Keystones

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Keystones go by many names. They are also known as Star Fragments, Moon Shards, Akashic Motes, God's Blood, Skittles, Yosaff Bridge, and scores of other obscure names. In essence, they are what separates a PC from ordinary people. Every PC begins play with 1 Keystone of their Affinity unless otherwise noted by their race.

Overview

A person that possesses a Keystone is known in some circles as a Synchronizer. A Keystone's power manifests itself differently in each person. For some people, it grants them supernatural strength, or perhaps enhanced magic, or maybe a psychic ability. Few people know what they look like and fewer people know that they actually possess one.

Following the setting of Keystones in July of 2324, each Keystone gained an Affinity which has the ability to produce various powerful effects at the cost of the Keystone's consumption.

When a person touches a Keystone, it infuses itself into their body automatically. It is very difficult to determine whether or not a person possesses a Keystone unless they show it themselves, with most methods of detection requiring advanced enchantment or enhanced senses. There is also no known way to remove a Keystone from a person that possesses one unless it is used up or they willingly remove it from their body, although rumors persist of a device which was capable of doing so upon death.

Keystones are innately drawn toward each other causing their users to meet by 'chance' far more often than they would most normal people. It also makes using Keystones a good method of locating other Keystones.

Not all people are capable of using Keystones. Theories differ on the reason why, but some of the more commonly accepted ones are that some people have an innate ability that Keystones merely amplify, or that everyone has these abilities and that they are simply stronger in some people, allowing them to control these powers via Keystones. This is backed up by studies regarding people who have revived from death.

Nearly all known cases of post-death revival have been seen in people weilding Keystones, which has brought about rumors of Keystones being a source of immortality. However, there have been some very rare instances of people coming back without Keystones, even before the Two Year Gap. Everyone whom this has happened to who was still around after the Two Year Gap has been proven to be Keystone-capable.


History

While little is known about the origins of Keystones, it has been determined that they became active on Disparatus and Earth sometime during the Two Year Gap. They were, however, active at some unknown point in the past and remained dormant until that point. On Eurydice, Keystones seem to have been far more abundant, and became a closer part of Eurocid evolution.

In July of 2324, the energy of the now active Keystones began to settle, granting them their current affinity-related abilities.

There is evidence suggesting that the South Seas of Alibaas were involved in the re-emergence of Keystones during the Two Year Gap, particularly noted by an unnatural cavern full of corrupted Keystones that was discovered on an island in the area. The entire region has been harmed by Keystone effects, even prior to most Keystones' settling in 2324.


Appearance

The shape of a Keystone varies, but prior to the settling of Keystones in 2324, Keystones had the appearance of condensed light, with a glow looking almost like a lightbulb. After their settling, they gave off appearances similiar to their affinities. For instance, Fire Keystones were red and warm to the touch, and Water Keystones were blue looked almost like condensed water.


Acquiring Keystones

As they are extremely rare and powerful, it is difficult to come across Keystones. They may be given out during GMed events. Additionally, they can be recieved in Board Quests. Because of their nature, a Keystone will fuse with the first person to touch it.


Uses

When a character dies, they may choose to sacrifice Keystones to be fully resurrected after a week has passed since their death. This is the simplest method of resurrection, as it requires no effort on the part of the deceased or anyone else, and varies depending on previous deaths.

Keystones also fuel the stronger form of Awakening, Ascension. Without a Keystone, a person may not enter Ascension, as it requires a Keystone to activate. Ascension can be further upkept with Keystones.

Keystones have also exhibited signs of host preservation, by activating on their own in response to physical danger. When a threat comes along that their user can't react to, such as a bullet to the chest, a keystone will often shield them with a burst of energy. This will often be able to stop a threat before it causes lethal damage, and can even ward off the threat entirely if the user is able to activate the shield in time on their own (Dodging firearm damage).


Affinity Effects

Each keystone affinity comes with a set of strong, RP related effects that you can use if you burn them. The more keystones you burn of a specific affinity, the stronger the effect you get. However, once you burn a keystone, it is, of course, gone forever.

The keystone you get at character creation will always be of your character's affinity. If someone rolls a keystone as loot, then said keystone's affinity will be rolled for randomly. If someone quests for a keystone specifically, then they may choose its affinity.

A character may also burn their own spirit in place of a keystone to get the effects of two, considered to be of your character's natural affinity. This means that, if an earth affinity character burns two earth keystones and their own spirit, they may get the 4th tier earth keystone effect. If a character does this, then they will die as soon as their spirit runs out. This is usually when the effect ends or completes. If a character chooses to die this way, then they jump straight to death 3 rules.

Each affinity has six burn tiers. To be able to use higher tiers in affinity, each keystone used must be of the associated affinity. You can't burn two fire stones and a rift stone to get a tier three fire effect.

