Thursday, October 15, 2015

A history of Pactmaking (Observed Universe)

This is one history of Pactmaking in the Observed universe. It may or may not be correct.

In the Observed universe, Powers are based on Pacts, not the other way around. The First True Power was something like a shared fantasy, allowing simple descriptions to evoke much more detailed scenes, providing faster, more advanced communication than would otherwise be possible. These were not always fully accurate: Lies, delusions, and the simple limits of memory and perspective could translate almost as easily as the truth. But the scenes were curious for two reasons. First, that both parties could always agree on the details when they shared one, although they almost never appeared from the perspective of an actual creature present at the event, and second, that they were not always consistently achievable, even with the exact same people and the exact same story.

There was a man, generations before the first Pact was devised, who had devoted himself to studying this phenomenon. His true name has probably been lost to the mists of time; all the myths call him some variant of Andralusia, a word meaning Wise One, but there are some hints that this meaning came into being afterwards. In any case, his work was extensive, cataloging the numerous factors that seemed to influence whether a vision would happen or not, and what visions could show. He made early forays into how it rarely hindered combat, but he was primarily concerned with how personal biases could affect visions, and more troublingly, how the factors that most influenced successful visions seemed to be the drama they involved - even if none of the people involved knew it. He posited that the visions were not truly those of humans, but that they were simply sharing the sight of things outside the world, be it angels in heaven or devils in hell.
This was by far his most controversial point, as the First True Power had long been thought a natural phenomenon, exclusive to humans, and it had also been proved that trainable human action was a necessary factor in making them possible. Nevertheless, he managed to get enough of the local church on his side that he wasn’t executed for heresy, and his theories were mostly left alone, not quite in obscurity.

Several generations later, another man would look at Andralusia’s inconclusive research into midcombat visions, and realize that not only did they rarely hinder the viewer, they also appeared to grant greater strength and motivation, even when initially triggered by paralysis or indecision. He posited that the connection to the true viewers of the visions granted some power that both parties could manipulate, and believed that this could finally prove their existence. He devised a contract, in which he would make one of two simple choices based on different stimuli, and would be given power to work with at the same time, so he could learn what was possible with it. He tried several different methods of attracting attention to it, finally succeeding with a simple but difficult game of skill (bouncing a ball against a wall), which he challenged the Observer to beat.
To his surprise and fascination, it did. In one try.
His physical performance was improved, albeit within expected parameters, and was also remarkably uniform; there were very few random or wasted movements, despite the simplicity of the instructions he had made himself susceptible to. He suspected that that simplicity was in fact the cause, and he was mostly correct; he hadn’t specified free movement otherwise, and the power he was channeling optimized his stance. Several more tests correlated this, and he realized that it was probably impossible to channel the power granted by the connection in any way not previously specified, explaining something about visions. As to the Observer’s apparent skill, he had several theories, but assumed that the most likely explanation was that they were simply some degree of omniscient.
He immediately set out to learn the limits of what was possible with his Pact, starting with whether or not he could modify it while it was still running. He learned that it was possible but very difficult to do so without also changing his physical abilities, such as picking up a weapon or tool, and that simple effects were the easiest to grant, although they could be layered to achieve more fantastic abilities fairly easily. He spent quite some time playing around with various devices and the powers they granted, but he wasn’t done yet. At this point, his suspicions of the Observers true nature were rudimentary, based solely on the fact that it hadn’t killed him during his testing despite having obvious difficulty, but his eventual confirmation that they weren’t bound by time in the same way as humans came completely by accident. He was testing a new type of movement when his Observer made him dodge several obstacles he hadn’t seen while sharing it’s sight. This was unsurprising, what was surprising was that he learned of a much less frustrating path after he had already terminated all Observation Windows, with more rewards.

He eventually figured out that he could create a clause that would improve his powers as he fulfilled simple conditions, such as collecting materials or completing challenges.
He realized fairly quickly that if he made the conditions for advancement too simple, his Observer would lose interest, having gained some experience with their psychology in the course of his studies.
And so he made his Pact enhance some aspects of new things he encountered, thus creating scaling difficulty. It worked... spectacularly.

