ST Standing Trials Knowledge BaseKnowledge Base

Becoming


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Becoming


"No! I swear it to the Seven! Tattooed face to feet and missing three fingers! He stabbed the Lord and turned into a bird! I know what I saw! I know what I saw!"- Jamur Kafyl, former guard of Lord Shavis of Rynmere, executed for assassinating his Lord.


Long have the races of man jealously regarded the natural kingdom. Dominance was not enough, for who truly watches the flight of birds and does not wish to join them? Not all races share the innate talent for shapeshifting the Yludih possess and in that absence, a magic grew. Becomers would argue their craft exceeds that of the Yludih in accuracy and although an unproven boast, Becoming is certainly far more dangerous.


Introduction

Becoming, or Transmogrification as it is known by The Seekers, is a magic that uses totems to guide the transformation of one being into another. It is not simply the mimicry of another life form, it is the exact duplication. Every blemish, flaw, and strength of the source that the totem is made from will be present in a pure Becoming Transformation.

Totems, then, are the guide by which a transformation takes place. Without a guide, Becoming is useless. Without something to Become, there is no magic. Although this restriction exists, Becomers count themselves lucky they do not have to arduously study the feathers of birds or musculature of a jungle cat in order to slip into their body. While study and knowledge is emphasized in this magic, it is a knowledge born of first hand experience rather than dusty study. You will find no Becomer cloistered away in a library, but rather galloping beneath the stars as a stallion to test its endurance, the balance of its gait.

Unlike some magics which eventually require a reversion to one's original shape, Becoming holds no such limitation. Becoming was a name chosen aptly, one Becomes, they do not pretend. If you decide to become a Mer, you will forever be one until motivated to transform again. Some abandon their original form for the excitement of others, but most, especially beginner mages will cling to their old identities like a favored cloak...one that grows far less captivating with age.

Because of this fact that Becomers truly are what they Become, much of their ether use and many of their abilities are "front-loaded". What this means is that while there is a high cost in order to Become a form, there is no cost in maintaining it. So while rapid succession of any of the transformations or abilities will drain their ether, simply existing in a form will not. Many Becomers use this to their advantage if they have a particular plan in place. If they need to Become a particularly draining form, or use multiple abilities across a form in preparation, they often do so in advance of when it is needed, so that they can rest and recharge in that form.

Totems

Totems are the means by which Becoming is possible. By utilizing what Becomers call "The Three Sovereign Substances" a wizard creates items which act as blueprints for the shape the mage wishes to take. The Three Sovereign Substances are Bone, Blood, and Hair. All three Sovereign Substances are variable, for what they are truly representative of is Structure (Bone), Lifeforce (Blood), and Visage (Hair). This is why scales from reptiles, cartilage from sharks, exoskeletons from insects, feathers from birds can still be used. This material must be harvested from the individual creature the wizard wishes to Become. If this material cannot be gathered, the creature cannot be transformed into. The shape of a totem is unimportant. Becomers often consider their signature to be in the way they build their totems. Some make art of it while others stress only efficiency. There is no correct way to create a totem, so long as it primarily incorporates the three sovereign substances. When inducted, the first totem created is the user's own. It emphasizes the most important rule of the magic. One does not Become without sacrifice. Ordinarily a finger or toe is chosen as the bone component of the first totem, and some mages who understand the danger of losing a totem may create multiple totems of themselves and hide them.

Totems are not difficult to create. Totem creation involves channeling Ether through the totem to awaken its potential. Dedication is simple, involving the Becomer meditating with the totem before attempting its use. Dedicating a totem is not something that can be done on the fly, but rather over the course of a trial. While a totem is more resilient than an ordinary item constructed of blood, hair, and bone, it is not invincible. Totems fall apart with age or when subjected to harsh conditions. Some have thought simply using blood as a bonding agent to set the hair on a bone was enough, only to find that in a heavy rain or just in the space of a season, the totem loses its power. Yludih, Naerikk and Tunawa likewise cannot be used to create totems. Just as they can never learn Becoming, so can a mage never Become them.

A totem ages, just as the Becomer does. Becomers often need to replace totems if they live long enough to see those shapes reach old age and have sometimes taken so long between forms that when they go to access their totem again, they find the creature they would have taken the form of has perished, and they must find another. Time is not denied a Becomer. Although they can wear the shapes of any age, all shapes they wear eventually age.

Animal Families

For the purpose of this guide, all creatures that a Becomer can transform into will fall into one of the five families of creatures. This is NOT in any way an exact classification system such as we use in real life. Magic is not an exact science, and Becoming is no exception. Some creatures may appear to fall into multiple categories, so in that event, if the Becomer has access to one of those, they can Become that creature. Below are the five families, as well as some examples, though this is hardly an exhaustive list.

Mammals - This is the animals with hair or fur, that give live birth, and nurse their young typically. This includes everything from a mouse to Humans.

Reptiles/Amphibians - These are the scaly or slick skinned reptilian types that often lay eggs. This includes everything from newts to turtles to Ithecal.

