Editing
The Gift:Characters
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===House Crane Flying=== House Crane Flying was founded and joined the Council in 1954. It was made up of disaffected members of Atom Turning and Snake Drinking who cared more about the pursuit of art than their academic studies. Today, it is a haven for artistic mages looking for fellowship and protection. There are those among both the Old Houses and Young Houses who question Crane Flying’s suitability to be a part of the Council, seeing Crane Flying's focus on art as trivial and pretentious. On the other hand, Flying Crane produces magical artifacts of excellent workmanship, making the House an important asset to the Council. For their part, Flying Crane often provides the most radically political members of the Council, advocating reform and liberalization. House Crane Flying feels little loyalty to the Council, siding with the establishment only for the sake of safety. Many mages have ties to the Cooperative, an organization that Flying Crane has been repeatedly asked to join. Apprenticeship in Crane Flying is by no means easy and talent alone is never enough. Contrary to some prejudices, Crane Flying requires serious academic study of society and magic, on the grounds that the artist must engage the world. However, after becoming a mage, many lose their interest in the academic side of things and focus on self-expression instead. Magical training focuses on the manipulation of human senses. Cost: 21 points Skills: Artist (Any), Artist (Any), History (Modern USA), History (Modern European), Occultism, Psychology, Streetwise, Ritual Magic (Western Hermeticism), Ritual Magic (Wiccan), Symbol Drawing (Western Hermetic), Thaumatology. Spells: Illusion and Creation: Complex Illusion, Perfect Illusion, Simple Illusion. Making and Breaking: Inspired Creation. Mind Control: Alertness, Foolishness, Keen Sense (Hearing), Keen Sense (Sight). Necromancy: Death Vision. Sound: Sound. House Stances Magic: Magic is a medium by which the human spirit can express itself. Themselves: We do what we like. How many mages can say that? The Council: Stuffy, repressed and closed minded. But frankly, we need protection. Maybe the Council can be changed. The Old Houses: They know a lot about magic but are too myopic and have too much of a stranglehold on the Council. The Young Houses: Probably the sanest faction in this insane world. Unfortunately, they are a bit detached from their humanity. The Circle: We need closer ties with these people. They understand much. The Cooperative: Very creative! These are true magicians. Independents: The Unchained are often inspired artists. We need to hang out more. The Temple of the White Garland are incredibly pretentious and take themselves insanely seriously, but some of them are genuinely great artists.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information