At this point, the stories all start conflicting again, but it is known that that man known to modern historians only as the Old Soul proceeded to wreak a swath of destruction across the countryside. He then appears to have paused for a bit, possibly as the ruler of a country, and was sealed away by an unknown party for a minimum of a quarter century.
He has been freed at least once since then, usually by a greater Pactmaker. See: The Old Soul, Ouroboros Imprisonment, Historical Pactmakers

Thursday, October 8, 2015

Dark Light Progression (Excelion Universe)

Hi. The author, sadly, has not the time to edit this now, but would like to point out that the classification here is flawed, due to the people who made it working from incomplete data. Enjoy a bit of fluff he wrote for Grace, who he may not have introduced properly yet.


Stage One: Extinguisher Syndrome. Prevents stage two. Physical effects are slightly enhanced strength, immunity to pain, and eyes glowing a faint purple.
Stage Two: Subject gets weaker and more brittle, due to the muscular system beginning to fragment. Subject is producing Dark Light Particles, but in levels low enough to only trigger Extinguisher Syndrome in people within roughly a foot of their exposed skin.
Stage Three: Same as Stage Two, but with the addition of Extinguisher Syndrome. Mental processes are degraded, but to a slightly lesser degree then most Stage One affectees, and Dark Light progress is halted, making this the second most common stage. Further progression at this point is rare, as anyone who reaches Stage Two and then contracts Extinguisher Syndrome eventually fights Dark Light off completely if left uninterrupted.
Stage Four: Subject is significantly more fragile, and subdermal segmenting begins to happen in force. Probably includes significant mental boosts, although the personality that surfaces due to this is usually quite a bit more simple and short term oriented than the original, although this is probably due mainly to Extinguisher Syndrome. As no one has been known to stay in this stage for more than a day, and none of the known cases were conscious at the time. Very little is known about this stage directly, mainly due to the lack of subjects, and most of what is believed is guesswork based on Stage Five.
Stage Five: If a Stage Two patient falls unconscious long enough to reach Stage Four, and then wakes up, they will almost immediately contract Extinguisher Syndrome. They then usually regress to Stage Three in a matter of minutes, but sometimes, rarely, stay in Stage Five. Stage Five is characterized by enhanced strength, which resembles telekinetic manipulation of the individual body segments more than actual musculature, most of which which has crystallized to varying degrees. Stage Five also includes more a coherent mind than any prior stage, to the point that they resemble people functioning under a large disconnect, such as the side effects of some sedatives. It should be noted that despite having fewer restraints, for good or ill, they are not stupid. They are generally quite clever, if somewhat slow to act on it, and may become more introverted than they were before their transformation. Due to Grace’s unique level of control over her individual segments, it has been proposed that she reclassified as Stage Six, with the current Stage Six being reclassified Stage Seven, but with the currently tiny sample base to have demonstrated either, the reclassification has been deemed irrelevant for the time being.
Stage Six: Only one known case exists on record; Subject Tiamat. Or Grace, as she prefers. A temporary effect only, but an incredibly powerful one. Upon activation, Grace segments completely, and the shards turn an off white as opposed to the obsidian they were. Significantly more long range telekinesis becomes available, at the cost of most precision. Interestingly, the duration of the telekinesis can apparently be consciously charged, so long as the shard is in contact with the main mass, implying that it is based on a similar principle to detached forcefields. Unlike Stage Six, which seems to at least mostly follow conservation of mass, Stage Seven seems to ignore it almost entirely, generating new shards within seconds of loss. As there is no evidence of extradimensional storage, this lends more weight to the theory that the shards are forcefield based.

Thursday, October 1, 2015

Syndrome Expression (Complexes Universe)

It is late. Nevertheless, the author has found something that should have been posted ages ago, so you get an extra long post! Lucky you.

