Difference between revisions of "Age of Dragons: Scholar-Sage"

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===An Academic Point===
 
===An Academic Point===
  
''"...a butterfly, of the order Lepidotera, though specifically it is Hesperia argentia, or silver moth, as we can see from the silvering on his pectinate antennae. It is easily mistaken for the grey iron moth, though we can see from its horn-shaped genitalia that it is indeed argentia and-"''
+
''The Scholar-Sage '''Words-Remembered''' was fascinated by the insect that had alighted on the tip of his fore-talon, and as was his affectation, he began talking - almost to himself - about whatever piece of academia had fluttered into his mind just as the butterfly had fluttered onto his outstretched claw.
  
''Impatient to get to the point, the warmaster interrupted '''Words-Remembered.''' ''
+
''"...it is a butterfly, of the order Lepidotera, though specifically it is Hesperia argentia, or silver moth, as we can see from the silvering on his pectinate antennae. It is easily mistaken for the grey iron moth, though we can see from its horn-shaped genitalia that it is indeed argentia and-"''
  
''"Yes, yes, I'm sure the sexual organs of insects are fascinating, but I believe I was asking you about more pressing matters, vis a vis arcane solutions to our current situation."''
+
''The Scholar-Sage didn't get any further, as the Argent Warmaster stood in front of him impatiently interrupted him.''
  
''The situation the warmaster was speaking of was that the Ascendancy's mortal armies had invaded the region.''  
+
''"Yes, yes, I'm sure the sexual organs of insects are most fascinating, but I believe I summoned you here about more pressing matters, vis a vis arcane solutions to our current situation..."''
  
''An entire barony had crumbled under the surprise appearance of an orcish legion, that had seemingly managed to march across a vast expanse of Kalarni desert undetected, and was now pillaging the domain at the edge of the Arrantian City-States. The invasionary force formed a beach-head, and that beach-head could have a profound impact on the greater war.''
+
''This situation, to which the warmaster was referring, was that a vast orcish army was marching into the Argent domains. '''Words-Remembered''' had been provided as an "incisive mind" and a "solver of problems", but the Argent was beginning to have his doubts.''
 +
 
 +
''An entire barony had crumbled under the surprise appearance of the orcish legion, that had seemingly managed to march across a vast expanse of Kalarni desert undetected, and was now pillaging the domain at the edge of the Arrantian City-States. The invasionary force formed a beach-head, and that beach-head could have a profound impact on the greater war.''
  
 
''"It is an academic point I admit," continued '''Words-Remembered''', "but an important one at that."''
 
''"It is an academic point I admit," continued '''Words-Remembered''', "but an important one at that."''
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''"..is where we will find the orcish supply line," finished the warmaster, smiling.''
 
''"..is where we will find the orcish supply line," finished the warmaster, smiling.''
  
''Words-remembered smiled and nodded. Attention to detail, a little knowledge and observing a butterfly could change the course of a war. Sometimes, the academic point was the important one.''
+
'' '''Words-remembered''' smiled and nodded. Attention to detail, a little knowledge and observing a butterfly could change the course of a war. Sometimes, the academic point was the important one.''
 
<br><br>
 
<br><br>
  
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However, a true Scholar-Sage knows that the mastery of magics is a mere side effect of diverse learning and represents only a fraction of useful knowledge. A draconic mind is capable of incredible feats of applied thought, deep philosophy and academic mastery. While a mortal has only mere decades to study, the dragon has centuries, and is has the advantage of far greater intelligence as well.
 
However, a true Scholar-Sage knows that the mastery of magics is a mere side effect of diverse learning and represents only a fraction of useful knowledge. A draconic mind is capable of incredible feats of applied thought, deep philosophy and academic mastery. While a mortal has only mere decades to study, the dragon has centuries, and is has the advantage of far greater intelligence as well.
  