Avians - Most of the flying creatures with feathers will fall into this family, usually laying eggs. This includes pigeons to albatrosses to Avriel.

Fish - These are the creatures of the seas and lakes. Often they have gills, lay eggs, scales or slick skin. This includes tuna, shellfish, and Mer.

Insects - These are the creatures who are typically defined by an exoskeleton, often laying eggs and are usually fairly small. This includes bees, spiders, and moths. This Family can only be accessed at Revealed.

Animal Communication

While a Becomer is in an animal transformation, they are able to communicate with the animals of the same type fluently. While most creatures do not "speak" in the way that humans and such do, the spark is able to translate as well as help the Becomer communicate with creatures in a natural way. So while as a house cat, a Becomer will see and hear dialogue with another house cat that might be as complex as the Becomer would understand in a Human form. However, if a third party person were to watch, they might only see standard cat body language with the occasional vocalization. And this translation effect is optional, and can be "turned off" through communication with the spark or to resist its help. This ability does NOT apply to languages spoken by the Sentient Races.

And while a Becomer is able to communicate fluently with the animals, this does not mean that they blend in perfectly. As the Spark grows and the Becomer's bond with their totems grow, so does their ability to immerse themselves into the proper behavior of animals.

Additionally, a Becomer can Echo the ability to communicate with creatures of which they have a totem. This would allow them to speak to a house cat while in Human form. However, this form of communication is much simpler than the true form, for the Becomer lacks the proper body and therefore lacks appropriate body language.

Finally, a Becomer can genuinely learn to speak the language of any animal of which they have a totem. This allows them to understand what is being said by those animals as well as communicate back in a simpler way, without being in the appropriate form as well as not using Echo. Doing so must be learned in the same way any other language is learned IC. These languages must be identified as Becomer (Animal). So an example would be Becomer (House Cat).

Reference Guide

These are all techniques that can be learned with Knowledge at the level they are available.

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Blending

A technique one learns as a Novice that sets the stage for Borrowing. Blending is simply using two totems from the same animal family to 'blend' features and Become a shape that is neither one nor the other, but a composite of both. Many Becomers use this ability to steal the shapes of the dead and mix it with their own to create entirely new identities. Blending can be used between different species of animal and even those closely related. A dog’s features could be combined with a wolf.

Echo

A Novice technique that is a shadow of what eventually becomes Adapt, Echo borrows senses and minor special abilities from a totem and overlays them with your natural form. The changes are always subtle and usually temporary, such as seeing in the dark, leaping with the grace of a gazelle, or tuning into the echolocation of a bat. One trait may be echoed at novice, with two at competence. At expertise, three traits and four at Mastery and six at Revealed. These traits are fairly easy to manifest, costing little ether to summon, and very little to maintain. Upon reaching Expert, they are able to maintain 1 Echo permanently, 2 at Master, and 3 at Revealed.

Devour

A Novice ability, Devour is a method of acquiring a temporary becoming form. A Becomer can consume the three sovereign substances of a creature while also mixing their own ether into the consumption. This allows the Becomer to take on a temporary transformation to the creature they Devoured. Because this form has no totem, it cannot be altered with other abilities, nor can it be recalled after changing to another form. It is a one time use transformation. Additionally, without a totem to hold the form together permanently, the form falls apart, reverting the Becomer to the last form they transformed from, assuming they still have the totem. This ability lasts for 1 Trial at Novice, 2 Trials at Competent, 3 Trials at Expert, 4 Trials at Master, and 5 Trials at Revealed.

Assimilation

A Competent technique, the Becomer transforms and assimilates totems within his transformation. Depending on the shape, carrying totems and items can become difficult, if not impossible, for a Becomer. Beginning at competence, the Becomer may choose to incorporate totems in their transformation. Totems are automatically assimilated into the Becomer's transformations. This reflects the close, personal bond the Becomer has with their totems. This is always automatic unless the Becomer makes the conscious effort to not assimilate a totem, or the totem has been affected in a way to prevent it, such as forms of overstepping.

Items made purely from animal material, meaning anything from a creature that a Becomer could transform into, all together count as a single Assimilated item in terms of the restrictions. These items must consciously be Assimilated, and cannot be Assimilated during an Unleash.

Items made from non-animal material OR made from animal material, but is magical in nature, count as a single Assimilated item each. These items must consciously be Assimilated, and cannot be Assimilated during an Unleash.

Assimilated items lay an imprint on the form one had before. So long as the totem the items were assimilated into remains undamaged, these items can be recovered, returned to hand the moment the transformation occurs.

The amount of Assimilated items cannot exceed their limitation, which is 1 Item at Competent, 2 at Expert, 3 at Master, and 4 at Revealed. Assimilation must be renewed each time a shape is chosen and the Assimilated items can only be recovered when one returns to the shape that had them in the first place. If the totem with the assimilated items imprinted is destroyed, so additionally are the items.