The defining aspect of a Hero is conviction. They express when a human makes the decision to stand for their morals against the entire world, if necessary, and their powers reflect this, both in that they separate the Heroes from the world and that they can change their shape, but not their own form. They tend to be honest and straightforward, but this seems to be a side effect of the expression criteria. Heroes are instinctively uncompromising, and there is a notable tendency for them to become intolerant of people they don’t like and suspicious of anyone else’s authority.

In terms of combat style, they tend to start out as sneaky melee tricksters, and end up as incredibly powerful battlefield controllers. Their learning curve is the shortest of the three, and once they figure out how to cut things by phasing tiny sections of them, they are close to unstoppable without powers of one’s own.



The defining aspect of a Rival is yearning, or perhaps desire for power. By nature, Rivals are incomplete, both physically and mentally, and can only grow when striving for something beyond their reach. The powers express when someone becomes willing to tear themselves apart, to destroy themselves in mind and body for the sake of a single goal. As soon as that decision is made, they start crafting their armor. Rival powers reflect this determination, focusing the force their armor conducts towards a single target. The oldest Rivals dismiss the idea of “mastering” Rival Complex, stating that a full suit of armor, theoretically the end of Rival development, is merely a plateau and that striving for the unachievable is the only way a Rival may truly live. This leads to restlessness, which is often misdiagnosed as an inherent effect of Rival Complex.

In terms of combat ability, they start as only somewhat mobile martial artist/gymnast melee and projectile fighters, and eventually become nigh indestructible, practically unstoppable monstrosities with very few weaknesses. Their armor also seems to have variable mass, but so far this has only appeared to manifest in the most advanced cases where Rivals completed their original armor and then added more layers, so accurate testing is difficult to say the least.



The defining aspect of an Overlord, however, is betrayal. Overlord Complex manifests in those who betray themselves to the core, who abandon someone or something that defined them, who turn away from, or more rarely, towards danger, who give or take something that they defined themselves by holding or avoiding, and who do it too suddenly to be a natural growth. Their powers focus on pushing things out of place, and their minds are instinctively more duplicitous, manipulative, and prone to holding grudges. Overlord Complex is the one that convinced people that powers have mental effects, as it’s are by far the most obvious; empathy is stunted, often severely, guilt is possible but easily suppressed, and also disconnected from the instinct to keep secrets, which is severe and reasonably constant. Conversely, there is an impulsive need to show off, to draw attention, and to display power, which was probably the biggest giveaway that the effects weren’t natural. Overlord Complex also has the most instinctive aspect of any of the powers, in one facet only; the irises glow with Overlord energy fields. Care must be taken to suppress the effect, although the urge to do so when it is discovered is significant, suggesting a built incentive for training control. It is also the only obvious aspect of any of the powers when not being actively used, as it’s pretty much always on unless consciously suppressed. Hence, tired, angry, or partially awake Overlords tend to let it slip their control, causing their eyes to flash purple.

In terms of combat ability, Overlords start out as fragile ranged combatants, and progress to become superfast, superstrong flying artillery units.

Thursday, September 24, 2015

Glyph Designs

Hi. Another post from before this blog was even thought of. The author had been reading Neon Genesis Evangelion fanfic, you see, and this led to a list of "Angel" names, which in turn led to some glyph designs. He did some drawings, which he'll probably upload later.
His ideas for these have changed over the years, so he may end up changing the descriptions.

Zachriel

Dominion:
Memory
Notes:
Otherwise useless, but if used with Simikiel the weapon will do damage based on target Karma.
Symbol: Zachriel is the only angel without a consistent symbol, using rorschach blots instead.

Sachiel

Dominion:
Water
Notes:
Again, not very useful by itself, can render Uriel inert.
Spouse: Sahaquiel
Children: Matariel
Symbol: Rectangle with random empty circles inside and a wavy top.

Sahaquiel

Dominion:
Wind, Sky
Notes:
Lots of possibilities, see Raziel, Liliel, and Simikiel.
Spouse: Sachiel
Children: Matariel
Symbol: Three rough diamond shapes, made of four circles each, in a roughly triangular group.