The rules for making NPCs use keystone effects varies depending on the level they're trying to use. A GM or player may make an NPC use a 1 or 2 level effect casually, without much regard to when they use it as long as they aren't using them constantly. 3 and 4 may be used by GMed NPCs sparingly, but excessive use of them should be called out and discussed. 5 and 6 may only be used with at least 2 staff approvals.

Water

  • 1 - May lower another character's mental willpower for a short time, making them much more susceptible to lies and suggestion. Their defensive roll on your next social skill check will be considered to be at -75.
  • 2 - May temporarily gain a third level knowledge of your choice. Wears off after 24 hours. If you choose a craft related knowledge you do not gain the ability to use it as a tradeskill.
  • 3 - May induce a hallucination of your choice in someone for up to three days. This hallucination may be just about anything your character can think up, but it may not completely alter the victim's perception of reality or leave them unable to function.
  • 4 - May perceive and understand everything physically occurring in a mile radius of you for up to an hour. You may focus on certain areas and events in this time.
  • 5 - May temporarily take control of another character's body for 30 minutes. While in control, you may not cause them to commit suicide without also killing yourself. That is, if you have them kill themselves during this period, you will die as well. Having them intentionally do something which will cause them to die after the period ends counts for this as well.
  • 6 - You may disguise an object or place to permanently appear to be something else entirely to onlookers. Someone may be capable of breaking through this illusion, but only if they're given a proper understanding of what it is.

Fire

  • 1 - May enhance one source's production of non-magical energy up to 5 times its original amount. Any devices connected to the source will react accordingly.
  • 2 - May redirect any force, magical or otherwise, away from you, and in a different direction of your choice.
  • 3 - Turn any inanimate object, up the size of a car, into a constant generator of electrical energy. It will produce this electricity at about the rate of a single-household generator.
  • 4 - Light any one object on fire within sight of you in an instant burst of flame, no matter the material, and whether or not you're in contact with it. This flame can be of any size up to about that of a human. This fire, after lit, spreads, utterly vaporizing anything non-living that it contacts into fuel. Water can slow the spread of these flames, but not put it out. People can put out the fire through normal means if they catch. After half an hour passes, it extinguishes, but all objects previously consumed are still destroyed.
  • 5 - Turn any one inanimate object, up to the size of a car, into a bomb. This bomb will explode with approximately the same force as C-4, and will not injure you.
  • 6 - Turn any one inanimate object into an ever running, pure stream of any energy of your choice, as long as said object is no larger than a house. When this happens the object is, of course, no longer material. This can produce enough of said energy to power just about anything imaginable, and will affect the environment around it in accordance to the energy being produced.

Sky

  • 1 - May boost the strength/range/effect of one standard spell to up to double its normal amount. This includes magic based techniques (outside of battle, for now), spellcraft scrolls, and common enchantment. This will also include things from the magic skill, when added.
  • 2 - May use one standard spell effect that you're normally unable to use, whether or not you have the materials normally necessary. This includes spellcraft scroll effects, non-legendary enchantments, and spells from the magic skill.
  • 3 - May temporarily weaken or strengthen the effects of gravity within a 10 foot radius of you.
  • 4 - May enhance all magical effects within a ten foot radius of you up to double their normal strength. Lasts for one hour.
  • 5 - May control any objects within sight, and able to fit in your field of vision, telekenetically. You may only control one object at once. Lasts for two hours.
  • 6 - May permanently alter the gravity within a 5 kilometer area. This includes being able to make pockets of different levels of gravity within the space, and can even emulate gravitational centers in areas where it normally can't exist (Such as in the middle of the air).

Earth

  • 1 - May change any material in an inanimate object into another similar, but potentially better or worse, material. This includes doing things such as turning aluminum to steel, and plywood to balsa wood. You must be able to contact this object directly.
  • 2 -May mold the shape of an inanimate object into another, without changing its size. You cannot do this to anything larger than a car. Once you solidify it into a shape, you can't change it again without activating this tier again.
  • 3 - May convert an inanimate object to a single, predetermined, solid material. You cannot do this to anything larger than a car.
  • 4 - May recreate a broken inanimate object as if it were never broken at all. You can do this even if not all the original pieces are present.
  • 5 - May change a liquid into a solid, or a solid into a liquid. This can only be used on inanimate objects/substances, and you must be able to contact the object/substance directly. You cannot do this if someone is submerged in the liquid that you're converting.
  • 6 - May materialize an inanimate object from nothingness, as long as your character has the ability understand its composition, fit it in a 10x10 foot room, and have it appear there unobstructed. You cannot create legendary equipment this way.