To the Scholar-Sage, to waste this gift of superior sophis is an insult to to their own potential and a rude denial to the world of the gifts of thought that might be formed through a millennium of study.
+
To the Scholar-Sage, to waste this gift of superior sophia is an insult to to their own potential and a rude denial to the world of the gifts of thought that might be formed through a millennium of study.
 +
 
  
 
----
 
----
 +
<br><br>
 +
 +
=Edges=
 +
==Skills==
 +
 +
===Field of Expertise===
 +
 +
With age and experience, the Scholar-Sage gains an encyclopaedic knowledge of his chosen areas of expertise. This depth of knowledge will be far beyond what a mortal can ever achieve, and will likely rival even the sum knowledge of entire libraries and universities.
 +
 +
When this Skill is taken select a single field of knowledge that the skill represents. You can take this Edge more than once to reflect different fields of Knowledge, but each Edge represents that field only.
 +
 +
Note that what consists a field of knowledge is up for negotiation between GM and player, but it should generally be something that relates purely to known information rather than practical applications, and should be quite limited in scope. Suitable examples for a field of expertise might include the following:
 +
 +
''Draconic History, Metallurgy, Elvish literature, Brewery, Insect Zoology, Forest Ecology, Alchemic Science, Herbalism, Political geography, Coastal Culture, Orc Culture, Pure mathematics, Statistics, Aerodynamics, Stone construction.''
 +
 +
Note that the field should never be an expertise in practical, artistic or non-mental activities (such as blacksmithy, crafting, surgery, martial arts or aerobatics) and should never involve the casting of magic or magical effects. Also, anachronistic fields (such as electronics, computers, etc.) are out of bounds.
  
=Lifepath Powers=
+
The ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Scholar Sage'' when calculating ''Technique'' within that field of expertise, for example with regards to:
 +
* Testing whether the dragon is aware of an obscure piece of knowledge within that field.
 +
* Research within that field.
 +
* Academic argument within the field.
  
The suspires on this path are provided as examples of spells that might be mastered by a Scholar-Sage. The player and GM can collaborate to create substitution spells of equivalent power if desired. Regardless, the dragon learns 3 Perception-level spells at 150 Experience, 3 Influence-level spells at 300 Experience and 3 Control-level spells at 450 Experience.
+
===Logical Mind===
  
===Concentrated Study===
+
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Scholar Sage'' when calculating ''Technique'' for the following types of tasks:
*'''Experience level required:''' 50
+
* Application of logic to solve problems.
*'''Activation Cost:''' ''Always on, no cost.''
+
* Employing systematic approaches to investigations, research or deduction.
*'''Keywords:''' ''Discipline;''
+
* Handling and processing data in a logical way.
The Scholar-Sage must first learn how to learn. With this Discipline in place he gains +1 dice on any Sophis rolls relating to learning new information, memorising or study.
 
 
<br><br>
 
<br><br>
===Knowledge of Aligned Academia===
+
==Powers==
*'''Experience level required:''' 100
+
 
*'''Activation Cost:''' ''Always on, no cost.''
+
===Mental Conditioning===
*'''Keywords:''' ''Discipline;''
+
 
The Scholar-Sage gains +1 dice on any Sophis rolls relating to knowledge relating to his own alignment. For example, life-aligned dragons would gain the bonus to knowledge about ecological cycles, biology, wilderness survival and related topics. Order-aligned dragons would gain the bonus to knowledge about hierarchical structures, society, history of society and similar topics. Chaos-aligned dragons would gain the bonus to knowledge about conflict, emotion, art and other chaos-related fields. Death dragons would gain knowledge of poisons, of disease, and of other death processes. The fields of knowledge should be defined fairly widely.
+
The scholarly and studious habits of a ''Scholar-Sage'' can result in mental transformation, honing and conditioning the mind over time.
 +
 
 +
* '''Arete 1+: Conditioned Mind'''
 +
The Dragon permanently adds +5 to his ''Sophis'' sphere.
 +
 
 +
* '''Arete 21+: Inviolate Mind'''
 +
The Dragon becomes permanently immune to magical mind-altering effects of any sort, including arcane emotional manipulation, magical control of perception, or magical control of thoughts.
 +
 
 +
* '''Arete 31+: Inner Library'''
 +
The Dragon can now commit anything he reads to his "inner library" - a mental construct that he can visualise with a few minutes of meditation, and then reference as if it were a true physical library containing every book or piece fo writing he has ever read. While he might not have this knowledge to access instantly with his surface mind proper, he carries around within himself a mass of wisdom. with a few more minutes of concentration the dragon can even pull back past experiences of other sorts, dredging up perfect recollections of any sensations he has had, be it sights, smells or sounds.
 +
 
 +
* '''Arete 41+: Enlightenment of the Erudite'''
 +
The Dragon permanently adds a further +5 to his ''Sophis'' sphere.<br><br>
 