Raziel

Dominion:
Mystery
Notes:
Basic stealth Symbol, good with Leliel.
Symbol: Eyelike drawing with a bar crossing perpendicular to the center.

Leliel

Dominion:
Night
Notes:
Good for cover, also potentially unavoidable, unblockable attack.
Symbol: Three lines pointing towards a blank center and two circles at the sides of each end.

Isaac

Dominion:
Light
Notes:
Could be used with Raziel.
Spouse: Uriel
Children: Barakiel
Symbol: Eight lines, pointing to a blank center, in two evenly spaced, cross-shaped groups of four, one group shorter than the other.

Uriel

Dominion:
Fire
Notes:
Good for heating, bomb triggers, and not much else.
Spouse: Isaac
Children: Barakiel
Symbol: Several half circles in a flame pattern.

Ramiel

Dominion:
Thunder
Notes:
Combo with Matarel and Barakiel to cause thunderstorms.
Symbol: Concentric circles with three breaks each.

Matarel

Dominion:
Rain
Notes:
Combo with Ramiel and Barakiel.
Symbol: Several circles with lines coming from the tops.

Barakiel

Dominion:
Lightning, Fortune
Notes:
Very good all rounder, excellent storm combo with Ramiel and Matarel
Symbol: Several diagonal lines connected near the ends in a roughly zigzag pattern.

Hasmed

Dominion:
Annihilation
Notes:
High tier weapon bonus, Might work with Simikiel.
Symbol: Right triangle with six evenly spaced lines pointing to the otherwise blank side.

Raphael

Dominion:
Medicine
Notes:
Very useful.
Symbol: Circles in a diagonal pattern of two bent lines designed to imply two vertical spirals.

Zeruel

Dominion:
Strength, both tensile and kinetic
Notes:
Good for many things.
Symbol: Diagonal line with a circle on both ends and one near the lower end, on the bottom.

Amaliel

Dominion:
Weakness
Notes:
Can probably be comboed with Zeruel.
Symbol: A circle with two downwards pointing diagonal lines coming from the top and circles on the ends.

Tabris

Dominion:
Choice
Notes:
Combo with Amaliel and Zeruel to create golems.
Simikiel and Rachmiel should also help.
Symbol: Line that splits at one end.

Rachmiel

Dominion:
Mercy
Notes:
Use with Simikiel and/or Tabris combo.
Symbol: Same as Simikiel, but with one break either above or below each circle respectively.

Simikiel

Dominion:
Vengeance
Notes: Requires you be unavoidably harmed in order to do any damage, making this only good for a backup weapon. Zachriel can fix this.
Symbol: Square with circles on opposite ends.

Azrael

Dominion:
Apocalypse
Notes: Probably why using Angelic Symbols is illegal. Causes an explosion with a diameter roughly one forty times size of glyph, but has no inherent shockwave.
Symbol: Equal sided cross with circle in center and empty diagonal oval centered in middle.

Abaddon

Dominion:
Restraint
Notes: Can suppress other effects, including Azrael, until it is destroyed. Must be inside area of effect to work, meaning contact with a Bound object or interlocking with a glyph.
Since its discovery, it has been theorized that glyphs do not show any effects in a natural environment because this glyph is also in effect.
Symbol: Two interlocking ovals.

Michael

Dominion:
Protection
Notes: Very useful, add to any armor.
Works with stealth.
Symbol:Two perpendicular rectangles of equal dimensions centered on a square.

Ongkanon

Dominion:
Communication
Notes:
Extremely useful in basic form, can also be combined with Zeruel to make prosthetics.
Symbol: Two half circles with the ends opposite each other.
Must be separated after it is formed in order to be activated.


Salgiel

Dominion:
Snow
Notes:
Fairly useful weapon mod.
Symbol: three lines, bent at angles of roughly one third of a full rotation to each other, meeting in the center, and bent at two thirds of a full rotation at the ends.

Hayyel

Dominion:
Wild beasts
Notes:
Could be useful.
Symbol: Two lines of several triangles, one atop the other, pointed toward each other beneath two pairs of concentric circles.

