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Magic, Psychics, Ghosts and Faith are referred to collectively as Arcana. The Magic rules provide the basis for Psionics and Faith, all share similar rolls and rules. To understand the Psionics and Faith rules a basic understanding of the Magic section is required.
Though not magical nor psychic Ghosting requires a similar levels of concentration. One must specialise in Arcana:-'Ghosting' to get the Ghosting skill, this is the only skill required, though 'Computers' will help. Ghosts use the Arcana Range and Size charts. See Ghosting
The cost of Arcana skills increases progressively with the number of skills taken. The first skill costs x2 then x3 for the second and so on. This applies at generation and to experience points. More than one type of Arcana may be specialised in or taken, however this works out to be costly and the character may end up having few other skills.
Specialisation.
To gain an Arcane Special skill (Darkness, Faith, Ghosting or Mental
discipline) a character is required to specialise. To specialise the character
must penalise another Skill Group). An Arcana SKill Group becomes +1 and another
group becoming -1. Normally characters have no bonus nor penalty in any of the
skill groups. It is not necessary to specialise to have minor Arcane ability,
though skills may not exceed '3'. Characters may only change their specialisations
if a character has gone through a major life change and the GM allows it.
It is possible though unusual to specialise in more than one Arcane Skill Group. However specialising away from Arcana only gives '1' specialisation to move elsewhere.
Those who specialise away from Arcana have no ability whatsoever in any of the Arcane arts. They are immune to Magic Points(MP). This grants them immunity to the MP increasing effects of Demonground but also mean they cannot power magics. They can use rituals but the MP must be sourced from elsewhere. They may use Computer 'dreaming' modules to view but may not take actions and are immune to attacks and sanity loss on the Network. see Ghosting.
The universe is made up of Reality
and Darkness. A Mage orders energy from the Darkness to bring magics in
to being.
Magic relies on several skills not available to all characters. When specialisations
are decided upon choosing not to specialise in Magic will limit all Magic Skills
to level 3 and Darkness to 0. Specialisation removes these restrictions. Those
who have chosen to remove specialisation from the Arcane category may not take
any magic skills and 'magic inept'.
All magic using characters are referred to as Mages, however characters with
Darkness may take the title of Wizard.
The Spheres : Elements & Schools.
Magic skills are divided into Schools and Element. These define what magics
the character has an effect on. An Elements describe 'what' is affected. School
describes 'how' it is effected. The cost of magical skills is progressive starting
at x2 for the first skill and increasing to x3 for the second then x4 etc. This
multiplies the cost of skills at character generation and for increases with
experience. Wizards can take Darkness as their first skill (cheapest), However
if Darkness is their highest Magic Skill the Circle view them as Rogue Mages.
Demon/Spirit - Magical Energy, spirits, demons.
Energy - Fire, lightening, kinetic energy
Gas - Air, smoke, generic gases and steam.
Life - Living or dead things (Bio mechanical & Old Wood items can
be partially effected (+2 effect))
Light - Light and how images are viewed, infrared, ultraviolet, magnetic
fields (auras)
Liquid - Water, liquids other near liquids e.g.. Mud
Solid - Earth, Matter, solid Living items can be partially effected (+2
effect)
Thought - emotion, knowledge, will, can tap into the general consciousness.
(I.e. everyone and everything)
Time - ageing, Speeding or slowing time, traveling etc.
Technological Elements
Biomechan' - Replicants, Bio-computers any genetically modified/mutated
creatures (short for biomechanics)
Chemical - Fuels, Batteries, Hi Tech Polymers, specific gases etc.
Electrical - Powered items. Batteries(charging), circuitry etc.
Mechanical - Machines and the like.
Alter : Transmuting or change. Eg lead to gold, or hatred to fear
Create: Conjuring. Create an item out of thin 'air"
Dissipate : destroy magic, or destroy matter etc.
Divine : Divining, seeing, eg with light to see, with chaos to find magic
etc.
