January 31, 2006 at 11:48 am #1598VEST ParadoxParticipant
Many myths and legends have surrounded Mortal cultures about ancient wise mean dealing in powers then man cannot fathom or grasp. These men have been called, Magi, Sorcerers, Mystic, Witches, and Warlocks… But is it simply that they can see the fine patterns of our reality and manipulate them? What is the Price for the power they yield? These are simply men who alter the weave of the most base things in reality. The elements. The ages and myths of man have always held close to the basics that we all understand. Those being the elements that all life and matter springs from. Through deep connection to that element great and wise men have found a fountain of strength and power. Through years of understanding and developing their skills they have learned to even become that element.
The Magi use a very arcane casting method in order to bring about their spells, three skills must be had in order to do this: Casting, Range, and Duration. Though Magi are still mortals, they sacrifice many things in order to gain the power to change the world.
The Initiation: In order to become a Magi, you must first be a Mortal. You must then find an Mentor who is a Magi and willing to teach you to become one. Once these two conditions are met you must submit a storyline to cover your training and Breed Change, and once it is approved you must make a minimum of three posts detailing your training. Now you can submit your Breed Change CS to VEMailroom@aim.com with the addition of the Innate listed below, if you do not possess any levels of Casting, Duration, or Range you will gain one level in each for free upon your Breed Change. You must choose an Element at character creation, this doesn't have to be your mentor's Element, but once chosen it cannot be changed. You can choose from Earth, Air, Fire, Water, or Spirit. This will determine what Magi Spells you can buy later on. Note: If your character has Innate Gift, Innate Psi, or Mad Science, you cannot become a Magi, however, if you have Innate Magic any Spells you purchased with it you will keep.
Mortality: Mortal (see Mortal Information or Character Details for recovery times.)[attachmentid=6]
Means of Death: Characters being reduced to the negative equivalent of any of their statistics ( A Statistic of 5 must be brought to -5) will be permanently removed from play. They are considered dead for all intent and purpose. In the case of Body damage, the body is so badly hurt that it simply ceases to function. Mind damage renders the person brain dead or permanently comatose.
There are some powers in the game that could return the person to play, but these are the only ways that a character may return. Regardless of the power or ability (barring use of Major Medical) acharacter may only be returned from death once. Any further deaths destroy the Soul of the person permanently.
Note: Because of the incredible strength of self and soul that a Magi possesses, they cannot be removed from play due to taking Soul damage. There is no limit on the amount of Soul damage a Magi can take, they simple go unconsious when they reach zero. Magi recover soul damage normally.
Means of Recovery:
Body A mortal will regain 1 point of body every three days. A Mortal receiving professional care (Major Medical) will recover at 2x the normal rate. So that's about 1 point every day and a half. Also, remember the healing process isn't necessarily complete at the point they recover. It simply means their bodies have returned to a normal using condition. They may still have scars, stiffness or short, sharp pains. How the injuries are role-played is up to the player.
Endurance: Endurance recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Mind A Mortal will reaing 1 point of Mind for every half hour of rest, this doesn't have to be bedrest, anything the character could find relaxing or soothing can be used (this is up to ST Discretion)
Fatigue: Fatigue recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Soul A Mortal will recover 1 point of Soul for every half hour of rest. As with fatigue, this doesn't have to be bedrest, but must be something that spiritually rejuvenates the character.
Spirit: Spirit recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Please note: If you have the following level of lore, this is what your character thinks they know about Magi. Some are fact and some are myth. If it is not listed in the information above or specifically stated below, it is myth. (Note: There are no warding or damage items for any of the Mortal Breeds.)
Lore Level 1: Most people have read the tales of Arthur and his knights, and the feats of Merlin. Others have heard tales of forbidden alchemists made famous by Marlowe's Faustus. Through all of the stories and myths surrounding Magi, it can be assumed that these people range from deranged sorcerors trying to summon the devil for evil purposes to people who use their powers to aide in noble quests, such as King Arthur's wizard, Merlin. From summoning said demons, to harnessing the power of the elements with but a word or a motion, there is little a Magi cannot do.
