Editing Mage2e Kingsport:The Daoine
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Organization: The Daoine usually operate alone, or with their tutors in the case of younger, less-experienced mages. Relationships between tutors and students are either extraordinarily long-lasting or quickly and bitterly ended, with very little in between. | Organization: The Daoine usually operate alone, or with their tutors in the case of younger, less-experienced mages. Relationships between tutors and students are either extraordinarily long-lasting or quickly and bitterly ended, with very little in between. | ||
− | Theory: The Daoine are the self-employed judges of the | + | Theory: The Daoine are the self-employed judges of the Scales of Wyrd, that delicate web of interconnections and justice. When someone tilts the scales with a transgression, the Good Folk deliver the stark and harsh justice of Arcadia, as the faeries do in their stories that many in the modern world mis-remember as harmless children's tales. |
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Prerequisites: Initiation | Prerequisites: Initiation | ||
− | The Good Folk first learn how to understand the | + | The Good Folk first learn how to understand the Scales of Wyrd. This attainment mimics the effects of "Interconnections" (p. 134), allowing the mage to sense the sympathetic connections between the target and the Scales. Reach is assigned for Instant Activation and Sensory Range. |
Optional: Time 1 | Optional: Time 1 | ||
− | *The fairies | + | *The fairies seems to have a knack for knowing things. With this power, when the Daoine is utilizing the 1st Attainment to sense the sympathetic connections, he can also duplicates the "Divination" (p. 187) spell. He can ask a number of questions equal to his dots in Time. Reach is assigned for Instant Activation and the additional Spell Effect. |
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Prerequisites: Fate 2, Occult 3 | Prerequisites: Fate 2, Occult 3 | ||
− | Despite the Daoine’s curse-happy reputation, most prefer to employ more subtle means of righting wrongs, especially if the transgressor is a Sleeper. When those methods fail, however, the Daoine do not hesitate to throw hexes. This acts like "Exceptional Luck" (p. 135). There | + | Despite the Daoine’s curse-happy reputation, most prefer to employ more subtle means of righting wrongs, especially if the transgressor is a Sleeper. When those methods fail, however, the Daoine do not hesitate to throw hexes. This acts like "Exceptional Luck" (p. 135). There are some restrictions to this power, 1st: the Daoine needs to have studied the subject with the 1st Attainment, 2nd: He can only cast Boons on people who have uplifted the Scales in some fashion and Hexes on people who have disturbed the Scales - including wrongs or rights against the mage themself. He can either deliver this at Sensory Range or Sympathetic Range if he has Space 2. Reach is Assigned for Instant Cast, Sensory Range, and because of the restrictions, there is an extra Reach effect assigned for Advanced Duration. |
Optional: Time 2 | Optional: Time 2 | ||
*The Daoine may supplement any use of the 2nd or the 3rd Attainment with the effect of "Hung Spell" (p. 188). The effect of the Hex/Boon only takes place when Hung Spell's duration expires, when the Mage chooses to relinquish the Hung Spell effect, or when some conditions set by the Fate 2 attainment Conditional Duration are met. Regardless, using this optional attainment always costs one point of mana. Reach is spent on Instant Activation. The Extra Reach from the Attainment is here for Advanced Duration as well. | *The Daoine may supplement any use of the 2nd or the 3rd Attainment with the effect of "Hung Spell" (p. 188). The effect of the Hex/Boon only takes place when Hung Spell's duration expires, when the Mage chooses to relinquish the Hung Spell effect, or when some conditions set by the Fate 2 attainment Conditional Duration are met. Regardless, using this optional attainment always costs one point of mana. Reach is spent on Instant Activation. The Extra Reach from the Attainment is here for Advanced Duration as well. |