Builder Lore
Started: 2014
Updated: 06/13/2017
Update List:
Builder Stories:
http://www.tthfanfic.org/Series-2901
Builder Challenge:
http://www.tthfanfic.org/Challenge-7849
Builder Jumpchain Doc “Generic Builder”: (Added 06/13/17)
https://drive.google.com/file/d/0B9z8OBNwez4nZ3E4Q3RTOW81Znc/view
Class: Builders
Class Type: Heroic (Young – Early Mastery) / Godlike (Middle Mastery – Ancient Mastery)
Class Ranks: Youngling, Apprentice 1-3, Journeyman 1-3, Master 1- 4, Ancient Master
Species: Builders
About:
A Builder is a species and class of person whose very nature is that of creation, construction, and building, as function and art.
Once a builder becomes a Builder, (the ways and means are mysterious and arcane) they become part of the species: Builder. They may retain their original shape for the purposes of communication and blending-in with their home species, but are adaptable enough that should they enter another realm, they make take on the shape of the other local builders, if any, or an acceptable related species.
A Builder’s base shape is metamorphic and transitional and may be mistaken as a liquid. (Nano-bodies? Are they really a collection of nanites functioning as one entity. Able to cloud into being? Might explain the “sight,” and “blueprint” Maybe...) One non-builder species as comparison: Changelings in Star Trek. Builders, however, have much more flexibility and individuality and don’t sleep in buckets. Builders may mate or take as mates almost any species and successfully reproduce with those mates. Builder talents may be latent within children and activation of talents will be variable. (Meaning, a child might become a full builder, or simply an awesome carpenter).
Note: While a peasant can become a builder (through ways and means mysterious and arcane), a builder is not ever really a peasant. They simply take on the aspect of a peasant in order to blend in.
Note: Builders can “make” other Builders, but it takes specific will and intention plus contact, plus other variables (such as magic). Not everyone “chosen,” can become a Builder. Though they might, if they’re lucky, become Talented.
Moreover, once a Builder, always a Builder. Builders cannot permanently become something less than what they are. Although magic and mayhem may cause temporary changes and amnesia, a Builder’s real being will inevitably awaken and shine through.
Builder Powers, Abilities and Knacks improve with age and mastery. Master Builders are able to do things that Youngling or Apprentice Builders simply cannot (especially without blueprints). Journeymen are able to accomplish things that Younglings and Apprentice Builders cannot. That said, a Communal gathering of Builders can approximate mastery, depending on the sum of their levels, the time put into creation, the urgency of the need, and/or other chance variables.
Builders who originate from other species have carry-over gifts and powers. These gifts and powers are called Talents and they may or may not blend into the standard Builder packages. For example: Someone with great language talents will continue to have that talent and that talent may developed as far as it may naturally progress. It may even affect their Builder’s knack in a specific area, such as Artisan (Runes).
Builders have no prejudices toward Builders who originated from other species or even from Built Units. A Builder is a Builder is a Builder. They are not all powerful or omniscient. But they will be as they must be and do as they must do. Thus it is.
A Builder’s sense of “right and wrong,” may not be the same as the locals. A Builder would never blame another builder for building. They might favor other moral stances from a practical point of view from time to time or for the sake of their family and comrades, but to build is like breathing for them. Morality has nothing to do with it. However, the right of self-protection and family/kin/clan/pack is sacrosanct with them. And that does affect their concepts of right-action. For example: Killing - “He needed killing,” might be a legitimate builder response to a perceived moral necessity; especially if that being were a mortal threat towards themselves or a loved-one. However, they do not kill indiscriminately or without reason. Most Builders don’t kill at all. But watch out when they decide to punish.
That said, Builders can be neutral, but often that’s not a great definition for them. Their alignment, doesn’t really gel with the usual “rules,” of alignment. They are rarely actually neutral. They often lean good, but rarely bad. A builder has no need for Greed or Selfishness as they can gather and build what they need as they need it. They will help people regardless of technology level if they feel those people need help or if there have been negotiations for their expertise/building. Builders have their own personalities and preferences.. A builder builds. But they may have their leanings. Better alignment descriptions for them might be Light, Grey, Dark, Patches and Butterflies, Creative. Creative Good is a Builder kind of alignment.
A Builder may build anywhere and anywhen, but their “alignment,” may influence their choices - thus a “Grey” Builder who finds themselves on the Hellmouth will favor Buildings and Structures that attract heroes or units that fight for the Light, though they themselves may be Grey. A “Dark,” Builder might build subterranean hideaways, just because they can. But so would a Grey or Light builder, if they thought it would benefit them. Also: it depends on the available Blueprints.