Additionally, in rare circumstances, a Becomer might become pregnant in a form. The child is protected from harm during transformations by a heightened version of Assimilation. The child continues to develop normally whether the mother form is in use or not. However, it can only receive nutrition while the mother form is active. Being out of that form for too long will result in a child that has starved to death and will be still born or miscarried. The child will reach full term from conception as it normally would, regardless of how often or little the mother form is active during this time. When the mother form is ready to go into labor, the Becomer is forced into the mother form in order to give birth, regardless of their situation.

Unleash

An ability gained in Competence, Unleash is a sudden explosive transformation that takes place in the space of a few moments. This transformation is always painful and wild. Due to the speed of the change, no other Borrowing or form altering techniques can be used when one Unleashes. Combining Chrysalis with Unleashing almost always invites overstepping, depending on the severity of the injuries.

Unleashing can be done once at Competence without inviting overstepping, and up to three times at mastery and revealed. Unleashing is often an ability used of urgency, or as a surprise in a sudden battle. Although it can be used up to three times at mastery without inviting overstepping, it is always risky and rarely the only technique used in such a situation.


Chrysalis

An expert technique whereby by taking another shape also renews the body transforming. This can be incredibly taxing depending on the damage received, but a Becomer could transform into a shape free of injury, even as it is refreshing the shape they currently hold. This is often an ability one uses sparingly if possible, as the repair may be taxing enough to throw the Becomer into Overstepping. It is recommended this ability not be used in combat, but instead when one can relax safely and heal their wounds without expending additional ether.

This does not affect their stamina or need to eat and sleep. Although they can refresh any major damage done to a totemic form, basic necessities and the need to rest are universal to all forms.

Borrowing

Borrow is the technique that evolves from Blending. Using one totem as a 'base' an expert Becomer can 'borrow' traits from other totems in their possession in order to Become a gestalt of the forms. The Base determines the form taken and the supplements determine what traits are woven into the new shape. Ones ability to borrow is determined by their skill but through this technique, a Becomer could transform into a beast unlike which Idalos has ever seen before. A Mage can add two new 'borrowed' traits when this ability is acquired. They gain two additional at Mastery. It is possible to push past this limit, but at the risk of Overstepping. This process can be exhausting and always increases the time of transformation depending on the complexity of the borrowed traits.

An extension of this ability allows a Becomer to fuse two totems into one. This process requires the Becomer to meditate with both totems, while pouring ether into them both, and then passing the ether from one to the other and vice versa, while focusing on the mental image of the Gestalt form they wish to make. This is a slow, long process, and is very straining on a Becomer's ether. Upon completion, the two totems are magically bound into a single item. This totem now allows them to naturally transform into their Gestalt form, however, this causes the two forms used to create the totem to be inaccessible individually. However, since it isn't a full loss of the original totems, the psychological damage from losing a totem does not occur through this method. This Gestalt form is its own totem, and as such, all Becomer abilities apply to it as though it were a normal totem. It will always be the same form they had in their mind when they created the form, so long as it was within the bounds of the totems used.

This same process can be used to divide the fused totem back into the base totems, however, this comes at a higher cost. Because of the loss of the Gestalt form, there will be psychological damage due to the loss of a form, especially if the Becomer has used it a lot and furthered the relationship. Additionally, it puts the two base totems at a higher risk and often times they get broken or mutated in the process.

Adapt

Adaption can only be gained in mastery. Adapt breaks the rule of the 'all or nothing' aspect of Becoming. Adaption works like Borrowing but can be induced after a form has been taken. It's a far less strenuous technique as it does not require a full body transformation and was developed for combat and utility. These transformations are always just as fast as unleashing transformations and only affect the totem shape for as long as the Becomer is in it. These transformations disappear when the mage takes the shape again. Adapted traits are the same as borrowed traits, save for the fact they can be added after a transformation rather than requiring an entire new one. One can only have as many adapted traits as they have Borrowed traits.

Totem Guardian

Totems are more than just shapes, they’re repositories for the soul of the Becomer to fill. In a way, each totem is alive. They take a shard of the Becomer’s own personality and become something different than they were. Totem Guardian is the next step of that ability, allowing the Becomer to invest ether into a totem and have it resume the shape of the creature it was made from. This Totem Guardian is an extension of the Becomer, but not a thrall like Necromancy. Instead, these totems given form are variants of the Becomer, although filtered through that creature’s perception. They are fiercely loyal and generally obey any command a Becomer imparts. They avoid self destruction and many Becomers begin to associate them as their own friends and family. At mastery, one Totem Guardian can be manifested and at Revealed up to two. More can be pushed, but it will always invite overstepping.

If the totem guardian is killed, the totem will also be destroyed. If a totem guardian is badly injured, it may take some time before the Becomer is able to resume their shape as the ether repairs itself in the totem. A Totem guardian can be manifested for at least three breaks a trial without issue…but to push it or combine with other techniques would be dangerous. No other techniques can be used on a totem guardian.