Enspirit/Bind :eg Bind a spirit to provide power or will to an item,
posses a person, bond an item (create a familiarity),
Move : To Move an Item.
Where things fall into more than one sphere, the more complex sphere is the preferred. Otherwise the magic is 2 more difficult. The Technological Elements and the Demon School are outlawed by the Circle. Other Elements and Schools can be studied, the above list is just the most common ones.
For Examples of spells and their schools see the Magic Sheet
Darkness is a rating of familiarity with the world beyond, the spirit world, the world where demons hide. Only characters that have specialised in Magic can posses Darkness. Darkness is added to magic Success Levels. It also adds extra magic points and gives a deeper understanding of magic. Darkness is like a 'sixth sense'. The GM may give the character a chance to sense unusual things by rolling a d20 under Darkness.
Darkness extends duration of a magic. Total Damage may not be increased but it may be spread out over a longer period of time. See Duration below or the Magic Sheet.
Darkness also reduces magic Shock Check penalties.
Darkness costs are as for spheres the player decides in what order to take magic skills to determine their cost. The cost for the first chosen is at x2 then the second x3 and so on. The Circle recommends that Darkness not be the first magic skill chosen and that darkness not be the best magic skill. Having Darkness higher than other magic skills is considered dangerous, ability out weighing skill. Such wizards are considered rogue mages and are hunted by the Circle.
Darkness may be 'spent' to bring permanence to a Magic. A magic requires a 'darkness' point of the level the magic was cast at. So if a spell was cast at a level 5 effect the Wizard would have to have at least a 5 Darkness to make it permanent. The wizard losses the point of Darkness. This spent point of darkness may be regained with experience.
Even if the spell effect to be made permanent is considerably lower than the wizard's Darkness the wizard still spends the highest point they have, reducing their darkness by one. (i.e.. a point in the 'middle' can't be spent first and the higher one's saved for later)
Darkness and Sanity
Darkness has a draw back. Darkness penalizes all Sanity Checks...
Weaving - Magic created as the need arises
Spell - Pre-prepared written and established spells
Ritual - As Spells but with greater effect but require more time.
Creating a Weaving requires more skill and must be done with knowledge of both the appropriate School and the Element. Spells are 'formulas' for creating magics and have already been proven to work, this makes them easier to cast the Mage need only have either an appropriate Sphere or Element.
Rituals are Spells that are beyond the ability of the character. They cost large amounts of Magic Points and Shock (cost=Acmp). Casting times could be in hours or days to provide enough time to recover MP or Shk. The Mage must carefully prepare or the spell will malfunction or backfire, however casters gets a +2 bonus to Range And size of the magic. This is how spell effects '8+' are possible. A mage can use this technique in dire circumstances expending the MP and Shock in one round. The sudden expenditure will knock out the mage in most cases. Even those without a magic skill may attempt Rituals.
A caster may spend extra MP to increase the Success
Level of a magic but afterwards a Shock Check is required at a penalty of the
extra MP spent. see shock & magic
At Character Generation a mage will have one Spell for each Magic Skill. After this character may make, find or buy extra spells. A mage may write down the procedure for a weaving assuming that it has been successful several times (or rolled a Critical Success) This created Spell may then be used by others, but would required to 'Certified' by the Circle for it to be legal to cast.
Depending on who originally wrote the version of a spell requirements may differ. A dwarven mage would not include complex gestures in a spell but rather more expensive material components etc. An elvin mage would include more movements even if only for aesthetic reasons. When giving out spells the GM can feel free to change the 'flavour' of a spell based on its origin.
The Success Level of a Magic is compared to the Damage/Result Chart on the Character Sheet. This may be applied as Wounds or it can give, healing effects, armour points, Stat increases, duration etc. Depending on what the purpose of the spell was.
To calculate a Characters maximum Magic Points take the characters best School/Element and compare it to the AcMP in the chart below, then add the characters Darkness. (AcMP stands for Accumulated Magic Points). To calculate the MP and component cost for a Spell or Weaving compare the Range/Size of the magic to the chart below. If in doubt the higher level applies.