Builders can sense one another. A Builder has an innate awareness as to whether another Builder is on the same plane or near-location as they are. The closer they are, the deeper the awareness.
Builders are adventurous. They wander worlds and universes looking for new things and places and people. They have a love of the extraordinary and an appreciation of the ordinary. They smell the roses.They visit the museums. They ride the rides. They battle the battles; usually with constructs, but still. Fun is fun and building is fun. (For example: Builders get along fabulously with time lords and make excellent companions.)
Builders compete; with each other and with others. A Builder for one side will compete strongly with a Builder for the other side. This is mostly to establish “Greatness,” and partly because of business ethics. A “bought,” Builder stays that way until the “end of the game.” The Builder knows/intuits when that end is and when all is done, they leave for their next adventure.
Definition - In Game. Builders may accept the offer of a local to build things. This is called being “In Game.” Builders will follow some of the basic rules of the game. They will come when called. They will defend themselves and what they are building or gathering. They will build the agreed upon facilities.
Definition - Out-of-Game - Builders who build while out of game or not in competition. Basically builders doing some normal-ish construction for their own purposes.
Builders can “die,” but usually that means that they’ve lost consciousness and have devolved into their base form (Nanite pool?). A Builder in their base form still exists and is capable of re-enervating / re-integrating and resurrecting. Resurrection occurs once a Builder has a Home. Home is the default portal-after / emergency site. An injured Builder recuperates faster at Home. However, Home is not required to reintegrate. It’s simply easier if they get resurrected, but unless they are completely disintegrated, they’ll usually pull it together. After a while. Maybe years; depending on how dispersed they are.
Builders “In Game,” who have been sufficiently attacked to be knocked out or whose Builder-host has lost, will appear to die and disappear from the game; usually by portaling away to Home (or another designated place) or fading into the ground for later re-integration (usually at home or after most people have left and the Builder is “safe”.)
That said, a Builder can be Ashed and that is Death for the Builder.
Definition - Ashed - The builder’s most permanent death and something they really try to avoid. They might survive one nuclear blast the same way anyone else might (if they’re underground and far away enough; and when they puddle, they can get underground and far away very quickly) but if they’re sent to the middle of the sun without protection, then they have a good chance of being Ashed. That said, it is rare that Builder’s get Ashed.
Builders are very long-lived and possibly scale to the immortal side of things once they hit Mastery. It takes a lot to put them down permanently.
Powers: Basic Builder Powers
Claiming - The ability to claim, create and designate spaces for building. It is not always necessary for builders to claim space for building, as some buildings and structures may be placed / grown / built in unclaimed spaces too. However, it is much easier for a builder to construct buildings in theme in claimed areas.
Definition - Theme - Areas designated for specific themes, layouts or tasks. Buildings, structures and objects may be built of any kind, but if an area is themed, then the buildings will reflect that theme. For instance, an area designated for westerns may look like one might expect a hollywood western town to look like. Non-themed areas, but claimed areas, will be generalized to match the local building custom; unless the building team or master Builder declares a particular appearance. A themed area will always have enough space to be inclusive of a living or work space, supporting structures and decorations. A themed space will take on the aspect of the chosen theme upon the completion of the first building in theme..
Claimed areas may also have designated purposes rather than or inclusive of themes - for instance: commercial, educational, storage, etc. A themed space that includes a designated purpose will generally be doubly productive.
Builders may claim areas by walling, flagging, declaring, negotiation or invitation.
Note: Declared space must not previously have been claimed by someone else, except in emergency. (See Definition - Emergency Claims).
Some claims may have to be arranged by the builder-host. Those claims may have “dual” ownership - the builder-host and the builder. Landowners may also have their own claim adapted for builder use by invitation. Landowners are not always builder-hosts, per se, but may have some authority to make adjustments because they “own” the land. For instance: Joyce Summers is a landowner and may act as builder-host over her land. However, because she is a landowner, builders can not claim the land. They can only do what they are invited to do. Neither, however, can she act as builder-host for the whole town. She can only act on behalf of her own land. Meanwhile, Willow purchases a warehouse and some of its environs. She becomes a landowner, her own builder-host and can claim that space (and thus be at liberty to expand or limit it according to her necessities).
Definition - Builder-host - Usually the political head or person who has negotiated with a builder to build something.