Sun

  • 1 - May regenerate any standard wounds on themselves or another character immediately. This can wake up a KOed character, setting them to 1 HP. This doesn't work on broken bones, Cripple, or any wounds that are in some way corrupted or cursed.
  • 2 - May cure any significant damage to a character or themselves, given that all involved body parts are still attached. This includes curing broken bones, Cripple, and non-terminal disease.
  • 3 - May heal any wound, up to and including lost body parts.
  • 4 - May bring any one NPC back from death, given that they still have a body to return to. Cannot be used on PCs.
  • 5 - May heal significant damage on all people within a five yard radius of your character. This includes broken bones, Cripple, and non-terminal disease.
  • 6 - May bring back any one player character or NPC back from death, regardless of the status of their body. If performed on someone in Death 3+ status, that character must still pay 1 Keystone for the process to be successful. This may also restore ghosts/revenants to their original, living form, if permitted by their player.

Moon

  • 1 - May boost any one of your physical skills up 50 points for the day. This must be done on yourself.
  • 2 - May take yourself and one person of your choice to an alternate space for an hour. While in this space, no other people can interfere, see, or hear anything that occurs.
  • 3 - May form an impassable, and unbreakable barrier around yourself for 12 hours. This barrier can end anywhere within a yard of yourself. You may choose to allow certain objects or people to pass through this barrier if you'd like, but it's considered to be lowered until they're within its limits.
  • 4 - You may shroud yourself, anyone you're in contact with, or any objects that you touch completely in shadow, not only rendering you and all things you contact invisible, if you desire, but also impossible to hear, touch or otherwise notice in any way. "All things you contact" does not include the ground, floor, or walls. Lasts for 12 hours. You may deactivate this and reactivate it at will, just as long as you're still in the 12 hour period where this is functional.
  • 5 - You may make a perfect copy of yourself, which you may then keep complete control of, whether or not you're still making use of your original body. Maintaining constant control over both bodies does, however, lower your effectiveness with skills by half. You may choose to drop control over one of the two bodies at will, at which point your skills return to normal, and your unused body dies.
  • 6 - Transposes a section of the world up to 5 kilometers in size into another plane of existence. A door between the new plane and the normal one appears in the location where you activate this ability.

Rift

  • 1 - May halt the motion of one moving inanimate object, up to the size of a car. This object must accelerate from a stop to be able to start moving again.
  • 2 - May cancel any one basic magic effect. This includes things like standard energy weapon techniques, spellcrafting scroll effects, commonplace sorcery, and non-legendary enchantments.
  • 3 - May slow time around you for up to one minute of your own, perceived time. Things slowed down move at half of their normal speed. You continue to move at normal speed.
  • 4 - May suppress all magical abilities and effects active in a person for up to an hour. They may not cast spells, awaken, use energy weapons, or enchant. If said person has any curses or magical augments going, they won't have any effects for the duration of this seal.
  • 5 - May stop time around you completely for up to two minutes of your own, perceived time. All things done to frozen people and objects will occur at once as soon as time passes normally again.
  • 6 - May cancel any one magic effect within a 10 yard radius of you, no matter the strength or source. However, you may not do this if it would completely shut down a saga or plot, and the GM of said saga or plot doesn't approve of it being done.

Void

  • 1 - May take any one failed roll and rewrite reality to change it to a success. However, the character this affected (or a roll by the GM or someone chosen randomly if it wasn't against a certain character) can turn any one dice roll of their choice against the keystone's user into a failure for the keystone's user before rolling.
  • 2 - Sets one Physical, Social or Mental skill (excluding Harvesting) of your choice to 100+ for 24 hours. However, for that time your highest-leveled Skill out of the possible choices is set to -25. If you have more than one skill tied as your highest, it is rolled randomly.
  • 3 - You may turn the area within a 10 yards radius of you into a corrupted zone, which may distort any magic effects occurring within it in unexpected ways. This space follows you. Roll a new effect randomly from whatever set of abilities the original effect came from, or, if the effect was unique to the RP, the GM or a neutral party will decide the new effects. However, this also affects yourself. Lasts 1 hour.
  • 4 - You may make a significant alteration to your, or someone else's, body in some way. This may be just about anything imaginable, but may not kill or leave a character incapable of functioning. However, if what you do has a negative effect on someone else, then you take a partial hit from the same effect. If what you do benefits you or someone else, you're weakened in the opposite way of what you improved. The results of this backlash will be determined by either the GM, or a neutral party.
  • 5 - You may distort the area within a yard's radius of you in such a way that allows you to alter all things that occur within it to your whim. However, every 10 minutes that it's active, you're struck with a random RP-based tier 2 or 3 Overload effect. Lasts for 1 hour.
  • 6 - You may rewrite the laws of reality within a mile's radius of you. As long as these rules don't directly influence anything outside of this radius, you may make them happen. However, you take on physical changes associated with your new reality, as determined by the GM or a member of staff, and perceive the entire rest of the world in accordance to the new rules you have written for your own reality.


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives