Slightly Awakened: Cost: 12 Build Points
This character is considered awakened. He has a magic rating, can astrally percieve and astrally project. He can use assenssing. However, he cannot summon spirits or cast spells (and thus has no need for a hermitic or shamanistic tradition). He may perform any other magical task that does not rely on sorcery dice or conjuring dice.
He may initiate and gain metamagic techniques (such as psychomancy, sensing, divining, etc) that do not require sorcery or conjuring dice. His magic rating is lowered by essence loss and supplanted by bio index as normal. He starts with a magic rating equal to his essence at character creation (max 6).
While much less useful than a full mage (or even most aspected mages), with the metamagic techniques allowed in this blog he might gain conjuration ability or other talents via metamagic.
These are very rare, sometimes called "Glimpsers" by the magic community. They can bond to foci (such as power foci to improve magic rating), though the focus' usefulness may be very limited. They can, however, use anchoring foci to cast spells, using the foci's spellcasting rating.
(Note: Cost is based on the following- a Aspected Mage costs 25, and may redeem all his spell points for a 7 point refund, costing 18. This character is less valuable than an aspected conjurer at 20 points, so costs 12.)
Burned (Cost 5 build points for aspected/adepts, 10 for full mage)
This character was once awakened, but due to events in his backstory (which the PC and DM can work out together) his magic was burned away. (Perhaps too many deadly wounds or stim patches in his past).
While this would appear to have no use, with various ways of restoring lost magic available, the character can try to have his magic restored at a later point by a third party, possibly granting magic use. The point cost above shows what kind of mage they were.
This may appear less useful than Artifically Awakened (below) except that they are capable of having magic "restored" all the way up to 6 if they pay for it, while the artifically awakened can only increase power via initiation.
Artifically Awakened (Cost 5 for aspected/adepts, 10 for full mage)
Like a character who was burned out, this is a mage who was awakened recently by another mage, experiment, or other unnatural way. They still choose a tradition the same as any other mage, except their magic rating is only 1 instead of 6, they cannot start out with a spell or foci above their magic rating, and gain no bonus "spell points" to start (though adepts get 1 point worth of powers, and they may use normal rules to "buy" spell points at character creation). They may initiate normally to increase their powers.
Dreamer (cost 5 build points)
While the character is awakened, he has no magical abilities. He has a magic rating which may be supplanted by bioware or reduced by essence lost. He cannot astrally percieve or astrally project. He may initiate to gain metamagic techniques, but is greatly limited in what he can qualify for, being unable to astrally percieve, project, use sorcery, assensing, enchanting, or conjuration dice. In many ways his magic is a hinderance, carrying around an awakened aura with little to no way to use it. He has a magic rating of 6 (or essence rating) when created, but this is of little use. He has no shamanistic or hermitic tradition, nor spell pool dice.
This is a very strange archtype- a highly limited kind of "mage". He might make himself a target for others, and thus it might be more of a flaw than a bonus, but it does qualify him for a few (only a few) metamagic techniques via initiation, and might be a nice "taste" of magic for newer PCs.
Dual Natured (cost 10 build points)
The character is almost awakened, but not quite. He can see the astral and gains all the benefits and penalties of a dual-natured creature, without having any particular magic. He cannot initiate or use magical skills (except assensing). Unlike other archtypes, this may be purchased IN ADDITION to other archtypes, representing a deeper awakening.
This might be more closely related to an edge or flaw, but I wanted it here to make sure that it's cost could not be supplanted by flaws- you're still limited by your number of flaws, which will probably not be enough of a suppliment to have this for free.
Magician's Path Adepts (costs 30 build points)
This is just an adept, but he is allowed to advance using the magican's path rules for adepts. Adepts who don't take this will not be allowed to advance along the magician's path.
Note: This does not automatically put the adept on magician's path, unless he spends his points such. Also, a magician's path adept when he initiates must decide wether to gain a magic point OR a metamagic technique, he doesn't gain both. Being the "best of both worlds", a magician's path adept is amazingly effective and thus must cost more.
Way of Kings Mage (Costs 50 build points)
The way of kings mage is a hermetic mage who can summon any kind of spirit, learn any kind of spell, and gains +4 dice on any magical test. They gain 30 spell points to spend like like another mage. They are the most enlightened, and this path is only available to elves and elf metatypes. The way of kings is described in Magic in the Shadows.
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