Definition - Emergency Claims - Emergency Claims are claims that happen due to emergency needs. These claims and alterations to areas may or may not be permanent depending on how effective the transition to the new theme or purpose is. For example: A builder needs a medical space. They are in a hotel without access to the manager or anyone in authority. They claim a room during an emergency for the medical space. They build a first aid station. The room remains because the station blends with the hotel. The manager and people in the hotel accept that the first aid station is an addition from the hotel’s owners. The hotel owners never think to question why this hotel has such a nifty feature as they obviously had it planned from the beginning. It’s a bit of “Builder magic,” so to speak. Emergency claims are limited and must actually be caused by a legitimate event. One can not emergency claim a whole galaxy or town. However, one may claim an area designated as a base and that area may include whatever space was already designated for the base. For example: A high school designated as a base, may be claimed in an emergency and transformed; including the football field… etc.
Dimensional Addition or Subtraction - A builder’s claimed space, such as their pocket storage, may be stretched or limited according to the builder’s ability and preferences. Builders may also build dimensional spaces to expand into rather than expanding land. For example: The Tardis is larger on the inside than on the outside. The “claimed” space of a Tardis is limited, but the dimensional space is expanded within the claimed space. Or, extra-dimensional spaces; Harry Potter’s magical trunk. A builder with a craftsman knack might choose to build a trunk with rooms. Etc.
Construction and Engineering – The ability to build and construct and engineer anything using (x) resources. (X = gold, local and/or lumber materials). Time is a variable, to a builder, but some basic buildings, structures and components may “instantly,” be constructed depending on the available blueprint and materials, energy expenditure and mastery level of the Builder. Specialized buildings and structures may take more time, depending on complexity.
Definition: Component – anything organic or inorganic which may be found within a building and its environs if directly related to the building. For instance the yard around a building may have structures and components related to the building type. These will be generated along with the building at the time of its creation. This may include, depending on the building or structure, units and valuable items. Builders may choose whether to allow the construction of items or units within a building/structure. Some Buildings may be designed to “lure,” rather than create units. These buildings often use gold or money as the exchange. Thus materials may be saved in favor of cost.
Also, Buildings, structures and components may have settings that builders enable/choose. For instance, a guard house may include options for upgrades and a guard. Interested parties may offer payment for upgrades to a building that a Builder has rendered and once payment is given, the upgrade will happen automatically whether the Builder is present or not. The upgrade would apply towards the options chosen, including the guard.
A Builder may upgrade the building that they have created themselves at anytime without penalty, so long as they have the materials and the will to do it. Cash and material cost will be at least fifty percent less than if they had not built the building. This explains their tendency to deconstruct a building first and then rebuild the upgraded building. It’s cheaper and, then again, some Builders are jealous of other Builder’s Buildings (or find fault with them or … whatever… Builders have their aesthetics and will apply that aesthetic. Thus, once buildings move past basic models, they start to become personalized and Builder’s style may become recognized.)
Definition: Units – Units are a way of describing a category of “built” people. Built people are often the product of a building or structure and may function in particular ways. For instance a Farm will often generate Farmers. Farmers may or may not gain true independent sentience depending on many factors, but usually it requires a mix of intelligence, imagination and the granting of “soul,” or “life,” by the local universe. Once a unit has attained sentience, they become impervious to standard deconstruction methods. They have become “persons.” Persons have free will and may leave from their “duty,” station to find other employment or opportunity or what-have-you. Once they have become their own person, they are their own person. No take-backs.
Definition: Structure – Structures are anything “non-building,” but which can be legitimately created or built. For example, a boat is a structure. A car is a structure. A statue is a structure.
Definition: Building – A “place,” item where units may be created, people may live, things may be crafted, food may be cooked. For instance, a guard tower is a building, while a wall is a structure; unless the wall has living quarters, in which case, it becomes a building. A gazebo is a building. A dock is a structure. A bridge is a structure, unless there are toll booths, in which case it becomes a building. Either way, a Builder can build it. So this is just now semantics.
Seeing – The ability to observe and analyze any building, structure, material, component, unit, person or thing. Seeing is related to Blueprint and must be activated in the Builder or Builder’s Child for Blueprint to be activated. (Note: Seeing and True Sight are two different things. True Sight is a talent related to wisdom. True Sight, however, may affect Seeing).
Blueprint – The ability to create blueprints based on the Seeing. Blueprints may be physical or mental depending upon how they are originally accessed. Any Builder can create a physical or mental Blueprint upon need. Blueprints provide access to information related to base costs and materials needed for any structure, material or component; as well as basic instructions on how and what to build. Blueprints are required to build most things. Journeymen Builders do not require physical blueprints for very basic buildings, but will generally use them as a form of good practice. Master Builders can sometimes invent building wholesale, without need of a blueprint; mental or otherwise.
