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List of Practices

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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,<ref>Location collectors</ref> 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>

Creation

Practices that take rare resources and usually indicate the practitioners are from powerful and connected families. <ref>

- PACT DICE: Creation</ref>

Sub-Practices

Deleterious

A general category of practice.

Sub-Practices

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,<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> using these to gain ongoing benefits and powers from this trophy that's essentially a natural magic item.<ref>“That is my understanding.  And Joel Richardson is the last likely.  Retired dragonslayer. [...] He never hunted any dragons, and the title is a holdover from the days when dragons were the choice prey of practitioners of this style.  They hunt major Others and take pieces of them as trophies, for what could be described as crude and ‘natural’ magic items.  He has no direct student, but several of the others go to him to learn.”

“Meaning they might know of better ways to hurt and kill some of our local Others?” Lucy asked.

“They might. - Excerpt from Let Slip 20.8</ref>

Presumably related to Trophy Hunter(s).

Fancyfree

The creation of a demiurgic realm using bugges and fancies much like a blackforester.<ref>

  • Blackforesters lay trails of metaphorical breadcrumbs to bait targets into their demesne, demiurgic domain, or other circumstances where the practitioner is most powerful.  A variant, fancyfrees, do the same but by using fancies and bugges to appeal to ideas and instincts, while also using said forces to mutate a vaguer area to their ends. - Pact Dice: Peddlers Excerpt</ref>

Gardener

A somewhat rare practice that looks into how realmic power interacts and changes things,<ref name="G1">“Alphonse Edward Nasser. Trifold gardener,” Alphonse interrupted her.

Giving himself a label ninety nine point nine percent of people wouldn’t know about, [Cheryl] thought. A practitioner calling themselves a ‘gardener’ studied how the natural power of a realm affected things and crystallized - often how magic items naturally sprung up. Trifold gardener, three different realms, and three different kinds of Greek to a layman. - Excerpt from Pate</ref> such how it can infuse and create a magic item either spontaneously or through cultivatio.<ref>“If you’re a Gardener, then that suggests to me that you make magic items,” Avery said.  “Infusing the power of a realm into the object, and shaping it.  That’s… we can do business.  A good grace would be opening negotiations- I’m not screwing you up, am I, Ronnie?” - Excerpt from In Absentia 21.2</ref><ref>Within the Demesne, one wields power. A primary expression of this power will be defining the space, and populating it with properties. In this, we can discuss some of the nuances of the material, immaterial, and other schools not covered prior.

Objects brought from the outside will, unless sufficiently claimed by others or indicated as separate from the Demesne, be gradually absorbed into the space, as the place’s power saturates it. Once saturation is complete, the object will be part of the Demesne, and may be hard to remove.

Many parallels can be drawn toward this saturation and the act of ‘gardening’ by allowing an object to reside within the Abyss or Faerie realms, and the effects are often similar to an object being given a great deal of focus from the practitioner’s Self. Keep in mind, however, that these things are often tethered through the Demesne; one can imagine a string that reaches from object, loops through the Demesne, and then extends out to the practitioner. Function, form, and effectiveness will be at least partially dependent on the proximity to the Demesne. - excerpt from Demesnes, quoted in Demesnes Text</ref> The realms involved include combined realms such as various crossroads.<ref>

- PACT DICE: Knots</ref>

One family practice required a Lordship to be a proper Manifold Gardener.<ref>You’re ten and nine years behind your oldest siblings, the family practice requires you to have a Lordship, you must work to catch up, if you want a region like this and not a patch of desert around a small town.”- Excerpt from In Absentia 21.2</ref>

A manifold Gardner would focus on multiple realms while a trifold gardner would focus on three.<ref name="G1"/>

Notable examples

  • Mr. Landon, Manifold and Lord
  • Alphonse Nasser, trifold

Hatcher

These practitioners know how to draw out elements within an item to the point that they can be made people.<ref name="PD"/>

Haunted

A Ruins focused practice focused on dealing with the immaterial and the price paid for such things, they can surround themselves with the others from the ruins,<ref>Haunted place themselves at the center of a nexus of poltergeists, echoes, and omens, leaning hard into the drawback of necromancers/ruins practitioners being creepy and asocial by being really hard to be around. - PACT DICE</ref> having an unsettling aura they deliberately cultivate.<ref>Haunted channel echoes and immaterial things to become a nexus of those same powers or associated emotions and ideas, often hard to be around. - PACT DICE</ref>

Hollow

Practices focused on modifying your self and person to achieve desired effects.<ref>Hollow practices center or pivot on the Self, rather than any specific realm or power source; on the practitioner’s own person, personality, identity, body, instincts, style, behavior, goals, dreams, and the various contextual elements that tie into those things. Using the practice, the practitioner gouges, twists, mutates, or creates a dynamic around the Self, drastically altering it. Because of the great personal sacrifice involved, and the leap of faith required of its practitioners, it tends to involve dark, extreme personalities. Many Hollow Practices have a mirror in the Rapacious practices, where the target is another individual rather than one’s own Self being put on the line, but the mechanisms, powers, or tools used are similar.

- PACT DICE: Hollow</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>

Sub-Practices

Knot

Those practices dealing with Knotted Places and the various knotted peoples: Crossed, Denizens, Oddfolk and People of the Valley. <ref>

- PACT DICE: Creation</ref>

Sub-Practices

Little Wolf

A highly aggressive combat-focused variant of the Lost practices, with unique privileges thanks to what is presumably a special deal with the Wolf.<ref>

Editor’s Note: Two things to note as we close chapter one. The nature of Hazel’s Wolf of a husband has led to several theories, but Wonderkand released information suggesting another theory while buying books through Wray publishers: that there is a group (predominantly French-speaking or French-accented) calling themselves Little Wolves, where the boons they gain are different, they have protections from certain practitioner-facing hazards on the Paths, and they have exceedingly aggressive relationships with any Finder they run into. In brief, the only times they don’t attack on sight is when they can confound, trap, disarm, rob, or cause a practitioner to be Lost. They function much as Finders do, though some may be Aware, and if they have a presence on Earth we don’t know where they are rooted or how we might contact them. - 100 Years Lost, excerpted in 16.4 Bonus: 100 Years Lost</ref><ref> Path Runner</ref>

Modelers

Creates puppets that can become people, usually meaning to replace them.<ref>Modelers start out creating dolls for certain generic roles, such as doctor or police officer, creating their own agents, but can eventually step things up to creating doll copies of other individuals, oftentimes intending to replace them. - PACT DICE</ref>

Rapacious

Practices focused on modifying people and taking things away from them. Usually have a heavy focus on claim.

Sub-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!” - Excerpt from 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.

Transient

An example of a lost practice that mixes in city magic they are some of the hardest people to find and locate and get a hold of.<ref>“[Marlen]’s a drifter. You’ve read about the Lost [...] And city magic?”
[...]
“She utilizes parts of both. She is a mote of dust in the wind that evades your grasping hand, augmenting herself and altering environment. She’ll be on an enchanted motorcycle and she’ll have any number of tricks ready. Slipping by is what she focuses on, practice-wise. - Excerpt from Gone and Done It 17.b</ref> <ref>Immaterial x Protect Path Runner</ref> Also called drifters, it is unknown what relation they have to transient others who only exist for a few hours a day.

Notable examples

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 crossover with Law magic and the binding at the root of said practice.

Trivia

  • Turnkey is an archaic term for keeper of keys in a jail, the jailer, specifically the head prison warden with the legal authority to lock someone up.

References

<references/>

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