An extension of this ability only occurs when a Becomer is killed, and while this ability unlocks at Mastery, this phenomenon can occur for Expert Becomers as well. When they die, all totems that are still intact will form Totem Guardians using the last of the Becomer's ether and will drain the totems dry, destroying those as well. These Guardians become pseudo spirits. This is a physical form, but is essentially immune to the aspects of living, such as the need to eat, sleep, drink water, reproduce, etc. But unlike spirits, the have no ability to feed on anything so they are extremely rare entities. They are unable to access Emea and the Beneath, so they are unable to become intangible. They are immune to aging, but can be killed by any mundane or magical means.

The Becomer's personality and relationship with their totems determine what these Guardians do. The Becomers that sought balance with the spark, that took care of their totems, that looked to live with nature will often find the Guardians performing a funeral of sorts for the Becomer, before going their own way to "live" in the wild just as their living counterparts would. If the Becomer was controlling, was always battling their spark, or was Atavistic, their Guardians might go on a rampage, attacking any living creature until they were destroyed.

Hive

A dangerous technique for only a Revealed caster, Hive allows the Becomer to split their body into multiple organisms based on their totem. For small creatures, a swarm of them could feasibly be released while the larger forms drastically limit the amount that a mage could split themselves into. The mage shares a hive mind consciousness with all parts of himself but finds it much more difficult to transform if large pieces of himself are destroyed while split. This technique can be used all at once or little by little, transforming ones arm into a snake to spy on a rival, for instance, is a perfectly acceptable use of this ability. Often conservation of mass is maintained in these transformations, but a Becomer has been known to stretch that capability by taking a larger shape and then utilizing Hive…although such arrogance has always been costly.

Harmony

A Revealed technique, Harmony is a deeply personal ability and is extremely steep in its requirement and cost to use. It allows the Becomer to bond the essence of a totem directly onto their soul, cementing the relationship with it permanently. This removes the physical totem from existence, destroying it, for the essence of the animal is now truly part of the Becomer. It can never be lost at this point, including from aging. This form can be used in all abilities, with the exception of the fusing aspect of Borrowing, for there is no totem to fuse.

The requirements to access this ability are fairly intensive. It requires a deep bond with the form wishing to become Harmonized. OOC this is reflected in having 15 threads where that form was used for at least a moderate amount of time. The form looking to be Harmonized must also have existed for a full Cycle prior to the current Cycle. Additionally, this ability requires a large amount of time, ether, and patience. The Becomer usually goes to a place of isolation, and begins meditating with the totem to be Harmonized. While meditating, they keep a constant flow of Ether going into the totem, then return the Ether back to their soul. This typically requires 3-5 Trials of intense meditation. The flow of ether through the soul is so intense that the Becomer is only able to use this ability once per cycle. Upon having met the OOC requirements, and performed the IC ritual, a review request can be submitted while asking for a Mod to review as it requires a Player Notes update.

Dangers and Overstepping

Light Overstepping

Extreme nausea, migraines, tremors, Atavistic Tendencies, Feral Resistance, and weakness in the body.

Medium Overstepping

Temporary paralyses, weakened immune system, Atavistic confusion (Short to medium), Totem corruption, Totem Restriction, Babel tongue

Heavy Overstepping

Atavistic confusion (long), Temporary loss of Becoming magic, Body flux (Uncontrolled half transformations), Destruction of totems currently carried by a Becomer, Totem Rebellion, or additional mutations...even death.


Atavistic Tendencies

Sometimes, a lingering affectation or part of the shape remains with the Becomer. When lightly overstepping, sometimes a Becomer will bring back a habit from the form they inhabited. Perhaps they will have a taste for carrion meat when returning from the form of a scavenger, or become brutally irate if in a territorial creature. The variation of these are unknown in number as any sort of behavior can temporarily follow a Becomer from a form they wore.

Atavistic Confusion

The state some Becomers fall into when spending too long in an animal shape or reaching beyond their limits and overstepping. Atavistic confusion can last a few moments to a few days to years. The human mind, the spirit is pushed to the back of the animal consciousness and the Becomer simply exists as the creature they transformed into until their memories resurface. This state can even be induced in a sentient form, manifesting as amnesia.

Totem Corruption

When a Becomer oversteps, that magic can pollute the totems currently carried. This is especially common among totems assimilated. The corruption pollutes one totem with some traits from another. These are always random and the totem is forever altered. Only by creating a new totem from the same creature can the original shape be recalled. There have been a few stories involving Becomers who corrupted their true form, doomed to forever lose it.

Babble Tongue

A form of Atavistic confusion, this disability affects the language center of the brain. The Becomer, unaware, will attempt communication as a gestalt of all the forms he has recently taken. If many were animals, those trying to communicate with the Becomer may find growls, curious posture, and tweets to be the part of the nonsense babble a Becomer says. This result is usually temporary, wearing off in one to two trials.