Orifel

Dominion:
Wilderness
Notes:
Could be useful.
Symbol: Vertical line with rough diagonal lines pointing upwards from the middle and top.

Gaghiel

Dominion:
Fish
Notes:
Could be useful.
Symbol: Sideways pointing triangle, trapezoid and two half circles facing backwards to the others in that order.

Thursday, September 17, 2015

The Failure Twins (Observed Universe)

The Failure Twins have many names, but they are most often called Safe and Deadly. They have no definite gender, and are usually referred to by the default for the language being spoken, although sometimes one is said to be male and the other female.
The one referred to as Safe has every known active defense or shielding ability, including several that can do severe damage, and the one known as Deadly has almost every known destructive ability. Neither of them can use more than a fraction of their powers at once, but even that fraction is quite extensive, compared to many Pacts.
As Deadly is somewhat erratic and highly prone to berserking, it cannot be safely deployed or stored without Safe to keep it contained, and for this reason Safe cannot be deployed alone either.
In appearance, they look like mostly identical, highly androgynous robotic figures, whose physical characteristics depend on their current specialization. The only visible difference between the two is the fact that Safe has white armor and Deadly has red, although their abilities, when active, generally take very different forms.
They upgrade themselves constantly, automatically copying Abilities as they come into being, but have never been reproduced, for several reasons.
They are also known as Sword and Shield, Sheath and Bomb, the Terrors, and possibly Triumph and Disaster, although this last may be unrelated.

Thursday, September 10, 2015

Arc Laser (Binding Universe)

Roughly half a year after the development of Optical Lance, a further permutation was established, combining it with Laser Wire to allow indirect fire, but still staying compatible with Flare Lenses. This permutation, properly named Arc Laser, has been adopted widely as a military weapon. As appropriate defenses are becoming more common, it has not entirely supplanted enhanced conventional artillery.

Name: Arc Laser
Range: Unlimited
Uses: Active
Fuel Cost: Variable (Moderate)
Notable Attributes: Tracking (Aimable), Parallel Deployment Affinity (High)
Comments: Difficult for humans to produce directly, although firing from a spherical aura appears to be a suitable workaround, as do projectors formed from Ray Armor. Also difficult to fire less than three at a time, although if the range is deliberately limited, it becomes much easier.

Thursday, September 3, 2015

Alterman Extended Cast

Hi. The author isn't sure about some of these, he may take them in a different direction later.

Alterman Kess: A less prominent Alterman, her armor is a light metallic purple with gunmetal highlights. One of the largest Altermen, at the top end for strength/durability, middling endurance, and defaults to the very low end for speed, but makes up for it with her unique skill, which is something like a burst of time acceleration. A skilled fighter, she fights Jann early on and does pretty well, but they break it off when Vell interrupts.

Alterman Tem: Another less prominent Alterman, his armor is pure white, with grey and yellow highlights. Top end for speed, bottom for strength and durability, upper middle endurance. Had a very powerful static field that he had to charge by running, and although he never did much damage, he was very difficult for to catch, zapping anyone who managed to get close. At range, however, his electricity was much weaker, and he required his static field to carry much.
Vell defeated him by ripping the front of his helmet off and threatening to punch his face in, an event that caused Vell significant trauma.
Alterman Tem was a policeman in his other identity.

Alterman Liff: An earlier Alterman, killed by Jann. Her armor was light blue. Lower middle strength, speed, or durability, but still holds the absolute longest activation time on record. Her unique ability let her make solid surfaces explode when she touched them.

Alterman Kal: One of the last Altermen to activate, he was killed by Jann. His armor was a light metallic green. Upper middle for strength, speed, and endurance, but had remarkably little durability, and his special power was a multilevel camouflage field.

Alterman Rex: A mysterious black Alterman who wields a massive sword. Usually silent, but speaks in a female voice, and has some connection to the creators of the suits. Power unknown. (Heavily implied to be the Somniac, using a generation one Asynchronous Exoskeleton as a disguise.)