The Archivists of Aetolia
Established by Sneak, the Numerologist amidst the chaos of the Crystalline Void on the 1st of Lanosian, year 464 MA, the Archivists stand tall as a eclectic cadre of fellows in cautious pursuit and collection of forbidden knowledge.
The Archivium is nestled within a fortified cliff face overlooking the Republic of Spinesreach, safeguarding old relics while extorting their power to further their research into the arts of Geometrics, Numerology, and Bioessence.
This esoteric mastery over complex biology, algorithms, and mathematics are the trademark tools of an Archivist, gathering hands and minds under one Collective in their reach towards eventual ascendancy.
Science abides by no boundaries, morals, or comforts; nothing will be allowed to stand against the pursuit of knowledge and progress. It is the duty of the Archivists to chase after utter comprehension of the universe. Walking the precarious line between brilliance and lunacy, they battle ignorance and cynicism to emerge strong, enlightened, and free.
Archivist Skills
Geometrics is an art arising from the meditations and moods of the historic Cabal, an outgrowth of their fascination with numbers and rituals. It explores the same properties of shapes and symbols upon which Crystalism and other symbolic arts are reliant, first advanced by would-be reformers and later accepted as a part of the mainstream Cabalist tradition. In framing symbols within wood and within the mind, the practitioner directs and controls psychic force within the symbols' confines, employing it against others as well as to influence their surroundings.
Geometrics
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Incite
DescriptionThe act of inciting is performed by visualising a shape within your mind, and then pressing it upon an object or person in order to cause a change in the world. Each incitiation will cause a different effect depending on the shape, and how clearly the shape is held within your mind. Thus it is often ideal to possess a physical representation of that shape in order to avoid the pitfall of relying purely upon your recollection.
As each shape is a little different to incite, you will be unable to utilise them until you have full knowledge of their practical use. By typing AB GEOMETRICS <shape> you can learn how each shape will act once incited.
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Codex
DescriptionSyntax: GEO CRAFT CODEX
Additional syntax: READ CODEX <shape>
Additional syntax: GEO MARK <codex>Components: 2 wood
The Codex of Shapes is a hand-sized book containing simple diagrams of each shape in order to help visualise the distinct imagery required in order to incite a shape. Without it, attempting to utilise the shapes becomes beholden to the memory of the user and can often result in harmful failure.
Anyone may read the codex in order to view what each shape looks like, as long as they are holding it.
If you obtain a codex from another source, for example a Papercrafter, you can instead mark that codex as your own.
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Token
DescriptionSyntax: GEO CRAFT TOKEN [SPHERE|CUBE|PYRAMID]
Components: 1 woodA geometric token is generally a small wooden trinket with an unmarred surface designed to hold impressions of more complex shapes. As long you hold your geometric token within your hands, it will help you focus and bestow a small boon to the regeneration of your willpower.
You have the decision of choosing what shape your token should take, or you can choose none in order to receive a random shape. The shape of your token has no effect beyond cosmetic value.
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Impress
DescriptionThis ability will allow you to impress your token with one of the complex shapes, with each shape having a different effect that will trigger in differing scenarios. In order for your token to have an effect, it will need to be placed upon the ground.
You can learn more about the complex shapes and their effects by typing AB GEOMETRICS <shape>. You will need to have learned about the shape before you can impress it upon your token.
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Afterimage
DescriptionThis ability is passive.
After inciting one of the five basic shapes upon a target, the incitation will leave behind a sharp impression that will linger upon the subconscious. Once a few seconds have passed and if the opponent is completely alone, the impression will stir itself from the depths of the mind and the original effects of the shape will relapse upon the target.
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Invert
DescriptionSyntax: GEO INVERT
By inverting the existential nature of your token, it will blend with the non-physical in such a way that it will turn into a permanent fixture of the current location it resides in. If anyone attempts to pick up or destroy your token, they will find themselves unable to do so.
Using this ability once more will unbind it from the non-physical and return it to normal.