Feral Resistance

An overstepping penalty that can be severe or light depending on how badly it is incurred, Feral resistance forces the ether of a Becomer to flex on a wavelength they are not fully capable of understanding. Some Attuners may sense it but this pulse disrupts the minds and behaviors of animals. Usually a temporary penalty, it only effects the animal kingdom that the Becomer was in. Mammals, Birds, Fish, Reptiles, or Insects. Although severe Feral Resistance may effect another kingdom or all. Any and all animals within proximity to the Becomer will either attempt to flee for their life, or hurl themselves savagely at the Becomer in an attempt to kill them...depending on severity.

Totem Restriction

Sometimes, when one oversteps they damage the internal matrix of their totem. The magic is temporarily subdued. Totem restriction is a moderate overstepping penality whereby a totem is temporarily 'neutralized' for a period of time. While the totem is no less a totem, the magic within it will no longer function till it has had time to repair itself. This restriction persists to new totems as well. No animal of that species can be made a totem to replace this totem. The Becomer is effectively locked out of that form.

Totem Rebellion

A severe overstepping penalty. In some rare cases, the Becoming magic fluxes in unexpected ways. A variant of the Totem Guardian ability will manifest, although the totem, rather than being loyal, will attempt to destroy the Becomer or itself if it is unable to accomplish the former. Given the strong relationship some Becomers have to their totems, this is a heartbreaking penalty that most would dread to happen. If one subdues their Totem for the remainder of the time that Totem Guardian can be activated, the totem will return to its state and require seven trials before it is re-integrated with the Becomer.

Initiation

For a discipline that involves transforming at the most basic level, it might seem curious that a Becomer's initiation involves marking them in a way that carries over to all shapes. However, for wizards of this practice magic is about the possibility of being all things while also remaining oneself at the core.

When initiating a new student, the teacher places their hands against a student's flesh. Imparting the new spark into the student immediately begins to twist and melt the skin, although very little pain is felt during the beginning process. This strange sensation will envelop the student. Only after their entire body warps with the power of Becoming does the danger become apparent. The Student must keep their own shape and identity firmly in mind while their soul and body adapt to the spark. Should the student lose control, their body loses cohesion and can mutate into a dangerous monster called a Mimai. To prevent this, the teacher will often help the student create their first totem before true initiation. This is most commonly done by removing a finger from the student and having them concentrate on the totem during the initiation. When the initiation is complete, the student also gains their very first Witchmark. The Witchmark for Becoming is always the same kind among the wizards. Strange, branching, morphic tattoos spread in a brilliant tapestry across their skin. While these tattoos are not necessarily large, they are always colorful.

Suggested Mutations

Much like in the Transmutation discipline, drawing magic through the body can result in mutations. The tragedy with these mutations is that they infect totems, resulting in mutations carrying over between transformations, much like the tattoos. Sometimes the tattoos reach out across the body in a growing tapestry of moving shapes, like another wriggling skin. Sometimes atavistic features will follow a Becomer, features of their base form or transformation will haunt them between new shapes. There has even been word of a Becomer gaining an innate slavering hunger for raw meat, or the inability to consume food they do not hunt and kill. Sometimes, these mutations can be beneficial, skin that exhibits natural camouflage or the permanent growth of ears or nose into something bestial, always blessing the user with the echo of a superior creature's hearing.


Protean

The Protean, like the Lich, is a Revelation that is fixed for the Becomer. As ones connection to the totems evolve, so will those consciousnesses begin awakening within the Becomer’s own body. Each totem is an extension of the Becomer. Their personality, loyalties, and preferences will shape the behavior and personality of each totem they possess. Each totem is technically the Becomer, but maintains its own limited and animal intelligence. For sentient beings that a Becomer turns into a totem, personalities and desires will often merge as a melding of the Becomer’s mind and the structure of the mind they have in their totem. At Revealed, a Becomer’s magic works differently. No longer does a Becomer spend ether to shift between forms but instead uses ether to stay rooted in a particular form. Totems, following their own instincts and desires, will attempt to force a change whenever they are restless or moved to try and move around. While a form will never try to exert itself if the mage’s life is physically in danger (Unless that form might protect the mage), it will be somewhat aware of the outside world through the mage. For most beasts, hunger and boredom are its usual motivators to want to walk about. When such forms are placated, they may remain dormant until called for trials at a time. The Becomer builds special relationships with each totem, finding in them kinship and family. It is said that to destroy a Becomer’s totem is to invite immediate and hideous wrath, as if slaying a dear sibling.

When not maintaining their form, a Becomer will begin to transform into any shape that would best fit the situation, or where they feel most comfortable. If any of these shapes are motivated to fear or fury and try to exert themselves, a Becomer can spend ether to ‘lock’ the form in place, preventing the transformation and forcibly maintaining ones shape. Another added bonus is that a Protean’s mind is a mass of different consciousness’s, making Empathy or other mind based abilities difficult to truly effect or cripple a Becomer. It is just as likely the ability might target one of their totem minds rather than their own, which can be reigned into check with their own power.

Use of Wells

Wells of all types can be used by Becomers. The majority of these uses are consumption by the Becomer. A Becomer can pull the ether of an unset well, in a similar fashion as to how they pull their own ether from a totem in order to transform.

