((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
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Scribing
Runes (+2) (High Speech Sigils & Atlantean Glyphs) - An
intersection between incanting in High Speech and concentrating on an imago,
some mages use runic High Speech to enhance the power of a spell. Most use the
boost from a runic Yantra to boost a spell’s duration; the need to scribe the
runes on to the spell’s subject makes them less useful for most other castings.
Anything that disrupts the careful shape and arrangement of the runes makes
them an imperfect description of the spell’s imago, ending the effect. The
runes themselves are a written form of High Speech quite apart from the
fortune-telling iconography of Sleeper occultists. They most often speak to
effects of permanence and durability. Some inscribe the runes of a healing
spell onto their cabalmates in the form of mystic tattoos that heal injuries, while others paint or carve them into
solid objects to make them harder than diamond. When using runes on a person, a
mage may paint her subject, scribe the runes with a tattooing gun, or brand
them right into the subject’s flesh.
1.
Using runes on an item or the subject of the spell
adds +1 spell factor of Duration on
whatever Duration Table it uses.
2.
Adds +2 to the
spellcasting pool
3.
Drawback: If the Runes
are disrupted the spell dissipates, like if a tattoo gets slashed.
4.
Can be used on items or as tattoos or Henna
5.
Recognizing
Runes takes an Intelligence + Occult roll with a -1 if it involves
an Arcana the mage does not know, -1 if it is not part of a Rote that he knows,
-1 if it involves non-magical concepts.
6.
Glyph Lore (Supernatural Merit: • to ••••)
– Requires
High Speech, Intelligence 3, Occult 3. Each
dot allows the mage to know and translate one of the Glyph forms below automatically. They can also reproduce these glyphs for
purposes of reverse-engineering Rotes and converting them to use a different
style.
7.
There are
Four types of traditional Glyph writing:
a.
Traditional
Atlantean - To the Diamond
orders, this represents Pure written Atlantean (what is left of it). The runes look strangely similar to many
languages and mystical symbols, but do not match any of them precisely. Some
rare runes have an appearance so alien that human eyes have difficulty fully
perceiving them (maybe one is written in 4 dimensions), but mages sometimes
distrust such examples for fear that they are designs born of the Abyss.
b.
Illuminated
- The Illuminated category includes
pictograms and even actual illustrations whose lines draw the eye to follow
them to their hidden meaning. Classical runes often have pictographic elements;
the sign of the Death Arcanum resembles a skull, for example. Beyond Classical
variations are pictograms that, to Sleepers, look nothing like their Classical
counterparts. Mages see the hidden meaning instantly in the pictogram’s curves,
shading and negative space. Obscure Mayan codices sometimes display examples of
the form. So do Renaissance paintings that (thanks to the influence of Seers of
the Throne and Guardians of the Veil) usually hang in private collections or
behind vault doors. These pictures reveal the runes’ meanings using the
geometry of their composition and their symbolism. The Illuminated form is
commonly used by mages from non-literate cultures and thus is held in low
esteem by mages who believe the Awakened Nation possessed a truly literate
society.
c.
Palimpsest - The
Palimpsest form takes its name from an ancient practice in which used papyri
are scraped enough to allow scribes to use the pages again. While this recycling
is supposed to leave “blank” space for the new writer, the original characters
can often be recovered. The Palimpsest style refers to a style of writing in
which runes are inscribed in an overlapping pattern. Scribes take stylistic
liberties with the supposed Pure form of the runs to create complex occult
sigils, geometric patterns and even illustrations. Some of these have been
compared to the geometric artwork found in the Islamic world. There is some
overlap among the Palimpsest style and others. Palimpsests are commonly used to strengthen conjunctional
spells, but some mages simply prefer the style, and others hold that it is
the “true” way to write the Atlantean language. There is enough stylistic
variation to make it unlikely that Sleepers would recognize the relationship between
Palimpsest and Classical forms, but an Awakened eye spots the runes in either
case. Palimpsests are difficult for neophytes to decode; apply an additional –1 penalty to Intelligence +
Occult rolls. Also grants an additional +1 to Combined, Conjunctive, or
other metapractices which combine two effects. This cannot be done in combat.
d.
Vulgar - Vulgar: What constitutes Vulgar High Speech
runes is largely a matter of taste, with the Diamond holding that their script
is pure and other forms are ignorant variations. But the fact of the matter is
that there are several ways to write the runes for magical purposes. Many of these
alternate forms are actually integrated into other written languages, such as
Classical Chinese, Aramaic or Sanskrit. While the alternate forms always differ
from the standard versions of each language, the shape of the lines and subtle
variations on key characters carry the power and messages of the runes. Some mages call this these types Vulgar
script because it utilizes languages developed in the Fallen World, but some
adherents reply that the so-called Classical form is a recent invention
designed to create a “pure” Atlantean that never really existed, distilled down
from the sacred marks of many examples. A few bold mages hold that their
particular version is the primordial tongue — not the Classical runes. They
have the advantage of observation, since Atlantean glyphs replicate the
patterns mages observe when using various forms of Mage Sight. On the other
hand, Vulgar forms display the same patterns, though writers sometimes use
unusual variations. For example, a calligrapher might rotate the “perspective” of
a glyph a few degrees to alter the curve of a stroke. Nevertheless, the core pattern
remains constant.
• Tool Yantras - Each mage maintains at least a
handful of magical tools, mundane items that have a symbolic link to specific
kinds of magic. Almost no mages rely on just a single tool. Even if she only
uses magic appropriate to its symbol, it’s too easy to take the tool away from
her. Each item used as a Yantra adds +1 to the spellcasting pool.