Deconstruction – The ability to to deconstruct any structure, material, component, thing or non-individualized unit into raw materials – usually basic gold and lumber. Individualized units (aka Sentients) may not be rendered into raw materials without specific methods (magical efforts and specialized tools) as they have become viable to the local universe. Dead individualized units may be rendered into raw materials or they may be cataloged into the Blueprints. Once Blueprinted, the dead may be raised for a price and without dark-penalties, via a specialized building or magical structure and upon the consenting agreement of the sentient to be risen. No true Builder would raise another without their consent.
Note: Undead individualized persons, such as vampires and ghouls, count as sentient regardless of ensouled status, as technically, they do have a “soul,” it just happens to be a predatory inter-dimensional parasite. Thus, they can not be arbitrarily rendered down to raw materials. They can, however, be blueprinted as base-units and the units can be altered then to fit the Builder’s need.
Builders can never be turned into what they are not. No Builder will ever be a Zombie, except in disguise.
Note: Deconstruction may be used to heal Builders. A Builder may deconstruct buildings and structures and non-sentient units/components in order to heal themselves. (See Demigod: The Rook). They may also deconstruct something in order to create a temporary shield or armor or weapon for themselves. This is often inconvenient for the bad-guy.
Repair – The ability to repair and rebuild any building, structure, material, component, thing or non-individualized unit to their best default status. Master or journeyman builders may even improve the default, depending on their level and area of expertise. (Expertise is different than a knack, and is a “learned,” skill rather than innate.)
Gather – the ability to gather materials for building and storage. Ability to gather items of unique characteristics grows with age and mastery. Area of expertise may affect items gathered. Deconstructed buildings are automatically gathered into raw components and remnant cash/gold/valuable metals/etc. for Builders.
Storage – The ability to store materials, items and blueprints for use. Builders have a native way to store things for use, but may also carry specialized equipment such as tool boxes and pouches. Generally these tool boxes and pouches are magical in nature. People who “find” a lost pouch may discover and use their properties, but may not always be able to access the original content within a pouch, unless they too are a Builder. (See Felix the Cat: Magic Bag)
Telekinesis – All builders utilize forms of telekinesis. Standard forms include: float, lift, hold, carry, push. Non-standard forms might include, but aren’t limited to: Four Arms – Powered Lift and Carry, Boost, Punch, Capture and Detain. Telekinesis is a mental and physical ability which grows with age and mastery. Younglings never have four-armed abilities. Apprentices may have one. Journeymen may have two. Masters will develop many.
Metamorphic – All builders are metamorphic and may adapt to extreme circumstances, some with more ease than others, but generally successfully enough to pass in an emergency. Glamors help cover what doesn’t get morphed right away. Example: They find themselves in a hell reality, they might take on the appearance and abilities of imps. They are, however, builders, not imps and their alignment will reflect that of the builder. However, metamorphic skills beyond that will also grow with age and mastery. (Practice makes perfect and all that...)
Magic – All builders have magic. This enables them to use magical tools in general and with more ease than those who do not have magic. More specialized tools require practice and mastery. Magic may be grown and will rise with age, practice and mastery. Magic may both be an innate feature and a “skill,” to be discovered and built upon. Example: Wandcrafting is a builder’s skill, but wand-using is a magical skill. Olivander, if he were a Builder, would be both a Builder and a Mage.
Note: Builders will, over the course of their life, acquire non-Builder powers and abilities. This is inevitable and it is because of their metamorphic and magical abilities. These powers and abilities are randomly acquired, though they tend to relate to the forms taken by builders at the time. These powers have unique features and sets of their own, and may or may not grow in strength depending on random factors, including talents.
Definition: Absorption - When a non-builder power is acquired it is generally through absorption - either as a feature of their current aspect or because of construction or deconstruction or through some other experience; say, a magical talisman or possession. (For example: A builder gains the power of mystical armor because of an in-game experience. The ability to call on the mystical armor stays with them through the game and then out-of-game. It grows in strength through their lifetime as they call on it).
Definition: Integration - When a non-builder power is not released or reversed it is integrated. Over time the power or ability will grow to its natural culmination for the builder, whatever that may be. (Example: Pre-transformed Alexander Harris was possessed by the Alpha Hyena. He never was fully divested of the results of the possession and over time gained abilities related to that possession. In order to use that aspect, he eventually needed to accept and integrate it into himself).
Definition: Reversal - When a non-builder power is reversed and removed either through mundane or mystical means. Sometimes a power has a life-time or the builder’s aspect or local-form may not allow it to exist as part of the builder any more. Sometimes it reaches its peak and just goes. Power reversal is just as mysterious as acquirement. Reversal never affects a Builder Power. It only affects non-builder powers. (For example: Anya’s vengeance powers were hooked into her amulet. As soon as the amulet was broken, those powers ceased. However, her original innate magical abilities remained.)