However, there are three known uses for setting a well with Becoming tainted ether. All three methods involve incorporating a well into a totem, new or existing. It is believed there are other uses as well, but they aren't well known, easily discovered, or are intentionally kept secret.

If a well shatters, it can damage the totem it was a part of. If the totem does survive, a new well can be built into it. While multiple wells can be incorporated into a single totem, it is often not done so, for it increases the risk of losing the totem should any of the wells shatter or overwhelm one another.

Should a totem become Harmonized with the Becomer, the well is absorbed fully into the Becomer. The well properties associated with the totem are lost. The ether from the well is absorbed, but as it is held within the body instead of actively being channeled from Emea, it will need to be used in the immediate future or the ether will be lost, leaking out from the body and becoming ambient ether in the world.

Fortify

After incorporating any well into a totem, the totem becomes more durable than a standard totem, allowing them to survive more damage, and at the highest level of wells, totems become nearly indestructible by mundane means.

Additionally, any of the wells that impart special properties will find that these properties are now a part of the totem form as well. These properties are always available so long as the well is intact, and can also be Echoed from the totem into other forms.

Endure

Emetyte, Obstimyte, Harthyte wells, or the wells listed in Bestow, can be fed to a Totem Guardian when manifested. Having received the well, the Totem Guardian becomes a permanent presence for the Becomer. That particular Guardian will no longer drain the Becomer's ether simply by existing. Additionally, the Guardian takes on the special properties of the well it was fed.

Without a totem binding the well, any subsequent wells fed to the same Totem Guardian will be rejected or regurgitated. The only way to change wells out in a guardian is to have it physically rip the well from the Guardian. This is incredibly damaging on the Guardian and can often break or corrupt the totem. Additionally, the well pulled from the Guardian is damaged beyond repaired and is unusable. The Totem Guardian may only ever hold one well at a time. The Totem Guardian can be hidden away back within its totem if ever needed or desired by the Becomer.

Bestow

Morlakyte, Immortanyte, Essenthyte can be meditated with by a Revealed Becomer. While meditating, the Becomer can feed their ether through a totem, or totems, and then feed it into the well, setting it. This meditation often takes a full trial of intense concentration and leaves the Becomer completely drained afterwards.

The result is a well with a single use transformation stored within it, either a pure form, or if multiple totems were used, a Gestalt. This well can now be used on another person. When another person, or animal, comes into contact with the well, it primes the well. Should the well come into contact with all three Sovereign Substances of the being it came into contact with, they will undergo an Unleashed transformation into the form that was stored within the well. High levels of Discipline, Resistance, or being another mage of Expert or higher, thus having decent control of ether, will find themselves able to defend against this transformation. This transformation can also be accepted willingly. This transformation is permanent.

Flaying

While typically Flaying is done by sucking ether out through a near-to-death victim's mouth, Becomers have a specialized version they can use as well. Because of their connection with the animal kingdom, a Becomer is able to Flay lifeforce, not Ether, from any living creature and convert it into usable Ether. If this creature has a soul, they must be close to death, as with normal Flaying. Lacking a soul, there is little resistance to a Becomer's Flaying. This can be done by maintaining a physical contact with the living creature.

If this style of Flaying is used on creatures without souls, the Becomer does not acquire the Thirst as they typically would. However, this version of flaying is a bit less efficient, so it doesn't give near as much Ether. Creatures in the prime of their life and health will generate more Ether for the Becomer. And should the Becomer already be under the influence of the Thirst, Flaying creatures without souls will not alleviate it.

Creatures and beings that have been flayed of their lifeforce will look extremely aged and withered. Hair and fur and feathers will fall out, skin often loses elasticity and color, and they are cold and stiff to the touch.


1) Naturally existing fauna of Idalos in the five classes of animal can be flayed this way. 2) Undead creatures or unnatural creatures that lack the three sovereign substances cannot be flayed in this way. If a Becomer cannot become the creature, it cannot flay its lifeforce. 3) Creatures with extremely long lives (100 arcs or more) often are completely resistant to this method of flaying as their lifeforce is so strong and set.

Ability Specialization

NOTE - This section is a trial run, as a way to give further progression for mages, as well as the ability to specialize. If well received, we will look at applying this to the other magics as well.

Mages continue to grow in the strength and ability, at all levels, regardless of their ability to Reveal or not. As such, this is reflected in the ability to increase the effectiveness of Abilities through hardwork and specialization. This is reflected in the number of knowledges on has dedicated to the specific ability. There is a tiered system for being able to surpass the listed limits (found in the progression quicknotes) per ability where applicable. This progression is tracked as shown below. This cannot be used to increase the number of Initiations.

(X+10 knowledges) is the increase modifier, where X is the previous requirement will allow for that ability's limit to be increased by 1. This tiering is cumulative per ability, not for all abilities. There is no upper limit to this, but it does become extremely difficult, which is the point. This is truly pushing the limits of the magic. Upon achieving the count necessary, present your knowledge count to the Player Support Forum in order to have your Prophet Notes updated.

