| ESV: Manual | |
|---|---|
| | |
| |
| |
| |
Contents |
Arcanism is a branch of science based entirely around a single chemical element named Aether. It is a philosophical technique that allows the manipulation of Aether in order to change the fabric of reality. More specifically, it alters the parameters of the probability theory to make certain events, no matter how improbable, happen. One important note of arcanism is that the events themselves are bound by scientific rule. Thus arcanism can not create anything of the supernatural, such as raising the dead as undead, summon certain creatures, etc. Arcanism could, for example, animate a stone statue to make it move, though without a metal skeleton or joints, the stone would crack and shatter the moment it tried to do so. Some forms of arcanism also require catalysts. Fire is a chemical reaction, if an arcanist wishes to create such he must have some fuel such as a vial of oil at hand.
Manipulating the Aether to cause an event to happen is called 'shaping', this term coming from a saying that arcanism 're-shapes' the fabric of reality. The event an arcanist shapes is called a concept. Concepts are shaped by threading cognitive thoughts and emotions. These thoughts are aptly named 'threads'.
As a general rule, each thread needs to be placed in a different branch of the five philosophical pillars. Aesthetics, Logic, Epistemology, Ethics and Metaphysics. When they are properly used, the concept is created.
The first shreds of Arcanism in recorded history are seen more then three hundred years ago, although many suspect Arcanism, or forms there of were known earlier than that. A group of Philosophers, back then called Thinking Men, somehow discovered that by contemplating certain topics, they could make certain events happen. At first these things were subtle only, such as moments of Déja Vu, meeting a person you thought about moments earlier and other such events. Most were written off as coincidences, if not for the improbably high frequency they happened, thus the Thinking Men began to experiment. Not wanting to arouse suspicion they did this mostly in private, or the occasional gambling house if money was short. Eventually the great cities became great indeed and a fairly large group of Thinking Men settled in the flourishing city of Arkham.
Eventually, The Inquisition which was established long before even some of the cities, took wind of the Thinking Men's association. Their group was infiltrated, and though the use of subtle arcanism is difficult to prove, the Inquisition deemed the methods of meditating and contemplating the Thinking Men used as suspicious behavior. Without any actual proof of cult or religious activities the inquisition could not charge them legally. Instead, they made those Thinking Men they deemed most dangerous 'disappear' quietly. Eventually due to building pressure, a riot broke out between Inquisitors and Thinking Men. A solution had to be found and eventually the Thinking Men offered to teach their philosophy too a few Inquisitors, to show them there was nothing 'religious' involved. This met with mixed results. Arcanism did become an acceptable practice, however The Inquisition now attempts recruit Arcanists. Past hostilities have not been forgotten.
When more advanced science appeared, some of these scientists began combining their area of research with the Thinking Men's Philosophy. Even more advanced concepts were discovered this way, marking the beginning of modern Arcanism. The Thinking Men soon became an official part of the Scholarly Society, forming their own branch: The Arcanists Society, renaming themselves from Thinking Men to Arcanists.
Ranks in the Arcanists society have an administrative meaning only. They are internal politics and have nothing to do with Arcanism itself, so rank simply determines how high on the ladder the Arcanist is standing within the Arcanist society.
Because Concepts are usually shaped by specific threads, it is difficult divide Arcanism in to categories. Generally the best way to learn and study Arcanism is to start with basic threads. Once these have been mastered, one adds a thread and contemplates about further possibilities. Though this is slow and would take more then a life time before it is mastered.
To improve the teaching process, Arcanists have created five classes which teach several different basic concepts of Arcanism. After completeting at least one of these classes, Apprentice Arcanists are automatically promoted to Rank 2. Enrolling for more then just one class is perfectly acceptable.
| Slot | Meaning | List |
|---|---|---|
| Aesthetics | Appearance | Type |
| Logic | Reasoning | Effects |
| Epistemology | Science | Details |
| Ethics | Morality | Strength |
| Metaphysics | Reality | Twists |
| Type | Cost | Thread |
|---|---|---|
| Area of Effect | +3 | Orbis |
| Target (Ranged) | +2 | Alius |
| Target (Melee) | +1 | Tactus |
| Self | +1 | Ego |
| Effects | Cost | Thread |
|---|---|---|
| Animate | X | Alacritas |
| Buff | +2 | Amplio |
| Control | X | Imperium |
| Damage | +2 | Adflicto |
| Damage Reduction | +2 | Custodia |
| Debuff | +2 | Minuo |
| Haste | +2 | Velox |
| Heal | 0 | Restituo |
| Knockdown | +1 | Pulsus |
| Light | +1 | Luminarium |
| Measure | 0 | Moderor |
| Slow | +2 | Tardus |
| Teleport | +3 | Transmitto |
| Transform | +3 | Abeo |
| Details | Cost | Thread |
|---|---|---|
| Acid | +1 | Acidus |
| All | +6 | Omnis |
| Bludgeoning | +1 | Campester |
| Cold | +1 | Frigus |
| Electricity | +1 | Opulentia |
| Fire | +1 | Ignis |
| Magic | +3 | Veneficus |
| Piercing | +1 | Spiculum |
| Slashing | +1 | Incidere |
| Constitution | +2 | |
| Strength | +2 | Robur |
| Dexterity | +2 | Celox |
| Intellignece | +2 | |
| Appearance | +2 | |
| Life | +2 | Vitae |
| Strength | Cost | Thread | Damage | Stats | Time | Skills |
|---|---|---|---|---|---|---|
| Low | +0 | Infirmus | 1d4 | 1d4 | 1d4 | 1d10 |
| Normal | +2 | Northmanni | 1d6 | 1d6 | 1d6 | 1d20 |
| Heavy | +4 | Firmus | 1d8 | 1d8 | 1d8 | 1d50 |
| Critical | +6 | Gravis | 1d10 | 1d10 | 1d10 | 1d100 |
| Twists | Cost | Thread | Description |
|---|---|---|---|
| Scatter | +2 | More difficult to dodge or resist. | |
| Mouth | +2 | Oris | Add Sanity Check to surrounding NPCs |
Using Casting UI, Check First slot, then HIDE / SHOW cast / cast targetting button.