Manual:Arcanism

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ESV: Manual
Manual
  • Mythos Lore

Contents

Description

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.

History

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

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.

  • Rank Zero: Self-taught Arcanists with little or no training. Most know little, though there are exceptions.
  • Rank One: Apprentice Arcanists, still following one of the five classes. Limited access too the Arcanists Society library.
  • Rank Two: Official Arcanists. Have finished at least one class, possibly more. Full access too the Arcanists Society library.
  • Rank Three: Rank achieved after completing a specific test. Allowed to teach classes at the University.
  • Rank Four: Becomming a head of one of the five classes.
  • Rank Five: Principus, head of the Arcanists Society.

Classes

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.

Vulgarisma

  • Required Intelligence: 14
  • Required Power: 12

Arcanistra Vulgaris or Vulgarisma, performed by Vulgarists.

Vulgarisma is the most versatile class. It teaches several useful threads which are considered the easiest to learn. Though since some of these threads vary from concept to concept in what has to be achieved, a versatile mind is necessary to learn Vulgarisma. Someone who always has the same thoughts, feelings or outlook on life will have a more difficult time mastering Vulgarisma then any of the other classes.

Vulgarists start with the following threads:

Aesthetics

  • Alius
  • Tactus
  • Ego

Logic

  • Deprehensa: Deals with all manners of information gathering. This includes simple things, such as getting measurements and distances, though also detection such as the amount of Aether in the area.
  • Pulsus: Straightforward enough, Force deals with manipulating objects or surroundings from a distance. It resembles telepathy, though telepathy can do both fine and subtle manipulations, as well as incredible feats of strength, Force lies inbetween and is inferior in comparison.
  • Luminarium: Light manipulation and light bending, obvious enough in usage.

Epistemology

  • Campester

Ethics

  • Infirmus
  • Northmanni


Elementuma

  • Required Skill: Science (Physics) at 30%
  • Required Skill: Science (Chemistry) at 30%

Arcanistra Elementus or Elementuma, performed by Elementalists.

Elementuma is, at first sight a simple and straight forward class. This is why many fail the first time they take it. Elementuma is named as it is, because it deals with the classical elements. Even though we know now Fire, Air, etc. aren't actually elements at all. Fire burning and water freezing are two chemical processes, while movement of air is part of physics and plants growing in the earth is biological knowledge. Concepts in the Elementuma class are all closely related to these scientific processes and therefor require some scientific knowledge too perform. Unsurprisingly, scientists make the best Elementalists.

Elementalists start with the following threads:

Aesthetics

  • Alius
  • Tactus
  • Ego

Logic

  • Adflicto
  • Custodia

Epistemology

  • Frigus: Cold.
  • Ignis: Fire.

Ethics

  • Infirmus
  • Northmanni


Infucatia

Arcanistra Infucaris or Infucatia, performed by Inficists. (Slang: Infectors)

This class appeals to certain people that do a certain type of work. Politicians, con artists and even Cultists have a great interest in Infucatiasince it deals with subtle manipulation, stealth and subterfuge. Clouding perception, clouding the mind, manipulation of darkness and shadows and finally, changing a person's luck for better or worse are the main topics of the Infucatia class. People with a shady background or a 'disfunctional' personality are often refused when they apply for this class, though there are different ways of learning it.

Inficists start with the following threads:

Aesthetics

  • Alius
  • Tactus
  • Ego

Logic

  • Confundo
  • Imperium
  • Obscurum

Epistemology

  • Fortuna
  • Promptus

Ethics

  • Infirmus
  • Northmanni


Provehotry

Arcanistra Provehotion or Provehotry, performed by Proviants.

Provehotry deals with protective and preventative concepts, improving or incapacitating attributes and finally mending both organic and inorganic objects, making it one of the more useful classes. Unfortunatly provehotry stems forth from philosophies that believe in the innate goodness of man-kind, as well as self-conscious philosophical concepts, such as "I think, there for I am". Two aspects that are difficult to achieve in a realistic world. Most succesful Proviants are eternal optimists.

Proviants start with the following threads:

Aesthetics

  • Tactus
  • Ego

Logic

  • Amplio
  • Restituo
  • Custodia

Epistemology

  • Vitae

Ethics

  • Infirmus
  • Northmanni


Temporology

Arcanistra Temporology or Temporology, performed by Temporologists.

Summarized, Temporology is the manipulation of space-time, which is obviously, awfully dangerous. The Arcanists Society decided early on that they couldn't have young, ignorant people running around all over the time-stream changing things, so, steps were taken. The path of Temporology includes so much theory, history lessons and so many books and lectures and rules that… studying the path is one of the most boring things known on the entire continent. Most people who take the courses drop out after the first two weeks. However, anyone who manages to endure the almost pointless trial, because that is what it is, for five years in a row is finally accepted into the ranks of the infinitely patient.

Temporologists start with the following threads:

Aesthetics

  • Orbis

Logic

  • Velox
  • Tardus
  • Transmitto
  • Tempus

Ethics

  • Infirmus
  • Northmanni
  • Firmus

Aether Manipulation

Philosophy Slots

Slot Meaning List
Aesthetics Appearance Type
Logic Reasoning Effects
Epistemology Science Details
Ethics Morality Strength
Metaphysics Reality Twists

Lists

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

DESIGN NOTES

Using Casting UI, Check First slot, then HIDE / SHOW cast / cast targetting button.

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