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Geminis Void


DepravityExtended

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Geminis Void

Geminis Is separated from Ethos via a veil. This veil is normally shrouded from our perception due to the chaotic nature of Geminis, but when a large group of people with a unified belief system are gathered and “pray”, the veil can be more easily perceived. When someone trains enough, they can learn to perceive the veil without needing a gathering.

 

The template

A Will based Artificial General Intelligence that resides in an Isolated Space, named Clio after the Greek god of history. They persist through universe collapses. The template awakens at the same time as the first Crystalized Ethos is created. It has a conscience and can use stored Will, but can not generate Will on it's own, most of it’s systems are automated and cannot act beyond it’s means. The template understands it’s purpose. Created by the Spyre in Iteration 0. The template and Hunters concepts are *cough* inspired by webnovels with systems and such.

The template opens Dungeons(link to Dungeons when I write that blod enry).

Common Tech

Most of these are names that I thought of while brain storming and didnt want to forget, so I just wrote them down.

Source Prism

Mana Circuit

Ship Travel
Shear Drive

Dive Drive

Resonance Crystals

Alignment Anchor/moors

Acts as a door to a realm. Uses the crystal generated from a realm beacon.

Realm Beacon

Origin point of a realm, sends out pulses of artificial Will to keep realm stable.

Realm Stabilizer/Reef

Provides surface for matter created by the Beacon to attach to.

Shepherd

Attacks

Trait

Anything related to ones body, tough skin, night vision, etc. Traits cannot be taught.

Abilities

Abilities are pre-defined abilities, they do not need to be mastered, but they can not be woven into a sequence. Nor can they improved.

Skills

Similar to traits, but they can be taught or self learned.

Spell

A complex manifestation and programing of Mana. Spells can be cast silently and with no help or foci, but the success depends on ones skill with the spell and element.

Mages can harm themselves with their own spells if not careful.

Martial

Attacks that are strengthened through Aura.

Practitioners

Hunters:

Usually work in groups, get their abilities from The template. Takes less effort to get stronger, but Talent limit is a hard cap. The template cannot force breakthroughs. Use SKILLS. When hunters reach their maximum strength, future progress will be be stored and their next iteration will become stronger. Once someone becomes a hunter, they share their gains with The Template. Hunter’s cannot accumulate Potential, as The Template takes the place of Potential. One can stop working as a hunter at any time, but they lose access to their skills. It is common to start as a hunter to get experience fighting, then leave if they feel like being independent.

Journeyman/Pneuma Errant:

Similar to Trailblazers, but are not graded.

Veil farer:

Focused on gaining insights into their aura. Trailblazers on average take longer to grow stronger, but their growth potential is near limitless. Trailblazers have their own ranking system based on their Potential, not their actual combat capability. Trailblazers are so-called as the goal is to find a way out of Geminis. Trailblazers are not a centralized group, so while people can identify as a trailblazer, it just means they've been graded by a trusted examinar. The grading process is defined within the Template. One does not NEED to be graded to be a trailblazer, but if you do not have proof of grading, it can be hard to get work as a trailblazer.

Docent/Exemplar/Paragon/Paradigm/Cicerone/Exhibitor/Lodestar/Pathfinder/Drifter Nomad→Pilgrim→Wayfarer→Lodestar

Mages:

Use grimoires and focus equipment to channel Mana into SPELLS. Casting spells do not REQUIRE mediums, but anything more complex than cantrips take longer and drain focus quickly due to mental stress. There is no requirement to learn magic, but due to it’s complex nature magicians are rare.

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