Communal Gifts – Builders have access to special gifts when in Communion. Unlike changelings, they do not need to be liquid to experience or access these gifts. They may simply touch via telekinesis and it is sufficient. Gifts may include things like quicker building of complex or specialized items or the creation of a permanent portal to a specific place or even temporary telepathy/communication with each other.
Definition - Team Leader - The person ultimately in charge of a team of Builders. Team Leaders organize, designate duties and plan with their teams. Normally teams are made up of Journeymen Builders as they set out for Mastery. The highest ranking Master in a group or the designated Journeyman is team leader. Teams may vote for changes in leadership if the team leader is not functioning or at the loss of a team leader, though traditionally the leadership will then fall on the Second.
Note: The least number in a team is two, but most teams consist of five or more.
Definition - Game Call - A Communal Gift, A team leader or Master Builder may ask for or make a game call. Game Calls are generally communal and may include experts drawn in from non-builder sources as needed, though some Game Calls are simply the pivotal decision that must be made.
Definition - Communion - The joining of Builders in a magical, mystical or building effort. A state of joining and conversing.
Definition - Big Job - A Big Job is a major project or endeavor that takes scads of energy, substance and effort. It is usually a Team effort and rarely an individual one. Big Jobs can usually, but not always, be split or tasked out.
Abilities: Builder abilities unique to builders
Summon and Store Minion – A Master builder may summon and store any number of minions. A Youngling can summon one minion. An Apprentice can summon two minions. A Journeyman can summon up to five minions. The ability to summon and store minions grows with age and mastery.
Definition: Minions - A minion is a creature/servant of the Builder. They are often bipedal and handed, but not necessarily always.. They may have characteristics related to their specific duty, whatever it may be. Apprentices may relate to their minion as a pet, and thus their minion may look like one. For example: Dobby would be Harry’s Minion. It says something about Harry that Dobby is slightly crazy, but absolutely dedicated.
Summon and Store Hero – A Master builder may summon up to ten built heroes from their base storage. They may use buildings to summon any number of heroes, regardless of the building’s default settings. A young builder may begin to summon and store one hero in place of two minions once they become an Apprentice. Any builder may use constructed buildings to summon (x) number of heroes, using the building’s default settings, which will be variable depending upon buildings original specs. Building created/summoned heroes do not affect the number of minions or personally stored heroes. The ability to summon and store heroes grows with age and mastery.
Definition: Hero - a Hero is not your ordinary average minion. They are far, far above that. They are Uber-minions, which are usually minor beings of power or skill or heroic aspect/stature. There are three ways a Heroic Minion occurs.
1. A building is designed to spawn them. Example: A Champion’s Hall will be more likely to spawn heroes than another type of building.
2. The heroic minion is spawned randomly or accidentally. Example: The farm spawns normal farmers most often, but now and then it will spawn a heroic farmer and then the farm yields twice as much as it ever did.
3. A minion, through longevity and effort, rises through the ranks and one day, ta-da!, they are suddenly an Uber-minion and heroic.
Beings summoned by building type or spawned randomly, though heroic, are not yet individualized, and are still units.
Heroes may be heroic in specific areas. Example: An Ultimate Baker, which would make the most amazing baked goods, so good that they could literally change someone’s life/personality or save someone.
Heroes may be basic or surprisingly complex. Example: a Knight of “X” who is very strong, very able OR a Mad Scientist who cures cancer.
Heroes do not always have to seem heroic to be heroes. For instance, a Heroic Farmer is more likely to live simply and under the radar before anyone realizes that they are heroic. Or, random minion goes about their daily job of “y” and then saves a life. They become a Hero, but they continue going about their daily job of “y.”
Finally, while someone may act heroically, this is usually not the kind of hero stored. For instance, Xander, as a souled person who actively fought evil, pre-Builder would not be storable, but he still acted heroically and thus would be considered a hero by many.
Note: If a Hero attains personhood, that Hero is “freed,” from the service of their Builder. The Hero may choose to remain with their Builder or may wander off to pursue their own life as a Champion or even just your Average Joe, without penalty.
Definition: Champion – An individualized Hero who has moved from unit to “real” person. A person who is called to extraordinary duty by the Gods. A person who is simply heroic in nature. Any of those options are possible for the Champion. Also: Champions will have, generally through preference, their actions or the company they keep, an alignment. For instance, trolls will have Champions just as humans do. Trolls are not always Human friendly, so their Champions are likely to clash.