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Trace
DescriptionSyntax: GEO TRACE [target|NONE]
Trace your token to the existential signature of another, ensuring that your token will always be not far behind them should they attempt to leave. This will only trigger as long as your opponent stays still momentarily and remains within the same area as you.
You can additionally trace your token to yourself, either by specifying your own name or omitting a target.
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Conjoin
DescriptionSyntax: GEO CONJOIN
By conjoining the Triangle, Square, and Circle together as one, you can hide any notions about the shape you are inciting upon your opponent. This will cause the previously mentioned shapes to have their effects hidden for a limited time and deal a small amount of psychic damage.
Additionally, it will hide the effects of Afterimage, however no damage will be caused.
Cooldown: 20 seconds
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Pattern
DescriptionSyntax: GEO PATTERN <target>
You can alter the chemistry of another to see patterns and shapes where there are none, often to their own detriment. This will allow Afterimage to affect your opponent when they aren't alone until it is cured.
Note that afflictions cured with panacea pills will make pill balance recovery take twice as long.
You can read AB GEOMETRICS AFTERIMAGE to learn more about this skill.
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Sealing
DescriptionSyntax: GEO SEALING <TRIANGLE|SQUARE|CIRCLE> <target>
If the opponent is disrupted completely by a shape, you may seal the effects and prevent them from curing those afflictions through pills for a limited time, even if those afflictions are reapplied at a later stage. Sealed shapes will also boost the damage of the Crux ability.
While the sealing only lasts for a limited amount of time, successfully sealing a shape once more will refresh the timer of all seals upon the target.
Abilities such as the tree tattoo will still be able to cure the sealed afflictions.
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Matrix
DescriptionSyntax: GEO MATRIX <target>
You can twist the order of the world into your favour by subconsciously implanting the Triangle, Square, and Circle in the mind of your opponent all at once. This will trigger the Afterimage effect upon your opponent for all three of these shapes.
You can read AB GEOMETRICS AFTERIMAGE to learn more about this skill.
- The basic shapes
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Crux
DescriptionShape: The Crux.
The Crux is a shape that can cause termination to a logical process, such as thought.
Syntax: INCITE CRUX <target>
When incited upon another, it will deal psychic damage as it severs the current train of thought.The damage is further increased for each sealed shape that exists upon the target. Please see AB GEOMETRICS SEALING for more information.
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Fork
DescriptionShape: The Fork.
The Fork is similar to the Crux, however it allows for a graceful end rather than utilising force.
Syntax: INCITE FORK <target>
When incited, it will disperse the magical shield defence, causing a small amount of mana loss to the target if successful. -
Triangle
DescriptionShape: The Triangle.
The Triangle has the ability to set alight passion and emotion within others, bringing them out in their fullest.
Syntax: INCITE TRIANGLE <target>
When incited upon another, it will first cause laxity, followed by infatuation, peace, and lastly magnanimity. This order is sequential, depending on what afflictions the opponent already has. -
Square
DescriptionShape: The Square.
The Square will encapsulate thought and produce mental boundaries that will spread discord within.
Syntax: INCITE SQUARE <target>
When incited upon another, it will cause dizziness, then faintness, epilepsy and lastly shyness. This order is sequential, depending on what afflictions the opponent already has. -
Circle
DescriptionShape: The Circle.
The Circle is known to bring out neurotic habits and behaviours, removing rationality as an inhibitor.
Syntax: INCITE CIRCLE <target>
When incited upon another, it will cause mercy, then masochism, mania, and lastly recklessness. This order is sequential, depending on what afflictions the opponent already has. - The complex shapes
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Swirl
DescriptionShape: The Swirl.
The Swirl will cause a sensation of falling, either physically or mentally, depending on the intention.
Syntax: INCITE SWIRL <target>
If your opponent is above or below you, you can instill them with a hidden sense of vertigo.Syntax: GEO IMPRESS SWIRL
Should an enemy fall over, their mental stability will sink with them. This will give them the delirium affliction. -
Arrow
DescriptionShape: The Arrow.