A Ritual would cost MP equal to the AcMP of the Skill required for that Range/Size. To cast a Ritual the High MP must be supplied from somewhere. The location(demonground etc.), other people (voluntary Luck+MP), components(magic items), prayer/meditation time(spending and recovering MP over time), Sacrifices (double x Victims Luck +MP etc.
|
Skill
MP Cost |
Range
|
Size
|
AcMP
|
Material
Component |
Verbal
Component |
Somatic
Component |
|
1
|
Touch
|
Small
|
1
|
0.1gp
|
A word
|
small gesture
|
|
2
|
Room
|
Medium
|
3
|
1gp
|
Phrase
|
Gesturing.
|
|
3
|
House
|
Man-sized
|
6
|
10gp
|
Sentence
|
Complex Gesture
|
|
4
|
Block
|
Large
|
10
|
100gp
|
Paragraph/Limerick
|
5+ REF & 12+ SHK
|
|
5
|
Village
|
Room
|
15
|
1000gp
|
Poem/story
|
Moving Around/Room
|
|
6
|
Town
|
House
|
21
|
10,000gp
|
Shouting
|
7+ REF & 14+ SHK
|
|
7
|
City
|
Mansion
|
28
|
100,000gp
|
Screaming
|
a Circle & above
|
|
8
|
Shire
|
Block
|
36
|
1,000,000
|
Trance/Chanting
|
an area
|
|
9
|
Country
|
Hamlet
|
45
|
10,000,000
|
Litanies
|
a football field
|
Range assumes Line Of Sight other wise 2 higher required. Divination has +1 to Range and requires no line of sight
e.g.. Reatenon has 2 +1 Evocation and 2 +1 Darkness (the +1
is from specialisation) would have 12 magic points
6 + 3 = 9
He could effect an up to man-sized object at the other end of a house and would
cost 3MP to do so. Or 1 point for a small object by touch.
If a mage casts a spell with out 'Darkness', the duration is in Rounds (minutes for Non-Aggressive Spells). Wizards with Darkness are able to have their spells last much longer. Total damage of a spell can not be increased.
| Darkness |
Duration |
| - |
Effect in Rounds |
| 1 |
Effect in Minutes |
| 2 |
Effect in 5 minute Blocks |
| 3 |
Effect in 15 minute Blocks |
| 4 |
Effect in 30 minute Blocks |
| 5 |
Effect in hours |
| 6 |
Effect in 12hour Blocks |
| 7 |
Effect in Days |
| 8 |
Effect in Weeks |
| 9 |
Effect in Months |
| 10 |
Permanent |
Extra Duration will not effect the total damage caused, other than the possibility of dividing the damage over a time period. For damage, healing, shield spells etc this is the time the effect may be safely delayed, after that the entities 'minding' the magic may become bored corrupt the required 'trigger'. Regardless the material components of the spell must still be usable when the spell is triggered. (fresh ingredients will lose potency etc GMs discretion)
Non-aggresive spells stop short once used Aggressively. (eg invisibility ends once an attack is made. Unless still within the 'Rounds' duration.).
Magic is very taxing on the caster. After Failing the roll or Augmenting the casting with extra MP require a Shock check at a penalty of the total MP spent. Darkness reduces the penalty.
Failing the check leads to exhaustion maybe unconsicusness.
A Mage through his will gives Darkness order and form, this process is complex and taxing. If a roll is fumbled the Mage's mind has touched an entity of the Darkness.
The mage must then make a sanity check to remain in control or be possessed. This possession is temporary the failed Sanity roll determining duration as if it were an Aggressive Magic on the Duration chart using the mages 'Darkness'. Darkness Penalises all sanity checks.
