Mages

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Mages

Mages have a Tradition, Craft, Technocratic Group or Nephandic Focus. ( All called Tradition for ease of use.) This gives the mage a lower cost for one Sphere and access to specific Rotes of their tradition.

They also have an Avatar Aspect. The Avatar aspect lowers the exp cost of a single Sphere and associated Rotes. It can be the same or different from the tradition one. Avatar aspect lowers the cost of the sphere rote by 1 xp.


Traits

Wisdom(spheres mastered) Max Traits Max Will
0 12 10
1 13 10
2 14 11
3 15 12
4 16 13
5 17 14


Dynamic Magic

Dynamic Magic is mage's ability to bend the world to their will for size of effect. Fundamentally this is a craft check, the mage constructs a miracle shell that has a specific effect once unleashed onto the world. This can reach truly astronomical difficulties. Difficulty can be decreased by time, Making a science check, breaking a Wonder etc. The ST will set a difficulty based on the spheres they determine are required for the effect and the player will make the Arete Check when they feel they're ready. Failing the check will cause a paradox backlash equal to the initial diff. The bluebook action to craft a dynamic magic check is called Weaving and each action reduces the initial difficulty . Aside from these large miracle effects mages can make smaller edits to scenes. Players can only maintain 1 standing dynamic effect on their haven, city etc.

Craft Modifiers

Method difficulty Modifier
Spheres required for spell (total spheres*5)
Spell effects multiple targets *2
Spell effects area larger than a block *2
Spell effects a city *5
Spell is Vulgar(ST discretion) *2
Bathed in dragonfire or other special material -5
Help from a spirit -[Essence of spirit]
Science check -2 per successful science check diff set by ST
Funnels energy from a node - node rating
More time -1 per action
Money -1 per $100k (max 5)

Example Dynamic spell I would like a spell that alerts me whenever a vampire enters my city, the spell's concept is fairly simple and the base spheres required are: entropy(1) and correspondence(3) for a total of diff 20, the spell can detect multiple targets so it doubles to 40, they want it to last forever, so it doubles again to 80, the spell effects a city so the spell multiplies a final time to diff 400. A group of 5 mages with 5 actions/month could complete this spell in 16 months. A smaller version to a building would take them 2 months.

Dynamic editing For large scale effects, the crafting difficulties are high, However Mages may declare small edits to a scene such as but not limited to, ( a door being unlocked, an alarm being sound, changing the appearance of their clothes, finding the keys to their own car, having the stoplight be green, etc. for the cost of a Q and a Will.( if they have the sphere that covers that thing) This is the simplest form of magic, and is akin to brute forcing your way through a problem. The ST is the final arbiter of what can be done with Dynamic Editing. You cannot dynamic edit your way out of a problem entirely, but you can dynamic edit your way to making the problem easier.

Paradox

Paradox backlashes can occur at the ST's discretion whenever your total paradox is greater than 5 paradox points, your familiar can increase this threshold, soaking up some paradox for you. A paradox backlash is the world clapbacking you for using magic, below are some of the possible effects of paradox. The maximum paradox a mage can accumulate before a forced backlash is 26(21+ 5 from the familiar). If a mage ever accumulates 26 or more paradox the backlash occurs immediately.

Paradox leaves the sheet at a rate of 2/month if the paradox score is 5 or below. If you have accumulated more than 5 paradox in a game you must see a storyteller so your paradox can be recorded. Paradox above 6 bleeds off at a rate of 1/month.

Possible backlashes

  • Make a quiet check
  • Gain a permanent flaw
  • A paradox spirit appears to whisk the mage away to a paradox realm or punish them. (paradox spirits are mostly unaffected by magick and can and will reduce the sphere of a mage who summoned them to 0 for an amount of time of its choosing, if it is not satisfied with the mage’s conduct at scene’s end)
  • Take an amount of Aggravated damage equal to the paradox discharged/2.
  • Gain a point of permanent paradox which does not bleed off for any reason.

Mage backgrounds

Quiet

Wonders

Rotes

Traditions