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The Worshipful Archons are aristocrats anonymously elected to office. Highest in rank are the chief archons – the ''hierarch'' (nominal chief), ''polemarch'' (oversees the city’s military), ''navarch'' (oversees the city’s navy), ''hagiarch'' (oversees religions), ''xenarch'' (oversees foreigners), ''cryptarch'' (oversees relations with the invisible world), and others that have varied over time. Lesser archons serve as judges, magistrates, and officials of the city – and one of the most influential of these officials are those who license magicians for the practice of magic-for-hire in Diaphane.
 
The Worshipful Archons are aristocrats anonymously elected to office. Highest in rank are the chief archons – the ''hierarch'' (nominal chief), ''polemarch'' (oversees the city’s military), ''navarch'' (oversees the city’s navy), ''hagiarch'' (oversees religions), ''xenarch'' (oversees foreigners), ''cryptarch'' (oversees relations with the invisible world), and others that have varied over time. Lesser archons serve as judges, magistrates, and officials of the city – and one of the most influential of these officials are those who license magicians for the practice of magic-for-hire in Diaphane.
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Only magicians skilled in pellucid magic are licensed in Diaphane – barbarous magics such as chromatic or shadow magic are not prohibited per se, but working them for-hire is against the law. Most licensed magicians hold degrees from one of the schools of the eikonic arts (though rarely at the level of magister or doctor of the eikonic arts). Professions such as lens-wrights or glass-wrights need not be licensed (they create for sale, but are not for-hire).
  
 
-- by Kakita Kojiro
 
-- by Kakita Kojiro
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====Magicians of Diaphane====
 
====Magicians of Diaphane====
  
Only magicians skilled in pellucid magic are licensed in Diaphane – barbarous magics such as chromatic or shadow magic are not prohibited per se, but working them for-hire is against the law. Most licensed magicians hold degrees from one of the schools of the eikonic arts (though rarely at the level of magister or doctor of the eikonic arts). Professions such as lens-wrights or glass-wrights need not be licensed (they create for sale, but are not for-hire).
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'''Catoptromancers''', sorcerers-for-hire of Narcissus
 
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Catoptromancers are mirror sorcerers skilled at reading the health of others by studying their reflection. By studying a patient’s reflection in different media and ambient light, they can divine past, present, and perhaps future health problems. This can include illnesses, injuries, and even emotional or mental trauma. Occasionally they can divine injuries or illnesses that have not yet occurred, and are able to proscribe circumstances that might lead to the occurrence. Usually they are only able to determine current illness or injury, and will prescribe various remedies based on the accumulated records of past cases documented by catoptromancers. There is no formal guild of catoptromancy; would-be catoptromancers must seek apprenticeship with another master catoptromancer.
'''Cryptomancers''', licensed magicians of Diaphane
 
Cryptomancers see invisible things, and are hired to deal with the Invisible World – particularly, for negotiations with the invisible Neighbors. They are diplomats, negotiators, and go-betweens, and occasionally exorcists if all else fails. Cryptomancers also deal with other invisible spirits than just the Neighbors, as well as other odd invisible phenomena that occasionaly occur in Diaphane. They mediate between the city’s human and invisible citizens, and arrange trades with the Neighbors (as for glass cats, or other wonders of the invisible world). Most cryptomancers are quite odd and strange, suffering from invisible afflictions acquired by annoying the Neighbors or being cursed by other invisible spirits.
 
 
 
Advantages: Pellucid Magic 2 (20 pts)
 
Disadvantages: Disciplines (ritual purification, -5 pts)
 
Backgrounds: Licensed (social status 1, 5 pts), Comfortable (wealth, 10 pts)
 
Skills: Forbidden Lore (Invisibles), Thaumatology (pellucid magic), Carousing, Diplomacy, Savoir-Faire
 
Spells: See Unseen
 
 
 
 
 
'''Optomancers''', licensed magicians of Diaphane
 
Optomancers see hidden things, and are hired to discern unknown flaws and ailments. They are able to see past the surface of things, to see the truth within. They are hired to look over newly engineered buildings or the works of glass-wrights, to find any hidden flaws which might compromise them (hidden flaws are common in glass, and can be devastating if not discovered). They are also hired to look into people and beasts, to determine what ails them. In this way the medicine of Diaphane excels at finding broken bones, tumors, and other internal injuries (diagnosticians such as this are also known as “iatrists”).
 
