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=Introduction= The following is a listing of major Houses in the US. The list is not intended to be exhaustive, but does present the most powerful and influential Houses. Individual Houses will be described using the following format: Name of House Positive Stereotype: This is a stereotypical member of the House as seen in the most positive light. This is often the stereotype that House members have of themselves. Negative Stereotype: This is a stereotypical member of the House as seen in the most negative light. The is the stereotype most likely to be invoked by people prejudiced against the House. Symbol: Every House has a variety of symbols associated with it. This entry lists the most popular and widely-known symbol of the group, familiar to every mage. Signature Spell: This is a spell or spells to which the House’s magical techniques have proved particularly well-suited. The entry first lists the spell under its name in GURPS Magic. The entry then lists in quotation marks, the name that the group gives to their version of the spell. Other groups of magi are quite well aware of the existence of each House’s signature spells, including the name they use for it. Signature spells are cast at +3 to skill. It is not normally possible to master a signature spell without training as an apprentice of the corresponding House. Magical Style: Every House of Magi understand and perform magic in their own idiosyncratic way. The elements of their magical traditions lie in their history; a group that came to magical prominence in medieval France may have a medieval French flavor to their magic, using concepts, techniques and symbolism associated with that time and place. Attempts to detect or cast Counterspell on another mage’s magic receive a bonus if they share similar magical styles. The bonus ranges from +3 for a complete match of listed elements (“Ancient Roman” and “Ancient Roman”, “Saxon English with Celtic influences” and “Saxon English with Celtic influences”), +2 for the same fundamentals and a single element of separation (“Medieval English” and “Medieval French”, “Medieval English” and “Medieval English with Irish influences”), and +1 for the same fundamental and two degrees of separation (“Ancient Roman with Persian influences” and “Ancient Roman with Gallic influences”). Magical styles rooted in cultures with different religions are not close enough to obtain this bonus unless the GM rules otherwise. Similarly, the gulf between ancient, medieval and modern magical styles is too great to allow any matches between them. Introduction to the House. A brief history of the House. Mortal Politics: Every House has a unique viewpoint on mortal politics, depending on their particular best interests and cultural baggage. The predominant view does not represent the opinion of every member of the House. Cost: This is the cost in character points to play a mage of the House. It is comprised of the costs of all the required Advantages, Skills and Spells. Advantages: These are the Advantages that a character must have in order to be a mage of the House. Skills: These are the skills that a character must be trained in in order to be a mage of the House. Apprentice training is an arduous procedure and mundane skills are usually regarded as being more fundamental to the mage’s education than magical ones. Spells: These are the spells that a character must be trained in in order to be a mage of the House. Every House takes the issue of basic magical training very seriously and the traditional progression of spells is almost never altered. Relations The Houses: In this entry, short comments are presented by a typical member of the House, regarding each of the other Houses. The Rebellion: In this entry, short comments are presented by a typical member of the House, regarding each Order of the Rebellion.
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