Lore Level 4: Defense – Whenever a Magi uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +2 to the resistance roll (if any) for that mastery. Masteries that affect the caster only and use a skill to affect you cannot be defended against. For instance, if a Magi used a mastery to encase his hand in stone to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Sight Recognition – There is one method of identifying a Magi by sight. Not the identity of the person, but the identity of the breed. You must physically seeing the Magi cast a spell in your presence. Unless an ability or mastery is being used to conceal the Magi's casting, you will have the chance to know them for what they are. You must either witness a physical effect or the spell, or be the target one. If these conditions are met, you can roll 2d6+Disciplin+Lore vs TN 32 to identify them as a Magi. There must be a ST, Room Host or GM available during this time in order for the ID to be official. Please copy the log of the sighting and email it to VEMailroom@aim.com so that a member of staff can post it in the appropriate folder and send you a link to it's location. You may not be able to utilize this link, but it must remain on your CS at all times so that staff may validate your claims of knowing the breed.
Lore Level 6: You have spent years studying the lost myths of the greater Magi, not the witches and warlocks who throw cats eyes and frogs balls into a mystic soup pot, but the real masters of the magics that lie untapped around us. You have also found a name to place with that small elite group of magic weavers, The Magi. These men seem to be the great workers behind technology, great achievement and the most renowned events in our age. Most are businessmen and important people, using their magicks to assist them in dealings and the power gained to go through with their dealings, some however go into jobs where they can better utilize their talents, firefighters, construction, etc… Through it all there is one commonality for this fractitious breed, the Weave, the touch of the elements.
Lore Level 10: You have learned all there is to the Magi, you know their secret Sects, their codes, and all the rituals that they involve themselves into. You know about which Sects feud with the others and how their hierarchy is set up. All the aeons mysteries involving the men of true magic are yours. As a result of this mastery you know their tricks and have a basic idea of what their spell are.
Supreme Defense – Whenever a Magi uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +4 to the resistance roll (if any) for that mastery. Masteries that affect the caster only and use a skill to affect you cannot be defended against. For instance, if a Magi used a mastery to encase his hand in stone to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Level 12: Since this is a mortal breed, no killing item or roll is needed to bring final death to a Magi. They simply need to be reduced to the negative value of their Body stat and it is over.
Mandatory Role-play Requirements
1) Anytime a Mage casts a spell, the player must role-play it in the room. All spells require verbal incantations as well as hand gestures.
2) Once a character becomes a Magi, he may never become a Psion as these two philosophies contradict each other heavily
3) If the character ever becomes another type of breed, all Magi ability is permanently lost and they may never return to that breed.
[div align=”center”]Magi Innate Spell[/div]
Unless otherwise mentioned the time needed to enact a mastery and the duration is dependant on the Casting and Duration skill, the range is determined by the Range skill.
Weave Sight ( 1 Spirit )
Room Command: ##Weave Sight##
Range: As per Range Skill
Roll System: 2d6+Discipline+Casting vs TN 22
Duration/Activation: see Duration Skill / see Casting Skill
Effect/Description: This mastery allows the Magi to see the Weave around a person and determine if he has any masteries in effect on him. This will not allow him to see hidden folk (Masteries granting invisibility) but will let them know that there is a magical effect in place around them. Once this spell is successfully cast they must win a 2d6+Will vs 2d6+Will against the person they are targetting to see the actual effect. If they do win, they can see if another Magi has a spell locked on him or a person is under the effects of another mastery (Any Breeds Mastery). For each +4 they win the Will vs Will roll by, they will be able to glean more information on the effect. The player can IM the other person and the answers must be given according to what the Magi can determine only.
+0 – The Magi can tell that something is in effect.
+1-4 – The Magi can determine the effective level of the power used (XP Cost or innate)
+5-8 – The Magi can gain the knowledge of what the effect does
+9-12 – The Magi can determine what Breed the power comes from if they have at least level 5 in the appropriate Lore.
13+ – The Magi can do all of the above and know who placed the ability upon the target.
The Magi can distinguish between different effects, but must roll seperately for each one examined.
For Character Sheets please visit the Downloads Area HERE
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