<br><br>
 
<br><br>
===Unity of Spoken Word===
+
==Suspires==
'''(Example Perception-Level Hierarchomancy spell)'''
+
 
*'''Experience level required:''' 150
+
The ''Scholar-Sage'' studies magic in all its forms. A Dragon who selects a Suspire as a Scholar-Sage Lifepath Edge may, if he chooses, instead choose a Suspire from another Lifepath he is already following. For example, a Scholar-Sage who is already on the Ambassador-Courtier Lifepath could choose the Lore of Words as one of his Scholar-Sage suspires.
*'''Activation Cost:''' ''1 Arcane Energy''
+
<br><br><br>
*'''Keywords:''' ''Suspire; Hierarchomancy*;''
+
===The Lore of Alchemy===
*Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.
+
 
When this spell is cast, the Dragon draws a circle on the ground and inscribes runes in the ur-draconic language within it. Within this circle anybody and everybody can hear the spoken words of anyone else in the circle in their own native language, regardless of what language is being spoken.
+
The Lore of Alchemy sees that Pneuma is the building block of reality, and that through the shaping lense of visualisation and the direction of will, anything can be created from the raw stuff of magic itself. With the lesser Lores it is possible to create only the simplest of constructions, however. With increasing mastery the creation process is taken to the next level, breaking the limitations of what lesser magicians consider possible. Anything can be formed from pneuma, and anything is possible.
<br><br>
+
 
===Read Weather===
+
* '''Arete 1+: Perception and Protection'''
'''(Example Perception-Level Autarchomancy spell)'''
+
The dragon can now use his suspires to sense objects which have been alchemically shaped or created, and can also recognise the "maker's signature" on items. The dragon can also exhale an alchemical aegis that shields items against the alchemy of others.
*'''Experience level required:''' 150
+
 
*'''Activation Cost:''' ''1 Arcane Energy''
+
* '''Arete 11+: Conjuration'''
*'''Keywords:''' ''Suspire; Autarchomancy;''
+
The dragon can exhale glowing mist, which then coalesces into solid material. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. Each casting will create about ten kilos of stuff, be it gold, mud, water or whatever else. With conjured materials, stability depends on the law of sympathy - if there is a lot of the same material in the vicinity of the new material, then it will tend to manifest permanently, whereas if the creation is unique to its environment (for example creating diamonds in the middle of mud) then it will last less time, perhaps a minute or two, or even just seconds.  
*Autarchomancy spells cannot be cast by Order-aligned Dragons.
+
 
The dragon takes a moment and inhales, absorbing a deluge of information from the environment that means little on its own, but combines to allow the scholar-sage to make an accurate weather prediction for the next few days, barring arcane influence.
+
* '''Arete 21+: Transmutation'''
<br><br>
+
The dragon can transmute raw materials within sight, with each casting changing around ten kilos of stuff. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. As with conjuration, the stability of the transmutation depends on the law of sympathy. Also, no material that has pneuma or sophis can be transmuted, so sentient creatures and the like cannot easily be harmed through this spell. The dragon can also shape raw materials into different shapes and forms, though nothing can be crafted that the dragon would not normally be able to craft with just his claws, or which he would not normally have ths skill to craft. Regardless, a mage can get quite creative with this, using the magic to save time on arduous tasks. For example, he might craft a block on ink into a mass of text, or instantly turn a lump of rock into a makeshift weapon-spike.  
===Post mortem===
+
 
'''(Example Perception-Level Necromancy spell)'''
+
* '''Arete 31+: Craft and Complexity'''
*'''Experience level required:''' 150
+
The dragon breathes into something he has created, imbuing it with movement or complex function. His transmutations grow more complex too, so he can now deal not only with base materials but can also create flesh and bone, etc. For example, he could turn a stone sculpture of a clock into a working machine, or a paper bird into one that flutters and flies. He can even give these automata orders to carry out simple repetitive tasks. However, he cannot imbue mind into his creations. The law of sympathy applies in that if form is ill suited to function, the magic will soon end.
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Necromancy*;''
 
*Necromancy spells cannot be cast by Life-aligned Dragons.
 
The dragon breathes in over a dead creature's face. The dragon ebcomes instantly aware of the exact cause of death and time of death.
 
<br><br>
 
===Smell of Blood===
 
'''(Example Perception-Level Vitamancy spell)'''
 
*'''Experience level required:''' 150
 
*'''Activation Cost:''' ''1 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Vitamancy*;''
 
*Vitamancy spells cannot be cast by Lifer-aligned Dragons.
 