Definition: Average Joe – An individualized Hero (real person) who has dropped the heroic mantle in favor of just everyday living. An Average Joe can sometimes be called to be a Champion or decide to take the heroic mantle again. There may be some penalties, based on time away from the heroic role. However, an Average Joe may re-establish their “prime,” abilities and shape (such as extra strength, etc) quicker than a normal person through practice and effort. (Example: See Mr. Incredible).
Summon and Store Tools – A Master builder may store and summon any number and type of tool, so long as they can name it or otherwise identify it. A Builder’s inventory grows with discovery, age and mastery. A Youngling builder has access to the first basic tools, but may store any number of tools discovered and utilized so long as they have storage ability. (See Summon and Store Materials) The ability to summon the correct tool all the time, every time, comes with age and mastery.
Summon and Store Portals – A Master builder at the middle levels may store and summon lasting and permanent portals instantly. A journeyman builder must practice and will require time and effort to summon portals. Portal availability and duration will be variable, depending on the summoner’s magical and mental strength. (See Exception: Key)
Summon and Store Blueprints – A builder may store and summon any blueprint which they have discovered through Seeing or any blueprint they have been given or learned about otherwise. All builders have unlimited storage for blueprints, but many blueprints may require certain points of mastery to be built.
Summon and Store Materials (Local, Gold and Lumber) – A Master builder will have a vast (and seemingly infinite amount) of basic materials. Specialized materials may have to be built, bought, found, gathered or gifted; though a Master builder will always have some; just maybe not exactly what they were looking for each and every time. That takes even more Mastery. A Youngling builder will have some basic materials once they begin, but the materials will run out, given capacity. Capacity for storage and summoning of materials grows with age and mastery (and pouches and toolboxes. This is why you always see “younger” builders with loads of pockets, and carrying things, where “older,” builders seem to have nothing on them and stuff just instantly appears...)
Make and Read Blueprints and Maps – Age and Mastery makes reading maps and blueprints easier, but any builder can eventually decipher any kind of map, blueprint, or representation of structures and components. It can be assumed that builders have an innate photographic memory, though access to that memory will advance with practice.
Building – the general ability to build something – for example: a spaceship. The more complex something is, the longer it may take to build – depending on the age and mastery of the builder. Builders can “cheat the system,” by using buildings to manage the creation of complex items and units once they have the Blueprint. Once they have the Blueprint for something, they just need time and materials and the will to accomplish it.
Speed – The ability to move and build quickly. The more speed a builder has, the faster they can get from point a to b and the more they can get done. A builder may become so speedy that they gain the ability to teleport. Teleportation is very common in builders once they reach journeyman status. A Master Builder can affect timelines and universes and cross or move-through to them via teleportation and/or instant non-permanent portals. A Combined set of journeymen may attempt the same, with variable results. Results improve with practice.
Knacks: Builder skills/knacks that support building and may include (but aren’t limited to): Smith, Artisan, Craftsman, Creator, Special Tools, Tinker, Spark (Mad Science). All builders utilize similar skills, but every builder has at least one or a few knack (s) that sets them apart and makes that particular area a specialty. Knacks, like everything else, can be expanded upon as Builder’s age and master it. Also, knacks may be discovered or imbued. There is no inherent limit to knacks, but generally speaking a knack is like a personality trait and unique to the Builder.
Energy
The state of a Builder’s Energy is related to their age, expertise and expenditure.
Energy expenditure is balanced by practice, age, mastery and access to materials and substance.
Energy used must be regained before it can be used again. The way to regain most energy is via rest and recuperation, though there are potions and formulas which will reinvigorate the Builder and even increase their base core. Builders who use deconstruction to heal themselves may recoup some energy, but not as much as they might if they simply rest up.
Buildings & Locations
Building: Home
Every Builder has a Home Blueprint; even younglings. All builders begin with a default amount of gold and materials to “afford” to build a home. Most Builder’s first structures are their Homes; unless they are from a native-other species. In which case their Home-site is usually the designate original home until changed. Homes get more complex with age and mastery. They also become more mobile. As Builders grow, they gain templates and blueprints and thus, can build more types of rooms and accessories. Builders collect blueprints from pretty much everywhere they go. It’s another “like breathing,” feature.
Location: Dungeon / Underworld
At least three types of Dungeons exist:
1. The underground fortress or city
2. The Dungeon of a castle, fortification, city or mansion; etc.
3. A hidden location for personal entertainment.
Builders may usually be found in or involved in areas one and/or two. An underground fortress city is considered a Big Job and may sometimes require a Dungeon Heart to function correctly. However, not all Underground Cities are Dungeons. A dungeon of a city or castle or related building is usually a structure or building of its own and can usually be built with the correct access to blueprints and materials.
