even general moves against the Turnkey will be weaker or misdirected if active Assembly are a viable target, instead. Can ‘spend’ or forego this protection to boost Turnkey powers.<br>[...]<br> | '''Sequester:''' Can manipulate connections to reveal, exaggerate, or damage needs, wants, goals, and relationships. Emphasizes crystallizing a desire or cutting a target off from their group, with a dramatic effect on teamwork and ‘friendly fire’, even in noncombat, social situations.<br><br>'''Interdiction:''' A defensive effect that makes it so that attacks and even general moves against the Turnkey will be weaker or misdirected if active Assembly are a viable target, instead. Can ‘spend’ or forego this protection to boost Turnkey powers.<br>[...]<br> | ||
| Line 51: | Line 58: | ||
It has some cross over with [[Law]] magic and the [[bind]]ing at the root of said practice. | It has some cross over with [[Law]] magic and the [[bind]]ing at the root of said practice. | ||
{{Reflist}} | {{Reflist}} | ||
{{Practice Categories}} | {{Practice Categories}} | ||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Practices]] | [[Category:Practices]]cross-over | ||
Revision as of 22:43, July 10, 2022
This being a list of practices both individual and the larger categories, mentioned and shown. As with many things in Practice Classification can be fluid.
Cartographer
Placed at the axis of the material and realm. This practice is about collecting worlds, usually trying to have complimentary worlds, and anchor their collection with a map of their own making, either a two-dimensional map or a three-dimensional sphere(or another relevant shape).<ref name="PD">In terms of related schools, there are those who hold onto the visceral elements of claim, manipulation of form and function, and the arrangement of those things that have been claimed. The Bookbinder has a book of monsters or a deck of cards that trap visceral entities in a format that lets them be pulled out of thin air, unleashing them from pages of the book or a card. The Ritual Killer murders specific and karmically important individuals and takes trophies, with the idea of fulfilling patterns and gaining supernatural benefits from that pattern. The Cartographer collects worlds, often of a particular stripe, and arranges them together with an atlas or globe they craft. The Turnkey collects key people, into a working group, workplace, jail, or other arrangement, and draws power from the links while empowering those she has and confounding those she doesn't. The Excavator seeks artifacts, papers, and tracts with associated lore, to build a key picture that unveils more about the world, even to the point of creating new history or rewriting reality by finding fundamental truths. Finally, the Armatura seeks out armor, skins, and special wards that each confer immunities, with the intent of warding themselves against multiple kinds of harm.
Those who keep the tools aspect of things will dwell on the items and how to bring out the best in those items, often with an assortment of items. The Unsheathed will transform an object into another object with a possible translation in function, often creating weapons or handling short-term crises. The Hatcher draws out the spirits of items into immaterial or physical forms and lets personifications of the item walk around. The Heartforger seeks out or fabricates spiritually, echoic, or incarnate-relevant scenarios and events and crystallizes that event into objects they keep with them, and Chosen are gifted items by a higher power, often with less items but swiftly escalating and shifting power as they pass trials and represent their power. - Wildbow on Discord</ref>
DragonSlayer
Exists at the axis of tools and divine. As mentioned previously one typically needs the help of a deity to slay a dragon.<ref>“No,” she said. Her voice dropped to be even quieter, as we approached the end of the street. “There’s another way. Most are violent, killing machines. So… if you’re brave enough, you can try the conventional means. Facing them in battle. Eventually someone succeeds. Usually with the backing of some major power. Usually a god. Which makes them rare.” - Excerpt from Sine Die 14.3</ref> This practice doesn't necessarily just involve killing dragons and can involve killing many things and collecting them as trophies, using these to gain ongoing benefits and powers from this trophy to gain power.<ref>Doesn't necessarily slay 'dragons', per se
Slaying big things (on a potentially divine scale) and taking trophies.
[...]
[several years later]You could give them a trophy from something strong that they killed in the past or an ongoing benefit from such. Or perhaps they had a trophy once and lost it or their family took it for other purposes, but they retain the know-how in how to get the most out of anything they take from a defeated Other (or practitioner, if you want to be grisly) - Wildbow on Discord</ref>
Presumably related to Trophy Hunter(s).
Fancyfree
The creation of a demiurgic ream using bugges and fancies
Hollow
Practices focused on modifying your self and person to achieve desired effects.<ref> - PACT DICE</ref>
Mr. Lowett was practitioner who taught this field to students such as AJ Musser and the Crowe siblings.<ref>“No. Not at all. Mr. Lovett teaches Hollow studies. That includes heartless, hosting…”
“I know what Hollow practices are. I do suppose that rules out him being soft, doesn’t it? And allows for a certain leeway when a man is… odd.” - Excerpt from Gone and Done It 17.z</ref>
Modelers
<ref>
wrvwrv
- PACT DICE</ref>
Rapacious
Practices focused on modifying people and taking things away from them.