The dragon inhales the scent of a sample of blood. He becomes aware of what species and breed of creature the blood came from, as well as their general state of health.
 
<br><br>
 
===Knowledge of Unaligned Academia===
 
*'''Experience level required:''' 200
 
*'''Activation Cost:''' ''Always on, no cost.''
 
*'''Keywords:''' ''Discipline;''
 
The Scholar-Sage gains +1 dice on any Sophis rolls relating to knowledge relating to the two alignments that are not his own, but not opposed to his own. Life is opposed to death, and order to chaos.
 
<br><br>
 
===The Small Death===
 
'''(Example Influence-Level Necromancy spell)'''
 
*'''Experience level required:''' 300
 
*'''Activation Cost:''' ''2 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Necromancy*;''
 
*Necromancy spells cannot be cast by Life-aligned Dragons.
 
When this spell is cast, the Dragon moves close to and exhales on a target, which immediately dies. This suspire can only affect a target of Soma, Pneuma and Sophis of 1 or less. If used in combat, it counts as a Battle Action that can only be used at zero range, but which does not require an attack roll.  
 
<br><br>
 
===Surge of Pleasure===
 
'''(Example Influence-Level Vitamancy spell)'''
 
*'''Experience level required:''' 300
 
*'''Activation Cost:''' ''2 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Vitamancy*;''
 
*Vitamancy spells cannot be cast by Life-aligned Dragons.
 
The dragon blows arcane energy invisibly towards a target, who momentarily feels a small surge of pleasure, somewhat less intense than orgasm but comparable to the satisfaction from fine food or a cool drink when thirsty. The target is unware of having his emotions manipulated. A favourite trick of scholar-sages is to have a victim experience pleasure with an activity not usually considered pleasurable, and thus cause cognitive dissonance.
 
<br><br>
 
===Set in Stone===
 
'''(Example Influence-Level Hierarchomancy spell)'''
 
*'''Experience level required:''' 300
 
*'''Activation Cost:''' ''2 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Hierarchomancy*;''
 
*Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.
 
The Scholar-Sage speaks over a tablet of stone, or similarly prepared hard inorganic surface, and infuses his words with pneuma. The words he speaks are engraved into the surface. This suspire can record up to an hour of speech.
 
<br><br>
 
===Dissolve Information===
 
'''(Example Influence-Level Autarchomancy spell)'''
 
*'''Experience level required:''' 300
 
*'''Activation Cost:''' ''2 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Autarchomancy*;''
 
*Autarchomancy spells cannot be cast by Order-aligned Dragons.
 
The Scholar-Sage exhales over an information storage medium of some sort (be it a book, an engraved tablet, or whatever else). The information within is scrambled so as to become unusable, through letters jumbling, ink running and stream of consciousness phrases being scattered randomly throughout. This spell cannot be used on any target with a mind, so cannot for example effect anybody's mind.
 
<br><br>
 
===Knowledge of Opposed Alignment Academia===
 
*'''Experience level required:''' 400
 
*'''Activation Cost:''' ''Always on, no cost.''
 
*'''Keywords:''' ''Discipline;''
 
The Scholar-Sage gains +1 dice on any Sophis rolls relating to knowledge relating to the alignment opposed to his own, but not opposed to his own. Life is opposed to death, and order to chaos. Effectively with this and the other two Knowledge disciplines he should be now gaining +1 dice to ''all'' Sophis rolls relating to knowledge.
 
<br><br>
 
===Womb of Dust===
 
'''(Example Control-Level Necromancy spell)'''
 
*'''Experience level required:''' 450
 
*'''Activation Cost:''' ''4 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Necromancy*;''
 
*Necromancy spells cannot be cast by Life-aligned Dragons.
 
As a battle action, the Scholar-Sage exhales a cloud of black dust at a single target within long range. The target is rendered permanently infertile.
 
<br><br>
 
===Rites of Summer===
 
'''(Example Control-Level Vitamancy spell)'''
 
*'''Experience level required:''' 450
 
*'''Activation Cost:''' ''4 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Vitamancy*;''
 
*Vitamancy spells cannot be cast by Life-aligned Dragons.
 