The location Underworld may also involve mythic aspects or relate to cavern in-planet mini-worlds (For example: Jules Verne’s Center of the Earth is both a Jungle World and an Underworld, with a Dino-theme.)
Location: Overworld / World
Generally the surface of the world upon which a Builder builds. Overworlds may be composed of several different types of Biomes - Water, Desert, Forest, Jungle, Prairie, Arctic, etc. Biomes may sometimes affect building choices or Builders may accommodate Biome/environmental/being needs into the building’s architecture.
Biomes may also be locations and themes, depending on the situation. For instance, the Jungle Biome may act as a Location when it accompanied by an Ancient Civilization Theme or as a total World aspect.
Location: Space
Generally the location Off-world; Space is non-empty, but material (from a builder’s perspective) tends to be spread out. Space is composed of a variety of elements and features: Planets, Moons, Suns and Stars, Nebulae, Known and Unknown Matter, etc. A Builder will usually respect the expectation of other populations within that space and thus wear spacesuits or use spaceships when obviously moving about in it. On the other hand, once a Builder hits true maturity, they do not need spacesuits or ships to move about.
Location: Universe / Multiverse
Generally a Universe is a facet of reality, composed of space and time, particular experiences and “rules” of operation (which may sometimes be jiggled by Builder’s if necessary). Multiverses tend to stick together in “like” zones, but may also drift to near-like or even completely-out-there zones depending on shifts. Fictional worlds tend to be multiverses or Alternate Universes (AU). Builders do not need special gear to move between Multiverses or AUs. They use portals and/or magic or are summoned.
Anti-Builders
Things, event and people that manage to or try to prevent builders from building. Threats to builders and their buildings, etc. Anti-builders don’t usually happen out-of-game, but rather when competing forces are… well, competing and/or in-game. Although a real life example of an anti-builder might be the environmentalist who ties themselves to a tree or the historical society that manages a last ditch save of the last building on the block. However, those kinds of things tend to be rare, due to the way modern society is currently setup for construction and building; which Builders do appreciate.
Whenever a builder is building there is a chance of being interrupted or even foiled from building. Interruption is a temporary stall, while a foiled building is a permanent stop. This is usually an in-game situation, though it can happen at random times in “real” or normal life. Buildings can also be deconstructed or destroyed after it has been built, when there are sufficient resources or people attempting to do so. (For example, sometimes an old building must be torn down to build a new building). The original creator builder and their allies can stall and stop deconstruction so long as one of them is working on the building. They can also repair a building so long as it is not completely destroyed. This includes incomplete buildings that have been started, but stalled. Any builder on the same team can complete that team’s buildings.
Level Guide (Updated: December 29, 2015).
Had a request for those who write gamer-like fics to provide a sort of level guide. I hope this is what they were talking about….
Note: Builders level up by building, not by fighting. They’re not gamers. Unless they happen to develop that as a knack, in which case the Building aspect trumps the Gamer aspect in relation to building, because a Builder is always a Builder. A gamer might have ??? when they look, but a Builder will always be able to see in order to gain a blueprint. Reading the Blueprint and comprehending that blueprint takes leveling up. I’ll leave it up to the game master/writer to determine levels on that, but keep it sensible. A baby isn’t going to be able to read anything, but a Master should have a pretty good grasp of what they’re looking at.
I’ve added CYOA points for those who like those kind of things. If you play Worm CYOA you will note that SI allows the option for a personal base in the Wormverse. In theory you can, if your CYOA SI is a Builder have 2 bases. I don’t know why you would, but you could. The Base, “package,” for the Worm CYOA SI tends to be a lot more complex and allows for more rooms, but the Base “package” for the builder will follow the SI home, wherever that is, because a Builder is always a Builder. Just saying. :) How you translate the base is up to the author, but if they are still a youngling at the end of a Wormverse CYOA, because somehow they never tapped that aspect, then it’s only going to be the 2 room deal; and so on.
That said, Leveling up, I think, should follow general gaming guidelines. You can pick your favorite Fudge or D20verse or other gaming protocol to assist in determining levels. I don’t math if I don’t have to, but understand it is sometimes a necessity. I leave it up to the author to figure out the “honest” numbers. :)
Rank | Description | Game Level / (Guestimate)/ CYOA Option | Perk/Upgrade |
Youngling | The very first rank, even lower than level 1. A Builder without intervention usually starts here. Blueprints are required for successful builds. Tools and Blueprints must be acquired through seeing or via exchange. Younglings need guidance and are usually paired with at least a Journeyman, who is under the guidance of a Master. Younglings who do not have a journeyman or master to guide them have a *much* tougher time because they have to figure this stuff out on their own and because Builders have that metamorphic aspect, which means that there is a bond that may be missing until they get that met somehow. | 0 - 5 CYOA Purchase Point: 1 | Base “Home” - 2 rooms - A safe place to hide/sleep and take care of hygiene.
