Alterors
Alterors are users of
flux energy. Traditionally, alterors are considered one of the "classic" magic users, along with imagers, mages, bondsmages, etc. They are among those with a special college on Simon Island and a worldwide Order called the
Pangowahan Order (from northeastern isles off of Dabusen [java]). This order is in great demand and keeps strict records of their practitioners; in many countries they are heavily regulated for fear that their powers might be used on currency.
Orbs
Flux is not truly controllable, only nudged. Alterors do this by using specially made orbs, twisting and turning them between their hands. The orb must be perfectly spherical and clear of any blemishes or dirt. More powerful alterors can use any perfectly spherical object, though materials and other factors can affect how easy/hard it is to wield. The best orbs are made of
vysolite or
living vysolite, but glass, certain kinds of stone, and some other mystic metals will work.
To wield an orb, an alteror must be taught how to sense flux, how to know how it is flowing, and how to "throw" the orb. Flux flows through solid materials, so an alteror knows when flux is moving through them. With good timing, they can throw the orb up to catch the flow. If their hands (or tentacles, tendrils, etc.) are perfectly parallel with the orb in the middle, the flux will be caught swirling around the orb. The orb will float suspended in air before them, and they will be able to control the flow of flux by adjusting the spin of the orb by moving their hands very precisely. The type of material of the alteror's gloves (if any) also have an effect.
The direction of the spin, the speed of the spin (higher is stronger but less controllable), materials of the orb and gloves, duration of change, the degree of difference between the target and the intended alteration, and skill of the alteror (dexterity and perception) are what determines the success of alteration.
Directions
- Skyward Roll: rolling at 0 degrees, away from the user, perpendicular to the ground, sends an arc of flux called a "saw." It is often used to alter size. It is one of the two most common directions. Size can be height, mass, length, width, volume, etc.
- Polar Skew: rolling at 15 degrees, away from the user, sends an arc of flux called a "ring." It is often used to alter temperature.
- Frontsling: rolling at 30 degrees, away from the user, sends an arc of flux also called a "frontsling." It is often used to alter composition.
- Sunrise Diagonal: rolling at 45 degrees, away from the user, sensd an arc of flux called a "sinusoidal." It is often used to alter proportion.
- Cyan Twist: rolling at 60 degrees, away from the user, sends an arc of flux called a "color wheel." It is often used to alter color.
- Muter [javanese for spin]: rolling at 75 degrees, away from the user, sends an arc called a "spark." It is often used to alter number, but it is one of the most difficult to use.
- Sunrise Horizontal: rolling at 90 degrees, to the right, parallel to the ground, sends an arc of flux called a "disc." It is often used to alter thoughts. This is often very difficult due to the mental strength of the opponent and the complexity of thoughts. The horizontal-away spin pulls more flux than other spins.
- Arc-Maker: rolling at 105 degrees, away from the user, sends an arc called a "dancer." It is often used to alter velocity/speed/movement.
- Bunderan [javanese for circle]: rolling at 120 degrees, away from the user, sends an arc called a "loose." It is often used to alter strength.
- Whirling Blade: rolling at 135 degrees, away from the user, sends an arc also called a "whirling blade." It is often used to alter quality. It is among the more difficult maneuvers.
- Low Spin Right: rolling at 150 degrees, away from the user, sends an arc called a "tip." It is often used to alter direction.
- Near-Straight Right: rolling at 165 degrees, away from the user, sends an arc calleda "bounce." It is often used to alter only the surface of something.
- Groundward Roll: rolling at 180 degrees, toward the user, sends an arc of flux called a "slap." It is often used to alter emotion, and it is a difficult maneuver to master because it can easily hit the user when not intended to.
- Near-Straight Left: rolling at 195 degrees, toward the user, sends an arc of flux called a "spiral." It is often used to alter shape. It is one of the two most common directions.
- Low Spin Left: rolling at 210 degrees, toward the user, sends an arc of flux called a "parabola." It is often used to alter duration or age. It is a rare and difficult maneuver, for it sends flux at something a little more conceptual.
- Whirling Rope: rolling at 225 degrees, toward the user, sends an arc of flux called a "lariat." It is often used to alter pressure (air pressure, water pressure, etc.). It is uncommon.
- Nggulung [javanese for roll]: rolling at 240 degrees, sends an arc of flux called a "wing." It is often used to alter ability. While the maneuver is common enough, success with it is rare.
- Arc-Twister: rolling at 255 degrees, toward the user, sends an arc of flux called a "whip." It is often used to alter position.
- Sunset Horizontal: rolling at 270 degrees, toward the user, sends an arc of flux called a "maelstrom." It is often used to alter Names. It is considered the most difficult maneuver to pull off, and it requires the most powerful will for it to succeed, as the metaphysical inertia of a Name is extremely powerful.
- Corak [javanese for twist]: rolling at 285 degrees, toward the user, sends an arc of flux called a "strike." It is often used to alter state of matter.
