Post-World Report (Zearth)
Through successful negotiations with the Warlord Sixfold, you've acquired Viscerality, not a magic of restraint, but unbridled passion. As someone who's attained effective enhancement beyond the peak-human level, all such Attributes are now listed numerically.
Import: 9.1
Attributes
STR: 4
CON: 5
AGI: 5
WIT: 4
Available Skills:
Craft (6.8, near-Master - Masks)
Deception (6, Elite - Acting)
Socialize (5.1, Expert - Noble Etiquette)
Stealth (4, Adept)
Fencing (4, Adept)
Singing (4.1, Adept)
Linguistics (4.1, Adept)
Mask: Glass Webweaver - A smooth surface of charcoal-black frosted glass, reflecting the face of whoever's looking at you.
Potential: 35 (42 Post-Fixation)
Fixation: Mild (1.2x effective Potential modifier)
You've earned an extra one (1) Potential from your previous 34 (40), allowing you to spend a point which'll increase a given aspect by two (2) effective Potential:
[ ] Antimask: 10 - Exerts controllable antimagic. Fine control, saturation over time.
[ ] Reflection: 12 - Copy and mimicry of observed magics and attributes.
[ ] Shaper: 8 - Alteration of appearance via illusions. Investiture will partially attain Master Shaper.
[ ] Puppeteer: 10 - Enhanced social instincts, fast mask-swapping.
[ ] Stockpile - You can stockpile this Potential to spend it later on a more notable attainment, such as Unmask or Heart-Reader.
Mask: Crimson Lost [25 Potential]
Battle Tendency (12) - Increases all combat-applicable skills and attributes. +6 STR, CON, and AGI when worn, and +12% to their worth.
Hemokinesis (13) - Blood control and hemokinetic regeneration. Total control in arm's range, diminishes swiftly beyond that. Hemovoyance.
Mask: Screentime [12 Potential]
Teleview (12) - Allows remote viewing of a target related to your goal. Grows ineffective beyond 15km, has a cooldown of several hours.
Mask: Artificer's Face [10 Potential]
Artifice (10) - Craft masks via generation of Facelessness.
Mask: Specter [10 Potential]
Phase (9) - Allows brief transformation into a semi-incorporeal state, enhances agility slightly.
You've gained one (1) Potential in Specter. Its malleable and incomplete identity means you can invest in a variety of things:
[ ] Phase - Improve Phase's length, agility enhancement, and incorporeality a mild amount.
[ ] Invisibility - Conceptual, rather than physical: makes you less 'noticeable' while wearing the mask. Equivalent to mundane camouflage at 4 Potential.
[ ] Swiftness - +1 Agility when the mask is worn. Will eventually develop other bonuses to your speed and mobility.
Viscerality - Novice [0.1]
Viscerality has two components: a tactile magic by which the body of any being can be altered, and a facility for manipulating the passions that rule the body. The first allows for regeneration, shapeshifting, creating custom organisms, and gradual alteration of ecosystems. The latter starts with a sense for the most primal emotions: fear, anger, ardor. Discernment blossoms into the ability to evoke such feelings with increasing intensity and subtlety. Stoking is always easier than suppressing.
Warping others is more difficult, as physical influence diminishes with distance from the body. Preexisting biomass and biological knowledge are helpful, but one's own passion can be substituted for either in a pinch. Visceralists gain instincts corresponding with their emotional investment. Progress in the art's rapid as long as you pursue your interests. A laborious combination of gene therapy and implanting symbiotes can initiate others into Viscerality, proliferating the magic. Any children you have will be natural users unless you desire otherwise.
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If you'd like, you may now spend Import to enhance your newly acquired magic, or Potential you've gained for Webweaver:
[ ] Glass Webweaver: A Web Weaving Itself [5 Import]
*Gain 5 Potential (6 post-Fixation) immediately on top of your current amount.
*Can additionally acquire Unmask, Heart-Reader, or a similar attainment for a mere surcharge of 2 Import.
[ ] Viscerality: Ruthless Revenant [7 Import] - A body such as yours won't fall until its quest is done; passion alone will continue your quest.
*A risky Visceral procedure, especially for an initiate such as you: create a tumor responsible for maintaining a portion of your thoughts in a loop of one ardent mindset.
*Gain 3 CON immediately, and gain 1 CON once a week until ten weeks have passed, at which point you gain 1 CON once a month until ten months have passed.
*Immediately raises your Viscerality experience a single level (Novice -> Apprentice), allowing better body-warping and emotional manipulation.
[ ] No Import spendings
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Street Attunement
There are fifteen (15) Attunement Levels, each one representing an escalating degree of connection with the Street. Understanding its song, ethos, and even its nature.
Most mortals have zero (0) Attunement, whereas anyone who's at least once set foot on the Street has a minimum of one (1) Attunement. Dorian, having gained the second Attunement Level, is now privy to understanding these mechanics with more detail, as described underneath.
Effects of Attunement:
Spatial Leeway - Normally, when you arrive on a world, you have a limited amount of freedom to move around. The Street may, for instance, constrain you to a particular building (a single inn or tavern,) a small region (a town or valley), or a planet, even if you theoretically have the means to travel further. Going beyond that frays your connection and could mean being stranded wherever you are. However, as Attunement increases, the range of how far you can go increases, as well as the amount of time you can spend outside the "allowed" region.
Temporal Leeway - Normally, the Street has a certain limit of time for each world; normally, this is about a week at most, although sometimes as much as a month. Greater Attunement allows you to stay longer without being left behind.
Foresight - As Attunement increases, so does your understanding of the Street's marching anthem, the lyrics of which are not merely intelligible, but inherently meaningful. In due time, you may catch 'glimpses' and hints of worlds it'll lead you to, or even your final destination.
Traveling Ability - You'll eventually develop a resistance to aging as you travel, as well as enhanced stamina (both physical and mental,) as well as instincts for geology and geography. These will expand with Attunement.
Other - With sufficient Attunement, perhaps you could convince the Street to bring you somewhere specific?
To accumulate Attunement you can...
...Travel the Street.
...Travel in general.
...Attempt to sing along.
There may be other methods. Players are welcome to speculate and try to find them.