Example 1st upgrade - 10 total Becoming - Unleash knowledges 2nd upgrade - 30 total Becoming - Unleash knowledges 3rd upgrade - 70 total Becoming - Unleash knowledges

Additionally, if one chooses, instead of having to meet the knowledges requirement, mages can use unspent points to upgrade an ability. These function in a similar tiering system as the knowledges above, with simply magic points in place of Knowledges. It operates on the same numbers for knowledges, multiplied by 3.

Example 1st upgrade - 30 total Becoming points to upgrade Unleash once 2nd Upgrade - 90 total Becoming points to upgrade Unleash again 3rd Upgrade - 210 total Becoming points to upgrade Unleash again.

Competency Tiers

Novice

A Novice at Becoming is just learning to tap into the unique power of new forms. Transformation is agonizing and arduous, taking 6-8 bits depending on the complexity of the new form. Students are told to embrace this change and understand that to Become, one must experience the state between, of primordial nothingness. There is a sweet moment, teachers say, between what you were and what you are where a Becomer feels nothing at all. That brief moment of oblivion is a focus point for new transformations as it marks the midway point...when you are neither yourself nor what you want to be. At this stage a Becomer is limited to the Family of animal's their own race belongs to as they most closely mirror the mage's reference of experience. In addition, size can be most animals smaller than the Becomer but only a few that stray much larger. Large cats are about the size limit of novice Becomers. New forms are often initially clumsy as the mage learns to adapt to new centers of balance, locomotion, and body parts. This initial ineptitude is short lived, but always follows a new form for the first few times a Becomer accesses it.

At this level a Becomer can learn to call upon qualities in their transformations, and unlock Echo. Some Becomers forget that clothes do not follow them between transformations, a costly lesson if a mage continues to forget. Toward the end of a Novice's journey they start to explore the innate relationship they can form with totems. Blending is a curious technique but one that absolutely falls within the ability of a Becomer. Novice and Competent Becomers do not often fit in well with other animals of their type.

Quicknotes

  • Family - Only the family the Becomer's self form is a part of.
  • Animal Communication - Native species will most definitely recognize the Becomer as a fake, and will often turn aggressive or completely ignore the Becomer
  • Form Size - Slightly larger than self form.
  • Initiation - Unable to Initiate
  • Blending - No limits listed
  • Echo - 1 total Echo, 0 permanent Echoes
  • Devour - Form lasts 1 Trial

Competent

A Competent Becomer gains a new Family of animal, as well as the abilities of Assimilate and Unleash. Finally they are beginning to acclimate their minds to new shapes they take. Competent Becomers lose much of the characteristic clumsiness of a novice within the first few minutes after a successful shapeshifting. They become capable of utilizing Unleash at least once a trial without overstepping.

Competent Becomers begin to build a relationship with their totems. Most Becomers at this rank fall into a familiar few forms that they are most comfortable taking, rarely choosing others save for the thrill of acquisition and experiment. A Competent Becomer begins to diversify their shapes in order to respond to specific obstacles they may encounter. A Competent Becomer may choose a new animal group to study and gain totemic access to, Reptiles, Avians, or Fish. In addition, the size a creature the Becomer has access to increases to roughly the size of a horse or medium species of bear. Becoming is a little faster at this level, taking 3-5 bits depending on the complexity of the change...but the process is still agonizing.

Quicknotes

  • Family - Self Form Family + 1 more family
  • Animal Communication - Native species will tentatively begin to communicate with the Becomer. There is still quite the feel of them being an outsider, so a wrong step will often lead to rejection. But tolerated acceptance is common as well.
  • Form Size - 2-3 times self form size
  • Initiations - 1 Initiate total
  • Blending - No limits listed
  • Echo - 2 total Echoes, 0 Permanent Echoes
  • Devour - Form lasts 2 Trials
  • Assimilation - 1 Assimilated item
  • Unleash - 1 Unleash per trial before overstepping

Expert

At expertise, a Becomer learns creativity in their craft. By now they've learned to better adapt to the forms they take and have built an impressive reservoir of totems. Becomers at this stage usually still cling to a few comfortable forms they prefer to be within, but some have even abandoned their original form at this juncture to pursue the multiplicity of identity. As their creativity and experiments in the nature of Becoming and totems expands, the ability Borrowing becomes available.

An expert Becomer also finds the speed of their transformations improved. Even under duress, an expert in the art of shapeshifting only needs bits to take a new shape. Unleash becomes available an additional time before needing rest. Chrysalis is learned at this stage of mastery, insulating the Becomer against wounds sustained in various forms. A Third Family of creatures to transform into can now be acquired. A Becomer can now assume shapes roughly the size of a rhinoceros or giraffe. All but some of the largest forms limited from their grasp. The pain is still excruciating as it's impossible to escape the agony of Becoming something new, but by this level of power a mage is at least somewhat accustomed.

