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Essence of theVoid of Color

byWintercat

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AI summary

Lets you draw on the Void and its seven colours to enhance yourself and affect the world, channelled through sigils drawn in the air under altered time perception. Silver, the colour of miracles, magic and insanity, grants Luck for better odds at random events; Crimson, the colour of anger, grants Strength; Amber, the colour of madness and creative rapture, grants Metabolism for faster stamina recovery and healing; Azure, the colour of suffering shot through with hope, makes you sensitive to time and grants Speed; Violet, the inquisitive and suspicious colour of secrets, grants Inspiration for breathing life into inanimate matter through sigils; Emerald, the colour of patience, awareness and greed, grants Defence; and Gold, the colour of love, unity and self-sacrifice, grants Trust, making others believe in you and value your kindness. After sunset you can enter the Void itself, a network of chambers on islands suspended above darkness linked by ethereal paths — landing anywhere at random at first, and later choosing any node whose hosting Sister you have met and remain on at least neutral terms with.

Generated précis — the sections below are the author's original text.

Description

This essence looks like a swirling rainbow of colors inside of it, tasting like cold water with faint hints of different berries or fruits, and a brief rush of energy, before the taste fades.

Effects

31
  • You gain the ability to draw upon the Void, and the colors, using them to enhance yourself internally and affect the world around you in external use, through the use of sigils you can draw into the air under altered time perception and slightly enhanced speed with your hands when drawing these sigils, to unleash their effects on the world around you. You will not be able to move from the spot when you alter your time-perception to draw these sigils, but being on a moving platform doesn’t cause trouble as long as you do not attempt to move from that position when drawing these sigils under the altered time perception state.

  • The Void grants you access to 7 colors. These are as follows.

    • Silver: The color of miracles and magic. The color of insanity. The color of passionate states. Its gift is Luck, and the more you possess, the better chance you will have at random events you may come across.

    • Crimson: The color of anger. Its gift is strength, and the more you possess, the stronger any blows you land against your enemies will become.

    • Amber: The color of madness, and delight. The color of rapture, one step away from possession, and conscious, creative joy. Its gift is Metabolism, and the more you possess, the faster your body recovers stamina, burns through a meal, and recovers from an injury or overcomes an illness. It also helps your spirit to process raw Lympha, and turn it into Nerva faster.

    • Azure: The color of suffering and inner pain, but with an indispensable, strong shade of hope to it. The Azure makes you sensitive to time, and its gift is Speed, and the more you possess, the faster you will be able to move. Both in real world and the Void.

    • Violet: The color of secrets, of the anxious, uneasy charm, and concern. An inquisitive, unkind, and suspicious color. Its gift is Inspiration, the more you possess, the easier it will become to breath life to inanimate matter with the proper sigils. This will also reduce the cost in Nerva to animate things with Sigils.

    • Emerald: The color of patience and self-control, the color of awareness, the color of greed, of dedication to rest and balance. Its gift is Defense. The more Emerald you possess, the harder it will be to harm you, and less damage you will receive from any blows dealt to you.

    • Gold: The color of love, unity, respect, and pity. The color of dedication and self-sacrifice. Its gift is Trust, the more you possess, the easier others will find themselves trusting in you and more they will appreciate any kind deeds or gifts you offer to them.

  • You gain an ability to enter a Void during night-time, once the sun has set, to step into another world, a series of paths connecting chambers hovering above a void of darkness, where color sparks on small islands connected by ethereal paths to one another, central nodes hosting a few chambers around them serving as a landscape of alien nature where Color springs forth.

    • You will land in one of these nodes on your first arrival, later on, you may freely choose to land into a node of your choosing, and its central chamber, as long as you have already met and have at least neutral relations with the Sister that plays host to it.

      • These sisters are each born of two different colors, that define their personality. Gold and Emerald would make for a trusting, protective and caring individual, who would seek to aid others and advice them, while Silver and Violet might make for a distant, cold, and suspicious sister wary of an outsider entering their chambers, and at least initially guarded.

      • Each central chamber tends to have between two and three additional chambers, which the sister can grant or deny access to for anyone that enter her node, the central chamber serving as personal home, furnished and fashioned to an image suiting her taste, from a massive stone temple of moving gears and flaming forges, to a green garden of lively trees and starry skies, to misty graveyards and a glaring moon, they can hold great amount of variety based on the sisters and their personality.

        • These smaller chambers can be gardens, where you may find drops of color growing free, and gather it to house some inside you. They can also let you use any Nerva you have converted from raw Lympha over time by your body to draw a basic sigil of gifting, to grant trees some Nerva and spring them to life. Such trees will tend to reward the one planting them with additional Lympha if harvested one, two, or three days later, having reached their peak at that point. Once a tree has been harvested, it will produce half as much as it had before the harvesting the next day, then one quarter afterwards, and falling quiet on the next day, ready to receive another drop of color to start growing more.

          • The more color you spend on a tree, the larger the bounty it will grow, but a tree can only hold so much color depending on its own size. You will naturally know these limits and know when to stop to avoid wasting color.