Once an individual has been possessed that demon will follow awaiting another chance to possess them. The demon may try to posses at times of emotional distress normally only once a day. A Sanity Check avoids the possession. Duration is based on the Sanity roll as if it were an Aggressive Spell cast by the victim. See Duration.
A Demon may be driven away with 'Demon' magic or be scared off. If the host's body is Seriously or Critically injured the demon must make a Sanity check to stay. Once driven out the demon will flea and 'probably' never bother them again.
A Character who's Sanity is effectively '0' is a prime candidate for possession. Wizards whose Darkness Exceeds Sanity are constantly fighting off demons. They have a 1 in 20 chance each day that a demon will start to follow them. The Sanity check is made to resist but they will always fail, unless Luck can be spent to pass.
In Undercities demons are weaker so 'start to follow'(1 in 20) and possession checks are only made once a week. In Demonground it is checked every hour and lasts until driven out, the demon feeding on the MP the victim is absorbing from the Demonground. Normal possession duration applies once they are clear of Demonground.
In certain places little separates magic and reality, MP is recovered so quickly that it builds up beyond the character's normal MP total. Any that are charged beyond 2 over their normal MP maximum become edgy and nervous, Sanity is reduced by the extra MP-2. Mages traveling through Demonground often have to 'waste' this extra MP to remain sane. The normal side effects of low sanity apply. Maximum extra MP is what would be gained in 24hrs for that area. All are effected, even those with no magic, only the magically inept are immune (NA for Arcana Specialisation).
| Location | MP recovered |
| Resting anywhere | 1+Darkness/hr. |
| Dark Elven Undercity | -1 per hour |
| Undercity Core | -1 per 4 hours |
| Undercity | -1per 6 hours |
| The Lakes,Elvin City | +1 per 12 hours |
| Demonground | +1 per 2 hour |
Resting and Location MP recovery are cumulative.
See the Magic Character Sheet
The Demon/Spirit Element effectively covers everything. All things have spirits, an entity the Demon Mage can communicate with and effect. Normal mages effect specific types of spirit. Demon Mages can talk to them all. Demon Mages may effect any 'natural' element at a -2 penalty and may effect any Technological element at a -4 penalty.
The Circle has banned the study of demons both the magic skill and general knowledge. Circle Wizards may not take the Demon Element.
The Circle protects the people with it's magic but it is a two edged sword. The magic that keeps the demons away also provides victims for a demon to posses. Unstable mages who could become the victim of possession are dangerous to everybody. Mages that study demons have also been known to become vessels for demons. The Technological Elements are also considered Demon magic by the Circle. The Circle actively hunts mages with the 'Demon' Elements and executes them.
Wizards with Darkness exceeding their highest school are considered Rogue mages and as with demon mages are hunted down. They are 'coerced' into donating their Darkness to the Circle. Darkness is used to grant permanence to magic, providing it with a magic source. The process is often fatal only half of a wizards Darkness may be harvested. Circle Inquisitors often experiment with 'near' death to double yield. As yet no Inquisitor has managed to double yield AND keep the subject alive but they are always hopeful.
Wizards, mages with Darkness, that are not registered with the Circle are also considered Rogue Mages by many of the more enthusiastic Inquisitors.
Darkness is stored in liquid form in bottles. These bottles are prepared by the Circle and will capture an individuals Darkness upon their death or near death. Inquisitors will carry several of these bottles, often a murdered Inquisitors Darkness will be captured accidentally upon their death.
See the Magic Sheet for more information.
Psychic Ability is simpler but more physically taxing than magic. Psionics continue the Arcana cost modifiers, the multiplier increasing with each ability. Psionic ability effects are similar to a single 'magic spell' but do not require any components, nor magic points but do require a shock check at a penalty of the 'MP' cost - Mental Discipline. Failing the check leads to exhaustion and near collapse. Action are mostly still possible so long as they are not too energetic. Time or a successful shock check to recover.
Telekinesis : Ability to move object (or self)
Clairvoyance : allows user to see/hear
Premonition : ability to sense the future
Psychic Touch : Ability to sense the origins or history of an item/person.