Minion: 1 Knack: 1 CYOA Startup Funding: 5d6 Gold Pieces |
Apprentice 1 | The next level up. Personal energy levels are beginning to expand, permitting longer building times and better builds. Apprentices are still paired with Journeymen | 6 - 10 CYOA Purchase Point: 2 | Base Expansion: 1 Room. Telekinetic “Arm”: 1,
Minion: 2 Knack: 2 CYOA Startup Funding: 10d6 Gold Pieces |
Apprentice 2 | The next level up. | 11 - 15 CYOA: No Purchase Possible/ Level Up Only | Base Expansion: 1 Room. |
Apprentice 3 | The next level up | 16 - 20 CYOA: No Purchase Possible/ Level Up Only | Base Expansion: 1 Room |
Journeyman 1 | The Builder has achieved enough mastery to not always need a Blueprint to build something. Construction and Deconstruction is easier and more fulfilling. It is easier to work with others in teams. Builder magic expands and becomes more powerful. Journeymen may pair with other Journeymen to form teams. These teams go out into the “world/universe” on their own, but may be led by a Master. | 21 - 25 CYOA Purchase Point: 4 | Base Expansion: 1 Room. 1 Extradimensional space (Hey look! I got a Yard!). Telekinetic “Arm”: 2,
Minion: 3 Knack: 3 CYOA Startup Funding: 20d6 Gold Pieces |
Journeyman 2 | Next Level Up | 26 - 40 (Heading towards Mastery takes more time and effort. These numbers are not set in stone. Game masters may make game calls as to what the numbers really ought to be for their game). CYOA: No Purchase Possible/ Level Up Only | Base Expansion: 1 Room. 1 Extradimensional Space Making a total of: 8 space additions so far. |
Journeyman 3 | Next Level up | 41 - 60 CYOA: No Purchase Possible/ Level Up Only | Base Expansion: 1 Room. 1 Extradimensional Space. Total: 10 After this, Base Expansion and the Quality of the Base will ramp up quickly. Masters basically have fewer personal base limits. |
Master 1 | Abilities are vastly improved. Quality of work is vastly improved. Ease of doing is vastly improved. A Master can work successfully on their own or as part of a team. They can literally reshape the face of a planet to suit their needs/purposes. | 61 - 100 CYOA Purchase Point: 6 | Bases can have as many rooms as a Master needs. Minions: As many as the master needs. Telekinetic Arms: 4 Knacks: Up to the game master/writer CYOA Startup Funding: 50d6 Gold Pieces |
Master 2 | 100 - 200 CYOA: No Purchase Possible/ Level Up Only | ||
Master 3 | 200 - 300 CYOA: No Purchase Possible/ Level Up Only | ||
Master 4 | 300 - 500 CYOA: No Purchase Possible/ Level Up Only | ||
Ancient Master / Godlike | This Builder is a supreme Builder/Being. They can do things that no other Builder could even contemplate attempting. Changes on a massive scale are possible with an Ancient Master. Need a planetary system built? They can do it. Need a universe? …. Ancient Masters put quakes in a god’s knees. All Builder Masters deserve respect, but an Ancient Master will get bows from local deity. That is, if an Ancient Master lets it be known that they are such. Ancient Masters are known to disguise themselves as much less powerful than they are. | 501 - And Beyond! CYOA: No Purchase Possible/ Level Up Only | I leave it up to the imagination. |
Quick Character Template
Builders
Name:
Aspect:
Status:
Knack:
Talent:
Non- Builder Power:
Example:
BTVS Builders
Dawn Summers
Builder / Key
Journeyman - First Rank
Knack: Artisan (Runes), Portal Specialty
Talent: Language, Blood-mage, Fortitude
Non-Builder Power: Key / Original Aspect (Unknown if originally sentient, but she is now…)
Exception: Key - Dawn’s Portals are unique because of her status as the Key. Dawn’s portals, using Dawn’s Blood, are always inter-dimensional – even when local. The portal cuts through dimensions to reach local or non-local spaces. Duration is generally “long enough,” but never permanent. However, it requires Blood-magic to work and must be correctly correlated to the Runes in order to lack penalties such as “end of the worldage.” Glory’s hack and slash ways are still very bad for the world. To have a permanent portal using Dawn’s Blood, Dawn must wait until her Mastery like everyone else and utilize a Builder’s Portal. Or she can just ask Xander and Willow to join with her to build a “door,” and then add her blood....