Related Practices
Ritual Killer
Kill people to gain power, Karma comes into their choice of targets and what they can take from them,<ref name="PD"/> the specific set of their victims imparts abilities they can use.<ref name=":0">“Milo is a contract killer. On the side, he’s a practitioner who has folded his knowledge and talents into the Songetay war magic fairly readily. He’s a ritual killer, with an emphasis on the ritual. Much like a collector such as Mr. Bristow might seek to have a pattern in the people he’s gathered under his roof, Milo collects kills and creates patterns in the various killings. He finds the people to kill, mark, and-or take trophies from as he goes about his work, or in his free time. He was somewhat awkwardly adopted into the family two years ago, given access to all resources, a cut of inheritance, and standing equal to the flesh and blood sons.” - Excerpt from Gone and Done It 17.a</ref> Can use anything close to human so presumably oddfolk Denizen and similar creatures could be used for the murders.<ref>
Milo drew a knife, walking over to the man. Eloise, still getting her breath, reached into her sleeve and flicked out. A dart of glamour, to get attention where it needed to be.
[...]
“They’re holding back,” Eloise said. She brought Schartzmugel back and let him reside in her skin while he healed. “They’re trying to batter, capture, slow us down. If that mob had been armed with knives, we wouldn’t have made it.”
[...]
“Plus it’s wrong?” Liz said. “They’re still mostly human.”
[...]
“Face down in the grass until we’re long gone, understand?” Milo asked. “Don’t test me. I really want to kill you. You’d be my six of crooks.” - Excerpt from Gone and Done It 17.b</ref>
Spirit Doctor
Or spirit surgeon
Toymakers
A broad practice that involves the Visceral and Tools, involving giving out wanted objects that can unload curses and thus gain power, related to the Peddler practice, but can be beneficial or harmful.<ref>“Toys, made of shrine wood, bless the child you give the gift to!” someone shouted. “Or curse them!” - pate</ref>
When dealing with toys one is trying to ensnare children (childish adults and toy collectors can presumably count too),<ref>Toymakers create dolls (or other toys) as a means of getting access to children. Loading them with cursed power, they let them naturally find their way to the hands of children and then capitalize on the position, kidnapping or undoing the child, or snaring them in a curse tied to ample warnings, to harvest power. - PACT DICE</ref> when a lapidary creates jewelry they try to ensnare those who want to look fabulous.<ref>
- Toymakers (also Lapidaries, others) make and release cursed goods into the world, not selling or trading but instead trusting items with inherent appeal to vulnerable innocents will find their way to the right hands. Toymakers use toys to access children, but other variations (such as Lapidaries making jewelry) target other groups. - Pact Dice: Peddlers Excerpt</ref> A similar idea applies to those variations that create or use some other coveted item.
Other examples likely exist.
Turnkey
Main article: Turnkey
Those who try to collect sets of people, Assemblies, which are usually innocents in a specific place and Pattern and draws Power from the groups connections and drains it from others.<ref name="PD"/> Some advanced types use Aware people instead.<ref name="tk">
Interaction
Sequester: Can manipulate connections to reveal, exaggerate, or damage needs, wants, goals, and relationships. Emphasizes crystallizing a desire or cutting a target off from their group, with a dramatic effect on teamwork and ‘friendly fire’, even in noncombat, social situations.
Interdiction: A defensive effect that makes it so that attacks and even general moves against the Turnkey will be weaker or misdirected if active Assembly are a viable target, instead. Can ‘spend’ or forego this protection to boost Turnkey powers.
[...]
Visceral
Assembly: The practitioner can link people together into a diagram, gaining sway over them along with Collector-like set bonuses. Added effect for those that move into or are kept in an owned physical location.
Role & Regard: By way of sets, power, and instilling effects into items, can distill qualities from certain members of the Assembly into qualities that can be granted to others, as power boosts, powers, personality traits, skills, and other things. Can be subtle or an outright change of appearance/outfit. Can magnify a role’s effect by expending power, if nearby.
Apprehension: By default, interrupts efforts/function & asserts heavy claim over something/someone. More effective on Assembly members, suppressing resistance, at a cost of diminished power (yours and theirs). Can be used to remotely puppeteer or oversee Assembly members, at a cost of forfeiting usual defenses. - PACT DICE: Turnkey</ref>
It has some cross over with Law magic and the binding at the root of said practice.
References
<references/>
| {{#if:| | v·d·e}}{{#if: | |}} | |||||
|---|---|---|---|---|---|---|---|
| Conflict | Deals | Material | Immaterial | Divine | |||
| Conjure | War magic/Goblin Raider | Summoning/Glamour Aesthete | Elementalism/Clay Sculptor | Necromancy/Curse Adept | Evangelism/Psychopomp Shamanist | ||
| Prices | Harbinger/Halflight | Host/Contract Lawyer | Blood/Hyde | Heartless/Haunted | Cultist/Martyr | ||
| Tools | Goblins/Weaponsmith | Sympath/Peddler | Collectors/Abyssal Bearer | Luck/Ruins Gardener/Valkalla | Chosen/Blackforester | ||
| Realms | Scourges/Storm Chaser | Nomad/City/Alcazar Psychist | Technomancy/Warrens Runner | Astrology/Path Runner | Draoidhe/Historian | ||
| Interaction | Oni/Fae Duelist | Faerie/Enchantress | Item Crafting/Tantric Practitioner | Finder/Chaos/Egoist | Shamanism/Aspirant | ||
| Lore | Heroics/Oddfather | Spellbinding/Corrupter | Alchemy/Undercity Scholar | Augury/Complex Practice | Priesthood | ||
| Protection | Ogre/Exterminator | Sealing/Licensed | Wards/Chainer | Incarnate | Law/Sanctuary Tender | ||
cross-over