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Dedicated Tools
(Special) - Each mage has a dedicated magical tool — an item that synchronizes
with her Nimbus and that feeds in to her understanding of magic.
1.
A mage has one
magically dedicated tool at any given time.
It is usually a personal item or something associated with his
Awakening. If the item is lost, a new
tool can be Dedicated with a significant amount of time, meditation and spellcasting.
2.
Each Soulstone a
mage creates counts as an additional Dedicated tool.
3.
If the spell being
cast is aligned with the Dedicated tool, it may confer the +1 to the spellcasting pool just as any tool.
4.
These dedicated
tools can be of benefit even when the tool has no semiotic link with the mage’s
desires, limiting the risk of paradox when casting Vulgar magic. Each Dedicated
Tool worked into a spell as a Yantra cancels out the highest Paradox dice trick
in play working backwards from severity (Rote,
8s again, 9s again, 10s again, 1s cancel successes) and reduces the paradox
pool by -2.
5.
To make additional
Dedicated Tools the mage must expend a Willpower
Dot to make an additional one. They fdo
not need to expend this for Soul Stones or for their one Dedicated Tool.
6.
When a mage uses
one of their Praxis Spells all Tool
Yantras worked into the spell count as Dedicated Tools and dramatically reduce
the chance of Paradox.
7.
Platonic Exemplars and
Artifacts used as Dedicated Tools reduce Paradox by -2 when they are used
as Yantras for Vulgar spells.
8.
Attuned Weapon (Supernatural Merit: • to
•••••) - An Attuned Weapon is a special kind of Dedicated Tool that acts as an very
special Arcana Tool and Path Tool as well.
a.
Requirements:
The weapon must also be attuned to a specific Arcanum which is one of the Mage’s
Ruling Arcana. Attuned weapons must be
archaic Melee Weapons that the ancient Wizards use, knives, blades, swords,
staff, wand, daggers, etc. The rationale
is that these are the weapons that a true Mage uses. You can only ever own one Attuned Weapon and
they take a long time to make but are covered by the sanctity of merits. Simple
and archaic ranged weapons like bow and arrows, slings and the like also work
with this merit. Maybe someday they can
be turned to simple guns as revolvers or blunderbuses, but the secrets have not
been found to make the right rituals to create ranged extensions of the
mystical energies. The truth that supports Attuned Weapons would need to change
over time.
b.
Attuned Weapons add
their Merit Dots to the base damage of the weapon. These do stack with the mundane equipment mods
but not with finishing spells. Whether
true or not, mages are considered to be mannered and elegant—champions of old
ways and ancient methods. (The Free Council balk at this suggestion, but it
doesn’t make it any less assumed.) As such, many mages build their own Attuned
Weapons: melee-style hand-held weapons that reflect their magic and speak to a
time before.
i.
Choose a melee
weapon that best suits the character’s person’s persona. The character must have built this weapon herself The weapon must be attuned to one of the
mage’s Ruling Arcana.
ii.
Dots in the Merit
translate into an accuracy bonus not
weapon damage, the damage done is always lethal.
c.
Attunement Effects: (nWod Mirrors: Infinite Macabre
p18)
i.
Forces
– The mage can, once per scene, turn the weapon into the embodiment of a
particular “force” (fire, lightning, light, etc.)—this lasts for a number of
turns equal to the character’s Gnosis score, and each turn it does one bashing
damage to the character while it remains in her grip (this cannot be prevented
with protective gloves or other gear). However, during this time the weapon
does aggravated damage to targets. +1 against mummies.
ii.
Prime
– If the weapon makes a successful attack on a creature possessing Essence or
Mana and does damage exceeding the target’s Stamina, then the weapon also robs
the victim of one Essence or Mana point and the point is transferred to the
mage (Essence is transferred as Mana). In addition, it gains +1 dice against
Awakened targets and Supernal beings.
iii.
Mind
– If the weapon makes a successful attack on a sentient creature (self-aware)
and does damage exceeding the target’s Resolve score then the weapon also robs
the victim of one Willpower point and the point is transferred to the mage. +1
against Astral entities.
iv.
Space –
If the mage makes a successful attack on the target and draws blood, the mage
may scry into the weapon at any point over the subsequent 24 hour period and
see the victim and her location (though the only sense experienced is sight). This effect is detectable as any scrying
spell is. Gains +1 against Demons
(Fallen Angels).
v.
Matter –
The weapon ignores Durability as a factor when making attacks on any material
and inorganic object. In addition, it gains +1 dice against Promethean targets. It also has Armor Piercing +1.
vi.
Death
– The weapon can attack Ghosts and gains +1 against Vampires and similar undead
creatures.
vii.
Life
– Once per game session, the mage can use this weapon in a way opposite of its
intent: to heal instead of damage. Make an attack as normal, and successes
gained instead heal that number of points of lethal (or bashing) damage. The
weapon does not heal aggravated damage. +1 against Primordials.
viii.
Spirit
– The weapon can hit spirits (manifest or note) and gains +1 against Spirits
and Werewolves.
ix.
Fate
– On a successful attack, roll
a single die. If that die comes up a 10, then double the damage done. If that
die comes up a 1, then the attack was successful, but only does bashing damage.
If it comes up 2-9, no effect takes place beyond normal attack and damage
resolution. +1 against the Hedge Beings.
x.
Time -
The mage always goes first in Initiative. In addition, it gains +1 dice against
changeling targets.
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