- Cyan Nudge: rolling at 300 degrees, toward the user, sends an arc of flux called a "bolt." It is often used to alter continuity. This is extremely rare and difficult, and it requires being able to sense something more esoteric.
- Sunset Diagonal: rolling at 315 degrees, toward the user, sends an arc of flux called a "droplet." It is often used to alter function. This is a very complex maneuver.
- Backsling: rolling at 330 degrees, toward the user, sends an arc of flux called a "scissor." It is often used to alter souls. It is second only to altering Names in difficulty.
- Antipolar Skew: 345 degrees, toward the user, sends an arc of flux called a "whisp." It is often used to alter energy. A complex and difficult maneuver.
- Wobble: a wobble is a back-and-forth horizontal movement of the orb that sends an arc of flux also called a "wobble." It is often used to alter perception.
- Rumble: a rumble is a back-and-forth vertical movement of the orb that sends an arc of flux called also called a "rumble." It is often used to alter angle.
- Ripple: a literal rippling of the orb that sends waves of flux out in all directions, altering everything uncontrollably. This is an illegal maneuver.
- Bump: a single up-and-down motion of the orb that will reset all alterations within a distance based on the alteror's will.
Other maneuvers exist, and any maneuver can be used to try to alter any quality. It just doesn't necessarily work as well.
Alteration
Flux can change almost anything. It is easiest if targeting solid, physical objects. The simpler or smaller, the easier something is to alter. The user must know their intended alteration before directing the flux. Directed flux becomes much more tangible. Directed, it will also ignore everything but the target, if the spin is good.
Everything has metaphysical inertia; almost everything wants to remain as it is. There is always resistance to directed flux (undirected, natural flux flows and slowly affects the natural changes of the universe). The alteror must place their will into the flux and overcome the metaphysical inertia of the target. If the target is alive (and personally unwilling), they must also conquer that person's will.
Basic Rules
- You cannot alter something you are unaware of. This also means you cannot alter something that is theoretical. You may know, for instance, that generally speaking, germs are present, but if you cannot see or otherwise sense them, and do not know what they are, you can't alter them.
- Similarly, abstract instructions do not work. You cannot alter someone who is "sick" to be "healthy." If you have medical knowledge, however, you can be more specific and effect a change.
- Broad instructions can be used, however. You can alter something to merely be "bigger" and the degree of change will be determined by the power of your spin.
- It is possible with very powerful alteration magic to alter someone from "alive" to "dead," but it's much easier to be specific. Of course, laws around murder still apply. The Order frowns on this.
- Most intangible things (concepts, ideas) cannot be altered, but emotions, thoughts, souls, and Names are the exceptions, but only for those capable of perceiving them in others (for example, vis psionics, empathy, soulsight, or Name-sensing).
- Uncontrolled, wild flux is extremely dangerous, and the Order will strip a member of their powers (using very powerful flux) if they are caught doing this.
- Similarly, altering currency is a crime in almost every country, and therefore, the Order frowns on this as well.
Permanence
Some objects don't merely have metaphysical inertia, they have permanence. The unchangeable is rare, but those few examples that exist are completely immune to flux, and thus, to alteration. Most things are in a state of constant flux, and thus, are susceptible.
Variations
Some variations within the Order:
- Apus-Apusan: alterors who betray the Order and use their powers to alter contracts and documents after they were signed in order to trick people into deals.
- Dukun: extremely rare alterors who use their powers to help heal people. Usually serve as medics within the Order only.
- Pejuang: alterors who use their powers in conflicts and combat, usually as guards for the Order or as part of a military unit.
- Pemain Gamelan: alterors who use their powers to alter the music being played by the band they are in.
- Pengaduk: alterors who specialize in creating the chemicals used to care for orbs and prime objects to help novices perform their first spells.
- Thukul: alterors who are the primary caretakers of the Order's main halls' gardens, where they place and care for a great orb that makes the gardens constantly shift.
- Werna Kulit: alterors who alter themselves so that they may speak with chameleons, thus being able to keep the great garden full of them in the Order's main halls.
- Wong Bodho: alterors who use their powers to alter their costumes, makeup, or self during public performances as clowns.
- Wong Sing Ngrangcang: alterors who specialize in crafting materials into objects that do alter shape easily, often at a touch.
And rare alterors from other parts of the world:
- Evolutionist: a generic, modern version of an alteror who uses their powers to study evolution and/or uses the study of evolution to enhance their powers.
- Synagczy: from Ranu, these alterors use their powers in analysis of data, helping them understand how things change so they might predict future changes.
Persecution and Laws
As mentioned above, almost all countries who are aware of alterors outlaw the altering of currency via their arts with special penalties.
Skills
Some common skills include
- Design
- Languages
- Dance
- Prestidigitation
- History
Stats
The typical alteror will have the following variations from the base stats of their nation/species:
PRO +1
ATH +2
STR /
AWA +3
WIL +4
STH +2
PRS +2