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Chapter 12.5: Time Measurement/Powers of Reality

  Time Measurement

  Time is measured differently, depending on the world in question. Some have slower rotations, while others have faster orbits around the Papuru Star. To help interplanetary travelers and merchants, Universal Time was established.

  The planets first appearing within this new galaxy was dubbed 'the Arrival ' and is the official start of the new calendar. A year is measured by the amount of time it takes the Dying Star comet to orbit the galaxy, 333 days. A year is separated into centennials: unicentenial (UC), bicentennial (BC), and tricentennial (TC), with each centennial being 111 days.

  Ex: Kane's birthday is 1025-109-BC

  A single day is 33 hours, the time it takes the star to complete a rotation. Seconds into minutes and minutes into hours remain as they are on Earth.

  Power of the Soul

  Soul Style relies on the limitless energy of the soul. For a mortal to utilize this power, they must bond to a soul coal or risk their bodies exploding do to the raw power. There are five categories of Soul Style with five color coordinated pieces of coal:

  Elemental (Blue): bounding with a blue coal allows control over the powers of nature. Ex: Earth, Fire, Wildlife, Wood

  Universal (Red): a red coal allows control over the fundamental powers of the universe. Ex: Gravity, Electromagnetism, Time, Radiation

  Body (Gold): the gold coal allows manipulation of the body and any elements found within. Ex: Skin, Muscle, Blood, Oxygen

  Aura (Silver): bounding to a silver coal grants control over psychological concepts and abstract essences. Ex: Willpower, Violence, Empathy, Thought

  Papuru Magic (Purple): a purple coal allows manipulation of the energies produced by the Papuru Star to produce magic, without the standard limitations of normal magics.

  Bonding to a soul coal requires continuous contact with coal piece for 111 days, upon which a mental door within the subconscious will manifest. This door can be reached through deep meditation and will transport the user to the location where they will develop their chosen abilities.

  The powers learned are accessible as long as user keeps soul coal close to their person. If coal is destroyed or seperation is made, all powers and access to training grounds vanish until another coal is bonded to. Soul Style has enhancements and abilities commonly shared among all users. They are referred to as Base abilities and are permanent, even if the coal piece is removed or destroyed. Base abilities can be honed through training and its effectiveness varies per the individual.

  Base Abilities

  Physical Attributes: the physical body is strengthen to ten times its normal.

  Quickening: manipulate the flow of time around body to vastly increase movement speed.

  Awareness: can sense souls of the living from a distance.

  Sustenance: can survive without food, drink, oxygen, or rest for a limited period. Also grants resistance to extreme heat, cold, and pressure.

  Aura Cloak: an impenetrable barrier generated around user. Protects from all forms of harm for a maximum of nine seconds. Countdown begins with the slightest contact with any solid material, including water or the ground underfoot.

  This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.

  Power of the Mage

  Souls produce an invisible type of radiation similar to how fire emits heat. It's this 'heat' that practitioners of this Power Style utilize to perform feats of magic. Using one's 'heat' to integrate and manipulate the 'heat' within an environment is how magic produces results. Magic is strongest where people have gathered for extended periods, since the 'heat' of a soul can linger in the atmosphere for centuries. Mage Style can be done by anyone, but its effectiveness is determined by Talent.

  Talent is, in essence, the degree of 'heat' a person's soul generates. Talent can be read by experienced Mages to determine the level of person. Levels range from 1-10,000 (common), 10,001-1,000,000 (rare), and 1,000,001-10,000,000 (ultra rare). Spells and curses require a certain amount of Talent for use. Any Talent used recharges at a rate of 1000 Talent per second. Trying to use magics without the Talent required results in a backfire called the Twilight Effect, where unpredictable side effects can occur within a five mile radius of the casted magics.

