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[[Image:Shadow1450.jpg]] =PC Groups= It is assumed that PCs will either join the Rebellion and fight the powers of Heaven and Hell, or will work with the Houses in order to get ahead in the world. However, the PCs can do whatever would seem most fun to them. Groups of mages gather for all sorts of reasons. They might be devoted to a cause, or might want help with their research, or might just be seeking protection in numbers. Mages also often form professional organizations, be they of businesspeople, gangsters or scientists. =Building PCs= PCs who are starting mages should be built on 200 points using GURPS 4th Ed. IQ may not exceed 15 and no more no more than 30 spells may be known. Disadvantages should be limited to 60 points, not counting disadvantages that are required by a House or Order package. Mages of the Houses often seem to suffer from genetic problems and are particularly prone to suffering from deformaties and mental disorders, whether those are part of their House package or not. At least one level of Magery is required, but no more than three may be purchased. Mages should have social Advantages and Disadvantages reflecting their relationship with their House or Order. For instance, their group might serve as a Patron for them, or provide them with Allies, Contacts. Similarly, the PC might have a Duty or Sense of Duty. Good or bad Reputions are likewise common. The cost to play someone who served with a particular group does not include such Advantages and Disadvantages. Each player should decide for themselves how involved their character is with their House or Order and what relations are like. It goes without saying that if an organization is willing to be helpful to a character, they probably expect help in return. It is extremely unlikely that a mage will have no relationship with their House or Order, positive or negative. After all, simply not participating should be enough to produce a negative reputation at least. Mages also frequently have such social connections to groups of mages that are not magical traditions. Just like a mortal, a mage can become dedicated to ecology, or Christianity or science fiction and mages with similar interests or commitments will tend to get organized. Supernatural Advantages and Disadvantages are perfectly appropriate and the GM should decide on a case by case basis whether a given Advantage or Disadvantage is acceptable for the tone of their game. An Advantage might represent a special magical gift or even a special advanced spell that the mage has learned. The GM should take care that allowed Advantages and Disadvantages seems atmospheric and magical or the game may feel more like a superhero game. Common magical advantages include Affliction, Blessed, Channeling, Detect, Dominance, Empathy, Enhanced Time Sense, Healing, Medium, Mind Control, Oracle, Precognition, Psychometry, Spirit Empathy, Terror, Trained by a Master, True Faith and Weapon Master. Mages born into a House add the name of the House to the end of their name in mage society. So a mage of the House of Stuart who is Michael Jones in mortal society would be Michael Jones Stuart in mage society. Order mages usually append their Order to their name, so Mary Smith would be Mary Smith of the Order of Copernicus. =New Advantage= Resonance Location. 5 points / level The PC is in control of a location that has Resonance with one or more magical colleges. These resonances provide the mage with magical power in that college, providing fatigue and bonuses to skill. For each level purchased in a college, all spells of that collage cast at that location cost one fewer fatigue and are cast at +1 to skill. A single location may have Resonance for more than one college and players may wish to pool their points to have joint control over a single powerful location. For example, an old house where junkies used to squat until they overdosed to death might have 2 levels of Necromancy Resonance and 1 of Illusion and Creation, costing 15 points. A sacred glen in the forest might have 2 levels of Communication and Empathy Resonance and 2 levels of Plant Resonance, costing 20 points. A Resonance location is a hotly sought after commodity in mage society and beyond. Just because the PCs start with a location doesn’t mean that they can’t lose it to competitors. The more powerful it is, the more trouble they may have to go to to defend it.
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