Quicknotes

  • Family: Self form + 2 more families
  • Animal Communication: Becomers are typically accepted by native species. There might still be some aspects that are considered quirky or foreign to the natives, but this is often just overlooked by how much is right in the Becomer.
  • Form Size - 5-6 times the self size
  • Initiation - 3 Initiates total
  • Blending - No limits listed.
  • Echo - 3 total Echoes, 1 Permanent Echo
  • Devour - Form lasts 3 Trials
  • Assimilation - 2 Assimilated Items
  • Unleash - 2 Unleashes per trial before overstepping
  • Chrysalis - 1 per trial before overstepping
  • Borrowing - 2 Borrowed traits per gestalt

Master

Mastery imparts an entirely new level of utility to a Becomer. In addition to being at the near pinnacle of their skill, certain possibilities become available that earlier practitioners could never dream of. At core, a Becomer completely transforms into a new form...becoming something wholly different from what they are. Mastery allows a Becomer to bend those rules. A master becomes capable of Adaption, named for the swift partial transformations a master can utilize. Drawing on their totems, a master can augment an existing shape on the fly for less Ether and less strain. A master gains access to the final kingdom of traditional animals, giving them a wide array of different shapes to collect and experiment with. Transformation at this level is done in the space of a single bit or a little less, depending on complexity. By this time, a Becomer has picked up a curious resistance to pain that has been developing their entire journey. Agony that might halt another of their species only invigorates the mage. Some develop that into a sort of sadism or masochism, but the only truth is that a Becomer is resistant to torture as they have been made and unmade nearly countless times before. New shapes are as easy as slipping into an old one. At this stage, a Becomer can now become beasts as large as Elephants, only the largest of shapes remaining beyond their capability.

A Becomer has only a short period of adjustment when taking a new form and intrinsically knows how to move and even insights into how to act. Only techniques like Flying or swimming still need to be focused on to avoid clumsy beginner mistakes. Ordinary animals and beasts will no longer notice a difference between the Mage and their own species. Unleashing can be done three times a trial before the necessity for rest and a master is a terrifying combatant, flashing between shapes, often healing, and then renewing attack. Frighteningly, at this level a Becomer shatters the concept of self and can learn to unleash their magic on their own totems. Totem Guardian becomes available at this stage to learn and a Becomer begins to form special bonds with the totems they collect. A Becomer at this level has no specific form they feel comfortable in. Many abandon the idea of personal, fixed, identity. Master Becomers are at home in any shape they choose.

Quicknotes

  • Family: All families except Insects
  • Animal Communication: Fully accepted by native species in all but the most obscure species or while a totem is fairly new.
  • Form Size - 10-12 times the self form size
  • Initiation: 6 Initiates total
  • Blending - No limit listed
  • Echo - 4 total Echoes, 2 Permanent Echoes
  • Devour - Form lasts 4 Trials
  • Assimilation - 3 Assimilated Items
  • Unleash - 3 Unleashes per trial before overstepping
  • Chrysalis - 2 Chrysalis uses per trial before overstepping
  • Borrowing - 4 Borrowed traits per Gestalt
  • Adapt - 4 Adapted Traits
  • Totem Guardian - 1 Totem Guardian


Revealed

There are no known Revealed Becomers. It is presumed that if there was one, he or she (it would hardly matter anymore) would rarely be one thing long enough for someone to know. Most perish before reaching this level. A Revealed user becomes a Protean, and often forms a kinship with the totems they currently possess. At Revealed, a Becomer has access to the insect kingdom. Finally, small insects and creatures as large as a whale can be chosen as totems. Revealed newcomers are now gain access to the ability to emulate magical qualities from creatures previously unable to be acquired. Swarm is granted to a Revealed Becomer, allowing their body to become a gestalt collection of beasts and oddities for combat, escape, or utility. A Becomer's imagination is all that holds them back. United with the Spark, a Becomer sees the world and the natural kingdom as a unique gallery of shapes and abilities to use and explore. All their transformations takes place in 30 trills (depending on size), unless they wish to Unleash. A Revealed mage of this caliber can be a fearsome opponent, but more often is interested in expanding their consciousness and knowledge beyond the petty limitations and politics of mages. A Becomer seeks to Become all there is and was. Why be one thing when you can be everything?

Quicknotes

  • Family - All families
  • Animal Communication - Full acceptance of all species, including new totems
  • Form Size - Extremely large and extremely small, both limits too difficult to define
  • Initiation - Unable to Initiate
  • Blending - No limits listed
  • Echo - 6 total Echoes, 3 permanent Echoes
  • Devour - Form can be held for 5 Trials
  • Assimilation - 4 Assimilated Items
  • Unleash - 5 Unleashes per trial before overstepping
  • Chrysalis - 3 Chrysalis uses per trial before overstepping
  • Borrowing - 6 Borrowed Traits
  • Adapt - 6 Adapted Traits
  • Totem Guardians - 2
  • Hive - No limit listed
  • Harmony - 1 use per cycle

Becoming Q&A

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Subcategories

This category has the following 5 subcategories, out of 5 total.

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