        • These smaller chambers can be mines, where you may find veins of color partially concealed by rock, shining through the wall. You will learn the sigil to break a surface while in these chambers, and the sigil to form a tether that will drain raw color to an anchor you created with the Nerva spent on the sigil, waiting to be harvested. A mined vein can produce a good chunk of Lympha, raw color, each day, for up to 3 days, after which the vein is depleted, and the tether will fade. Such rocky areas will reform as they were before being mined once left alone for a day.

          • New veins will occasionally pop up, roughly every 2-4 days, but a mine rarely holds more than half a dozen to a dozen at most, and sometimes a mine can end up depleted, until another set of veins pops up. Veins generally appear either alone as one new vein, or group of 2-5 veins, of different colors.

            • These colors may tie in with what strong emotions you may have felt during the day, appearing once some threshold has been reached, but also naturally create some even without experiencing a particular emotion, possibly drawing from emotions of those around you during day-time, as well.

        • These smaller chambers can be sanctuaries, where little creatures in possession of color can be found roaming. They often have some plants growing producing various fruits, which the creatures may not always reach naturally themselves, waiting them to ripen and fall off on their own. Handing such fruit to these creatures may result in them releasing a bit of raw color in floating orbs that can be quickly gathered by hand, absorbing into the body.

          • This method produces relatively smallest amount of raw color, but it is generally available each day, and specific creatures will always produce the same color when fed, allowing you to pick which creatures to feed to top off on a particular color you might otherwise be missing out on.

      • Giving the Sisters in these chambers color that they like, the twin colors they were shaped by, will generally make them pleased and more receptive to hearing out what you may want to say. They may teach you new sigils and thus, new powers, though mainly things that their colors are best suited for. They are unable to leave their own nodes, but can whisper into the void and hear one another, talk to one another, over distances. You will know if you treat them poorly, but while many of them stand together, they too may argue, and like or dislike one another, and thus react to your presence differently based on what they know you have done to others.

        • Even if you manage to upset a sister, a gift of color, or gifts brought from the ‘real world’ can often sooth ruffled tempers and annoyance they may feel, and bring you back to their good graces. They will teach you, and grant you access to their other chambers, as long as they feel you are not abusing their hospitality.

        • They prefer the refined taste of Nerva to the raw Lympha, while they can consume both, they will certainly find value in your ability to absorb raw Lympha and allow your body to convert it into refined Nerva, which you may then push out of your fingertips to either draw sigils, or donate as a gift to the sisters.

    • Each night you return to the Void, you will have the option of landing in a previously unvisited central chamber or return to a familiar one of your choosing, unless you’ve already visited all central chambers have been granted access to them, in which case you can arrive where you so choose. There will be paths between the nodes of central chambers linking to sisters that they are at least somewhat fond of, generally each sister is only directly in touch with two other sisters, and the next sister in line after the last one may be one that the first sister despises, but the one in between is capable of befriending just like the first.

      • These paths are not always permanent, and some connections may shift over time, forming a new path, and then allowing an old one to fade, temporarily hosting three connections to a single central chamber, before things shift once more. Some older, stronger sisters may even form permanent additional connections, supporting them with their own power, effectively granting a younger sister an ‘extra’ tether to their own central chamber as well.

    • You may run into some vermin and pests, forms of tainted colors from the Void, that may hunt you. These critters can sense the proximity of color, and while the nodes protect the chambers, and sisters in them, from detection, the paths between nodes sometimes get occupied by these creatures, and defeating them may require expending some color to fashion strikes against whether bolts of color to strike them down, or sigil-animated dirt and other materials forming inspiration given incarnation, little golems and minions to fight for you.

      • Eliminating these vermin is likely to earn you good-will from sisters too, for in numbers they may threaten their chambers outside the central chamber, and risk the Sister starving without assistance if they are not ready to fight these invading pests themselves to defend their domain.

        • It is said if all Gardens, Mines, and Sanctuaries were to be tainted and consumed, the Sisters would have to live a half-life of starvation and fear of oblivion, consuming what drops of color might trickle into their central chamber, while waiting for help to come from outside to clear their chambers and let them flourish once more. The sisters will freely admit there are whispered tales of such dark times in their past. Which is why they will be initially at least neutral, and potentially predisposed to like you, for helping keep that from happening again.

    • If you manage to gather a great deal of color over time, you may choose to help one of the sisters to enact a ritual with twin sigils being cast simultaneously, to bring a Sister back with you to the other world you originate from, and allow them to roam free there, tethered to the reality by your own soul, for a period of 24 hours. After this, they, and anything they have gathered, will have to return to the Void, and their chambers once more.

      • Connecting yourself with a sister like this changes you, even if you have already moved in partly spiritual body in the Void, you become more fully tethered to both the Void and the other side, allowing you to avoid death by falling into Void if your body were to be destroyed, and manifest back in the other side at noon another day, recreating a new body, though lacking any clothes or equipment, somewhere safe.

        • This will consume a great amount of color, and requires the help of a sister to enact an altered form of the ritual with twin sigils to give you a body there, even if yours is made more solid and stable than just a 24 hour lasting one.

Categories
magicutilitysocialsupernaturalcombat
Traits
companionswealthcharismacraftingdivine powerflightmiracles
Keywords
divine magicstealthsummoningdarknessbase of operationscreationdamagesoul manipulationcombat skillplant controlpossessionresourcesteaching
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