Telepathy : mental communication and mind reading
Physical Strength : on a successful roll add 'Effect' to Strength
Resilience : on a successful roll add 'Effect' as temporary extra wounds
to each location
Quickening : on a successful roll add 'Effect' to reflexes
To take a Psionic ability the character must not have 'specialised away' from Arcana during character generation, those with a N/A rating for the Arcana skill category CAN NOT take any Arcane skills but are immune to any psychological Psychic effects. Without Specialisation skills are limited to level 3. Characters that decide to specialise in Psychic Ability will have the normal limits (6+1) and may take the Mental Discipline skill. This is similar to 'Darkness' but is specific to Psionics. Giving bonuses to Success Level, the same as Darkness does for magic. But does not effect sanity. See Darkness
Fumbled Psychic rolls do not cost Sanity but rather cause 1 wound to the head. Psychic Abilities are checked against Cool and the Skill. Psychics use the same Effect rules as per magic but require no verbalisation or gesturing.
All races may take Psionics including Replicants and Dark Elves.
Mutants most often posses Psionics.
A.I.'s may not take mental discipline...see races
NOTE : THIS IS A GAME. IT IS NOT A RELIGION. If the concept of
Faith offends you don't use it in your game.
There are many faiths true and false. Even the False religions have enough believers
to make miracles. Many spirits don't know that they are demons and would are
quite happily to impersonate Deities considering the perks.
Miracles are passed to the Holy man by their Deity, as such there are some differences with this type of magic. What the Holyman may influence is set by the Deity that they follow. Faith, the equivalent of Darkness, adds to Sanity Checks (see Darkness). However SAN check failure cost double. The holyman's conviction fails them, leaving them alone. Those with Sanity lower than their Faith will often end up zealots, they seeming lose their freewill, and are consumed by their ideology. 'Faith', like Darkness, adds to success level. Faith + Cool can be rolled against to 'prove' the character's conviction to their faith, such as for repelling vampires with a Holy symbol. (Any may attempt this, except the Arcana Inept)
The magical effects of Holymen are similar to the spells of wizards except that it is not the will of the caster that creates the effect but rather the will of their deity. This being so, the effects of religious miracles are always more 'polished' than that of Mages, being able to draw on divine experience and will. If a Mage and a Priest were to create Food, say a hamburger. The priests would be like a home made burger with onions and spices, the Mage; the sort you get from fast food outlets.
Deities can be fickle and punish their followers for the simplest indiscretion. Should the caster misuse their abilities or act contrary to the teachings of their religion loss of abilities will follow.
Restrictions regarding specialisation and level limits are the same as Magic. Level 3 maximums for those not specialised, normal limits for the specialised. Only the Specialised may take Faith.
Priests are same as Mages for MP, spell effect and requirements. The Priest makes the plea to their deity it is interpreted and possibly delivered, rolling against Cool + Sphere of Influence (adding Faith to the Success level).
Deities each have their own Influence that they pass on to their most devote followers. Most deities would only have one or two Major Spheres of Influences and maybe two or three other Minor Influences. Major Influences are not limited but Minor influences may not be raised past '3'.
Players and GM's should feel free to design their "character's" deity and thus their spheres of influence.
(I will be including a few major deities but it will only be a small selection to give the ideas you'll just have to wait or E-mail me and hurry me along....)
Healing : Restores wounds equal to effect or cure diseases/infections
Premonition/Seeing : Foretelling the future or 'truths'
Necromancy : animating the Dead
Creation : creating food, steeds, what ever.
Nature : communication or beckoning animals or effecting plants etc
Summoning : beckoning animals, spirits, ghosts, people.
Tongues : communication and instilling emotions (courage or fear etc)
Smiting : Inflicting Damage, increasing weapon damage or magical strikes,
vengeance, wrath that sort of thing...
Plague : Diseases or locusts etc.
Curses : Bad Luck etc