  There are 8 types of magic that can be mixed and matched to create a huge variety of spells and curses. Those types are:

  Natural: using the secrets and powers of nature

  Talismanic: charge and load objects with magic

  Ceremonial: any form of ceremony, ritual, or rite

  Invocative: dealing with entities, spirits, and intelligences

  Sympathetic: using one thing to affect another

  Illusionary: create illusions

  Divinatory: learn information in an unusual way

  Divine: create something out of nothing

  Mage has four levels of discipline:

  1: Acolyte: novice; magic knowledge minimal

  2: Apprentice: must be coupled to a Master

  3: Master: only a Master can promote an Apprentice to rank of Master

  4: Sage: to achieve this level, a Master must be acknowledged by one of the Mage Spirits

  Power of a Covenant

  Communion is a Power Style that allows one to communicate with intelligences and become a conduit for the intelligence's power. The amount of power that can be used is determined solely by the intelligence contacted.

  The process for Communion requires a meeting of consciousness between two parties, of which either party can initiate or refuse. It is usually the lower form of intelligence that preforms the necessary rituals of contact. If both parties agree to a covenant, then Communion is established; the initial ritual no longer needed for contact.

  Communion with one intelligence is Communion with all similar intelligences. Example: if one established Communion with a ghost (dead person), then all ghosts one encounters would be forced to honor the covenant, though the level of Communion would differ.

  Communion is measured by percentage, which increases by earning the respect of the intelligence. As the percentage increases, so does the amount of power one can borrow from the intelligence. The closer to 100%, the more that can be borrowed, with 100% being everything that intelligence is. The more higher on the plane of existence the intelligence, the harder it is to establish a covenant.

  Power of a God

  The Godsend is the main source of power for Deities. One must be born of a Deity to receive the full Godsend, but Godsend can be bestowed to others by Deities. Godsend originates from what's known as a Vata Crystal, which is the only internal organ for Deities. The power is so immense, that it must be separated into Tiers. Each Tier grants a power boost, plus offers an additional ability unique to that Tier. To ascend Tiers, one must endure Judgement, a rite of passage that is considered extremely harsh. It is currently unknown how many Tiers exists, but four have been cataloged over the past thousand years.

  Tier Alpha: energy absorbtion

  Tier Beta: energy manipulation

  Tier Zeta: matter manipulation

  Tier Eta: time manipulation

  Godsend powers develop over time and conform to the user's personality, resulting in diverse powers, techniques, and the ways a particular Godsend is recharged. Godsend powers can be depleted with use, but can be recharged by the user undertaking a particular action related to the nature of the power. Example: Ramza, the Deity of Unluck, can replace depleted energy by helping others or by those whom he has helped, cheering for him.

  Godsend grants physical bodies devoid of imperfections with high levels of strength, movement speed, stamina, and durability. Allows instant travel up to certain distances and sensory of both the living and dead, or soon to be. The Godsend's greatest ability is to utilize prayer and admiration to extend its duration before recharge is needed. If a Godsend is exhausted past the point of recharge, the user loses it forever and becomes an ordinary mortal.

  Power of Technology

  Tek is a rare and special type of technology that is near indestructible, can last for centuries or longer, and capable of unbelievable feats. Tek is incredibly difficult to create, with less then one percent of the population able to do so. Tek also cannot be taken apart or reverse engineered do to the fusion of components that make up the technology.

  Tek has four main components:

  Casing: the only material found capable of housing the power generated within Tek is 'vitalized' metals

  Wiring: only a specific vine fed special nutriates can act as internal wires

  Power Supply: an inexhaustible source of energy, most commonly used are soul coals or magical items

  Focus: Tek draws its properties from the focus. The focus can be any object and is the only component that may need replenishing

  Tek can come in a variety of forms, including, but not limited to: weapons, armor, vehicles, or innocent looking items like glasses or pens. Tek millennias old have been discovered, still in operating conditions, needing only a focus, with no indication of who created them. Tek is forbidden for public use on all worlds and may only be carried by Superstars and law enforcement. The criminal underworld constantly uses Tek, despite the possibility of a life term in prison.

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