 
 
Advantages: Pellucid Magic 2 (20 pts)
 
Disadvantages: Disciplines (ritual purification, -5 pts)
 
Backgrounds: Licensed (social status 1, 5 pts), Average (wealth, 0 pts)
 
Skills: Thaumatology (pellucid magic), Diagnosis, Observation, Engineer or Physiology
 
Spells: See Through Objects, See Small Things
 
 
 
 
 
'''Telemancers''', licensed magicians of Diaphane
 
Telemancers see distant things, and are hired for a variety of purposes that require crystal-grazing. To a telemancer, distance is only another barrier to perception that may be overcome by pellucid magic. They can convey messages, by reading what is written for them to watch for at distant places, or writing messages for distant telemancers to read. They can learn news from distant places, by watching what occurs there. They watch the weather, as it approaches Diaphane from afar. The Worshipful Archons employ many telemancers to spy on the hegemony’s subject nations, and to keep watch on the city’s ships at sea.
 
 
 
Advantages: Pellucid Magic 1 (10 pts)
 
Disadvantages: Disciplines (ritual purification, -5 pts)
 
Backgrounds: Licensed (social status 1, 5 pts), Average (wealth, 0 pts)
 
Skills: Thaumatology (pellucid magic), Observation, Search, Intelligence Analysis or Meteorology
 
Spells: See Clearly, See Distant Things
 
 
 
 
 
'''Archiatrists''', licensed doctors of Diaphane
 
Archiatrists are highly-trained optomancers who specialize in not only diagnosing, but also treating internal injuries and ailments. They are more strictly licensed than mere optomancers, for in addition to looking into people to determine what ails them, they will also reach into people to fix them. They must be skilled enough in pellucid magic to ignore solidity so they may pass through barriers as light through glass. Being licensed as an archiatrist requires a degree of magistry in the eikonic arts from one of the schools of Diaphane, so they are usually referred to as “doctor.”
 
 
 
Advantages: Pellucid Magic 3 (30 pts)
 
Disadvantages: Disciplines (ritual purification, -5 pts)
 
Backgrounds: Licensed (social status 2, 10 pts), Comfortable (wealth, 10 pts)
 
Skills: Thaumatology (pellucid magic), Diagnosis, First Aid, Observation, Philosophy, Physiology
 
Spells: See Through Objects, See Small Things, Allow Danger To Pass Through, Pass Through Obstacles
 
 
 
 
 
'''Glass-Watchers''', civic magicians of Diaphane
 
Since the Second Shattering the City of Glass has employed magicians to watch for problems and enemies, from within or without. They spend their days peering into their scrying glasses, crystal balls and lenses, watching and reporting what they witness to the Worshipful Archons. Although they use optomancy and telemancy in their work, they need not be as formally trained as licensed magicians must – often the failed students of the eikonic schools are recruited as Glass-Watchers.
 
 
 
Advantages: Pellucid Magic 1 (10 pts), Contact (archons group, var.)
 
Disadvantages: Duty (almost all the time, -15 pts)
 
Backgrounds: Glass-Watcher (civic rank 1, 5 pts), Comfortable (wealth, 10 pts)
 
Skills: Thaumatology (pellucid magic), Observation, Intelligence Analysis
 
Spells: See Clearly, See Distant Things, See Through Objects
 
 
 
 
 
'''the Undraped''', naked madmen of Diaphane
 
The Undraped are thought of as enlightened madmen in Diaphane, although they are more akin to urbanized shamans. They wear no clothes, and live all year sky-clad. Their asceticism of abandoning clothing allows them to interact with the naked spirit-world around them – they are able to see the invisible Neighbors, and other invisible spirits. If citizens of Diaphane cannot afford to hire a licensed magician to deal with invisible woes, they must seek out one of the Undraped. Although generally disapproved of, the Worshipful Archons do not care to deal with the Undraped, or with the other madmen driven insane from living all their lives under scrutiny in the City of Windows (for there is little difference between the two, sometimes).
 
  
Advantages: Shaman Magic 1 (10 pts), See Invisible (access while naked, 12 pts)
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Advantages: Reflective Magic 1 (10 pts)
Disadvantages: Delusions (severe, mitgator while clothed, -9 pts)
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Backgrounds: Average (wealth, 0 pts)
Skills: Occult (spirit-world), Exorcism, Forbidden Lore (Invisibles), Observation
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Skills: Thaumatology (reflective magic), Diagnosis, First Aid, Esoteric Medicine
Spells: See Clearly, Fade, Block Perception, others
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Spells: Hide Reflection, See Reflections of Health (IQ/Very Hard, req. Reflective Magic 1+)
Note: Undraped shamans do not really use pellucid magic at all, but apparently the way they access their magic causes no dissonance with the translucent theme of Diaphane and its spirit world.
 
  
 
-- by Kakita Kojiro
 
-- by Kakita Kojiro

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