The Arrow allows for a certain amount of control, letting you define how something should procede.
Syntax: INCITE ARROW <target> <direction>
This will allow you to implant a subsconscious direction to take when your target attempts to move. You can stack multiple directions, up to a total of ten. Once they move, the actions you have implanted will fade after a short time if they stand still.Syntax: GEO IMPRESS ARROW
When an enemy leaves the location, they will be struck with an intense compulsion to remain where they are. This will deal psychic damage as they leave. -
Lens
DescriptionShape: The Lens.
The Lens can serve as a focus for yourself, or for the distortion of focus within another.
Syntax: INCITE LENS
If you possess a token, then this ability will squeeze it through space and back into your hands. If the token is inverted at the time, then it will additionally remove the effect.Syntax: GEO IMPRESS LENS
Any enemy who tries to GLANCE or SQUINT into a location with your token will find that the horizon will never end. -
Wave
DescriptionShape: The Wave.
The Wave is a tool that can be utilised to cleanse or increase the difficulty of abnormal abilities.
Syntax: INCITE WAVE <target>
This will cleanse the mind of any abnormal sensory abilities the target might have.This includes: Mindseye, Thirdeye, Lifevision, Shadowsight, Spiritsight, Hypersight, and Truth.
Syntax: GEO IMPRESS WAVE
When an enemy attempts to FOCUS their mind, it will cost them more mana than normal. -
Bloom
DescriptionShape: The Bloom.
The Bloom brings forth deeply buried thoughts and notions, forcing them to the surface.
Syntax: INCITE BLOOM <target>
This will allow you to judge the feelings of another and determine if they consider you a friend or foe.Syntax: GEO IMPRESS BLOOM
Once an enemy gains a total number of mental afflictions that is divisible by six, they will begin to manifest a feeling of nausea. -
Rod
DescriptionShape: The Rod.
The Rod has the ability to deny another from their intended destination, baring their actions.
Syntax: INCITE ROD <direction with door|container>
The Rod will seal a door or container providing it is shut. If the object is then opened, then a magical explosion will occur that will stun and damage the person who opens it. The seal will only last a limited amount of time.Syntax: GEO IMPRESS ROD
Whenever an enemy uses an ability that will let them magically teleport, they will be prevented from doing so. -
Crescent
DescriptionShape: The Crescent.
The Crescent will act as a gate to two paths, changing if it is acting upon the singular or plural.
Syntax: INCITE CRESCENT <target>
After a delay, if the target stands in the same location as you, their senses will thrown into a blackout and struck with psychic damage, otherwise they will be briefly stunned and be drained of some mana.The damage and secondary effect will be increased for each sealed shape upon the opponent.
Syntax: GEO IMPRESS CRESCENT
When an enemy assists another, they will begin to feel their ego grow. This will give them the egocentrism affliction. -
Hex
DescriptionShape: The Hex.
The Hex will cause deterioration as time moves forward, increasing in potency depending upon if there is a conscious ability to resist.
Syntax: INCITE HEX <target>
Inciting the hex will slightly unhinge your target, dealing psychic damage over time for a short period. If they have dementia, hallucinations, and paranoia when taking damage, they will receive a random physical affliction.Syntax: GEO IMPRESS HEX
When an enemy successfully performs a diagnosis on themselves, their confidence will wane and they will become stricken with hypochondria. -
Star
DescriptionShape: The Star.
The Star represents important moments in time, such as birth and death. It allows one to replicate their effects on a limited scale.
Syntax: INCITE STAR
This will allow you to reform yourself in the location of your token, swapping places with it after a short delay.Syntax: GEO IMPRESS STAR
When an enemy crosses below 75%, 50%, or 25% health, they will find that their body will fall numb. This will afflict them with paresis. -
Lemniscate
DescriptionShape: The Lemniscate.
The Lemniscate has a strong effect on the time stream, allowing minor changes to how it is perceived by others.
