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''' | '''Harbingers''' are chosen by a greater Power/powerful [[Other]] to become their metaphorical weapon against the world. The greater power can be anything under the sun, really, with the power and flavor of practices varying as a result. They can include [[Elemental]]s, [[Spirit]]s, [[Ghost]]s, [[Goblin]]s, [[Gods]], [[Limbo|facets of the abyss]], ghosts in the machine, [[Oni Mage|Oni]], [[Fae]], the lost, [[Heroics|Heroic spirits]], [[Incarnation]]s, [[Zeitgeist]]s and karmic representatives. So long as it is powerful, it is doable. Their patron's power resides within them, with the harbinger paying a price every time they draw on it. Oftentimes, Harbingers are mistaken for [[Host Magic|Hosts]] however the main difference is that Harbingers are bound to only one Other. Additionally Hosts have some control over their transformations whereas Harbingers are stuck with the forms they get. Harbingers are sometimes also called berserker mages.<ref>[https://docs.google.com/document/d/1D2a5G4HIXm1ettBF904jwS6vZVpm2i6pWL21z-69sJY/edit#heading=h.ma8072p4xqh6 Pact Dice: Harbinger]</ref> | ||
==Methodology== | ==Methodology== | ||
A Conflict and Price-oriented school.<ref>'''Harbinger'''<br>Chosen of a higher power/powerful other, who bears their strength & serves to clear the way, metaphorically. Tends to come with transformations, changes, costs in other forms, far more direct, and doesn't necessarily have (or rarely has) a direct line to the power. Practice includes ambient effects on surroundings & altered consequences to their actions (ie. fights happen around them), balancing act to restrain this or release it without too much casualties. Harbingers are rarely inducted willingly, but rather forced to become a harbinger by intervention of powerful other, by family, or by accident. - [https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow Version]</ref> Unlike most other schools, Harbingers aren't required to be [[Awakening|awakened]] though it would offer more options. They usually get a passive aura, a transformation option, and some other abilities depending the mark and deal made. The nature of the deal, the mark, the means of binding and release and the power that they dealt with are all critically important. | |||
The nature of the deal influences the relationship, and tends to confer some benefits. Whatever the greater Power spent to hook the individual or establish the connection, it’s liable to keep those things in place. Some examples include: | |||
*Being rescued from peril, in exchange for becoming forever indebted. Usually comes with some kind of defensive benefit. | |||
*Having a wish granted in exchange for becoming forever indebted. Abilities gain a bonus depending on the wish. | |||
*Using a treasure created the greater Power and becoming indebted. Comes with another powerful tool. | |||
*Inherited the deal from their family. Usually comes with abilities granting bonuses to repeating patterns. | |||
*Believers willingly wanting to become Harbingers. The greater Power gets more freedom in deciding how the power works. | |||
The Harbinger tends to bear an outward expression of the greater power’s influence on them. The fine details can differ, depending on the nature of the mark - for some powers, it may be more ragged, for others, it could be elegant. Some examples are: | |||
*A Branding that modifies their transformation into one with more puissance or physical prowess. | |||
*A Blemish that offers a bit of flexibility or mobility to their transformation. | |||
*A Token that allows faster transformations and sometimes a material bonus. | |||
*A Tattoo that offers more accuracy and awareness to their transformation. | |||
*A Window that provides a bit of knowledge to their school | |||
*A Heart that modifies their transformation to be hardier and longer lasting | |||
==Notable Harbingers== | ==Notable Harbingers== | ||
*Unknown | *Unknown | ||
{{Reflist}} | {{Reflist}} | ||
[[Category:Practices]] | [[Category:Practices]] | ||
Revision as of 04:48, December 29, 2018
Harbingers are chosen by a greater Power/powerful Other to become their metaphorical weapon against the world. The greater power can be anything under the sun, really, with the power and flavor of practices varying as a result. They can include Elementals, Spirits, Ghosts, Goblins, Gods, facets of the abyss, ghosts in the machine, Oni, Fae, the lost, Heroic spirits, Incarnations, Zeitgeists and karmic representatives. So long as it is powerful, it is doable. Their patron's power resides within them, with the harbinger paying a price every time they draw on it. Oftentimes, Harbingers are mistaken for Hosts however the main difference is that Harbingers are bound to only one Other. Additionally Hosts have some control over their transformations whereas Harbingers are stuck with the forms they get. Harbingers are sometimes also called berserker mages.<ref>Pact Dice: Harbinger</ref>
Methodology
A Conflict and Price-oriented school.<ref>Harbinger
Chosen of a higher power/powerful other, who bears their strength & serves to clear the way, metaphorically. Tends to come with transformations, changes, costs in other forms, far more direct, and doesn't necessarily have (or rarely has) a direct line to the power. Practice includes ambient effects on surroundings & altered consequences to their actions (ie. fights happen around them), balancing act to restrain this or release it without too much casualties. Harbingers are rarely inducted willingly, but rather forced to become a harbinger by intervention of powerful other, by family, or by accident. - Pact Dice: The Practices - Wbow Version</ref> Unlike most other schools, Harbingers aren't required to be awakened though it would offer more options. They usually get a passive aura, a transformation option, and some other abilities depending the mark and deal made. The nature of the deal, the mark, the means of binding and release and the power that they dealt with are all critically important.
The nature of the deal influences the relationship, and tends to confer some benefits. Whatever the greater Power spent to hook the individual or establish the connection, it’s liable to keep those things in place. Some examples include:
- Being rescued from peril, in exchange for becoming forever indebted. Usually comes with some kind of defensive benefit.
- Having a wish granted in exchange for becoming forever indebted. Abilities gain a bonus depending on the wish.
- Using a treasure created the greater Power and becoming indebted. Comes with another powerful tool.
- Inherited the deal from their family. Usually comes with abilities granting bonuses to repeating patterns.
- Believers willingly wanting to become Harbingers. The greater Power gets more freedom in deciding how the power works.
The Harbinger tends to bear an outward expression of the greater power’s influence on them. The fine details can differ, depending on the nature of the mark - for some powers, it may be more ragged, for others, it could be elegant. Some examples are:
- A Branding that modifies their transformation into one with more puissance or physical prowess.
- A Blemish that offers a bit of flexibility or mobility to their transformation.
- A Token that allows faster transformations and sometimes a material bonus.
- A Tattoo that offers more accuracy and awareness to their transformation.
- A Window that provides a bit of knowledge to their school
- A Heart that modifies their transformation to be hardier and longer lasting
Notable Harbingers
- Unknown
References
<references/>