Syntax: INCITE LEMNISCATE <target>
The effects of the Lemniscate will trap your target within a small loop of time. Each time an Afterimage affects the target, it will relapse without any effort on your behalf. The effects of the Lemniscate will remain as long as they have at least one affliction from either the Triangle, Circle, or Square.There is a grace period of nine seconds before the Lemniscate will fade after casting.
Once fifteen total Afterimage loops have occured, the affliction will expire. Loops that occur when the target is not the same room as you will count as three, instead of one.
Syntax: GEO IMPRESS LEMNISCATE
The Lemniscate will stretch time and space, delaying the movements of your enemies. This will only work as long as you are not present within the same location and they are afflicted with patterns.
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Roleplaying an Archivist
Archivists are scientists at heart, trained in skills that both require acute analysis and precision, as well as daring. Their skills are honed through research, development, and practice.
What are the Spheres?
Numbers are the foundation of an Archivist's craft, wherein the universe and reality are ordered and manipulated through numbers. Orchestrated through a latent use of Kalsu, these numbers, also known as the Spheres, have the potential to build and unravel reality. These mathematics are echoed in all of creation, from the fractals of frost and leaves to the power old Magi found in the faceted shapes of their crystals. The Archivists see what the rest of Sapience overlooks.
Number | Name | Sphere of Influence | Reference examples |
1 | Yuef | The Individual | a point, a circle; a thing in itself |
2 | Ef'Tig | Pairs and Relationships | a line between points, intersections, material composition, races, language |
3 | Rafic | Place and location | a triangle, measurement, position, time |
5 | Jherza | Physicality | a pentagon, will, a body, melee, impulse |
7 | Yi | Mystery/Magic | a heptagon, conceptual thought, writing |
11 | Jhako | Balance | scales, eleven-pointed star, symmetry |
13 | Lgakt | Chaos and Uncertainty | thirteen-pointed star, gambling, water |
An eighth number, called the Immortal Number, is hypothesized, but as yet has eluded contemplation by Numerologists. It is said that the mortals who grasp this eighth and final Sphere will transcend mortality altogether, and become like unto the Gods. All previous attempts by Numerologists to contemplate the Immortal Number have resulted in disastrous and destructive events.
How your skills work:
- Manipulating the Spheres through Numerology
- Geometrics through the use of your codex, which provides a stabilized foundation for more purposeful expressions of will
- Ambient shadow in the environment, and in the body, using it to break through the order of spirit to augment bioessence
- Tokens are a malleable, movable reference point, providing another stabilized foundation for expressions of will.
Numerology in itself allows the practitioner to elicit changes and effects depending upon which Sphere they are contemplating. This is expanded in the application of Geometrics, utilizing a codex to hold complex and basic shapes as a focus, which allows the Archivist to manipulate complicated arcane algorithms in a more stable fashion. Bioessence brings further extensions of these concepts into the physical, augmenting and amalgamating the way the elements work within mortal bodies by using ambient shadow to alter the relationship between spirit, fire, water, air, and earth.
Visual style of the class:
Archivists follow precise but fluid movements as they work, drawing power and direction from their codex and materializing effects with their tokens.
Side effects of the class skills:
Numbers could, if wielded with enough reckless mastery and power, unravel all of Sapience. The secrets to this kind of use are tightly kept, but it is enough to caution Archivists to research responsibly - tales abound of Numerologists who unwittingly erased themselves from existence. Bioessence can have irreparable and unexpected consequences if the craft is not minded carefully, given that the nature of shadow is unpredictable.
Roleplaying the class:
Not necessarily all bookworms, but a good number tend to be. Archivists, like their Cabalist predecessors, often have an affinity to one number over the others, which can inform temperament and the types of utility you prefer. Their innate understanding of shape and power allows them to use their shapes in simple and utilitarian ways, such as a symbol of illumination in rooms, which crystallizes a little in the air, temporarily altering the environment of the room they are in, and
so on. They can also enhance and modify themselves through bioessence (altering elemental pieces, using shadow to keep spirit from putting it back in order, and the physical reactions that come with this), and many experiment on others to improve their mastery and understanding of the mortal shell.