Whilst flying, the dragon exhales, charging his breath with pneuma. A short rain follows behind him, covering an area of 2-3 square miles. For the next one year, the area which was effected supports plant life as if it were high quality well-watered fertile soil.
 
<br><br>
 
===Crown of Dominion===
 
'''(Example Control-Level Hierarchomancy spell)'''
 
*'''Experience level required:''' 450
 
*'''Activation Cost:''' ''4 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Hierarchomancy*;''
 
*Hierarchomancy spells cannot be cast by Chaos-aligned Dragons.
 
For six hours after this spell has been cast the Dragon gains absolute dominion over mortals. Any creature with Sophis 1 or less will unerringly follow any commands spoken to them by the dragon to the best of their ability, though they must be able to hear and understand the commands.
 
<br><br>
 
===Nightmare Incantation===
 
'''(Example Control-Level Autarchomancy spell)'''
 
*'''Experience level required:''' 450
 
*'''Activation Cost:''' ''4 Arcane Energy''
 
*'''Keywords:''' ''Suspire; Autarchomancy*;''
 
*Autarchomancy spells cannot be cast by Order-aligned Dragons.
 
The Scholar-Sage speaks words of dissonance that echo through the region. Anyone within three miles that is currently sleeping is immediately wracked with terrifying and severe nightmares. The dragon has no control over the form of these nightmares. A character does not regain any ''mental, physical or arcane reslience'' from the hours while suffering the nightmares.
 
<br><br>
 
===Exceptional Draconic Focus===
 
*'''Experience level required:''' 500 years
 
*'''Activation Cost:''' ''1 Mental Energy (per rerolled dice)''
 
*'''Keywords:''' ''Discipline;''
 
Half a millennium of hard study and clear thought have granted exceptional awareness and mental focus to the dragon. This mental acuity has applications beyond the usual scholar's role - without any doubt, the experienced scholar-sage's sharp mind helps hime with every and any task he undertakes.
 
  
At any time the dragon can use ''Exceptional Draconic Focus'' to reroll one dice on any dice roll the dragon has just made. ''Exceptional Draconic Focus'' can be used multiple times during a round, so long as the cost is paid.
+
* '''Arete 51+: Breath of Divinity'''
<br><br>
+
The dragon can bring his creations to life, though usually with no more intelligence than that of a small animal. The law of sympathy applies in that if the creation is not in the appearance of a sentient creature, the created life will soon fade. In contrast though, if the dragon emulates higher forms of life in form (for example crafting something that looks like a man or a dragon) he can  achieve higher levels of intelligence and independence than he might otherwise.
===Secret Technique===
 
*'''Experience level required:''' 600
 
*'''Activation Cost:''' ''Special;''
 
*'''Keywords:''' ''Special;''
 
The Scholar-Sage gains one power from any other Lifepath. This power cannot be one that normally requires an Experience level of greater than 350 in that lifepath.
 
 
<br><br>
 
<br><br>
===Second Secret Technique===
 
*'''Experience level required:''' 700
 
*'''Activation Cost:''' ''Special;''
 
*'''Keywords:''' ''Special;''
 
The Scholar-Sage gains one power from any other Lifepath. This power cannot be one that normally requires an Experience level of greater than 350 in that lifepath.
 
<br><br>
 
===Brilliant Mind===
 
*'''Experience level required:''' 800
 
*'''Activation Cost:''' ''None, always on;''
 
*'''Keywords:''' ''Disicpline;''
 
Permanently add +1 to the Scholar-Sage's ''Sophis''. This also increases ''Mental Resilience'' and ''Mental Energy'' accordingly.
 
<br><br>
 
===Moment of Genius===
 
*'''Experience level required:''' 1000
 
*'''Activation Cost:''' ''Special;''
 
*'''Keywords:''' ''Discipline;''
 
The honing of the draconic mind leads to an inevitable and certain sharpness that can be applied to any task. Dragons believe that each scholar-sage is entitled and destined to one true moment of genius. Once that moment has passed the mind is dulled by its application - the scholar-sage will never reach such heights again.
 
  
The scholar-sage can make a single Sophis check, but instantly roll sixes on all his dice.  
+
===The Lore of Thaumaturgy===
 +
Thaumaturgy is the magic that deals with magic, examining the fundamental nature of arcane energy and pneuma. The lesser lores are concerned primarily with perception and self protection. With the greater lores, the thaumaturgist becomes the master of arcane duels, able to dictate the nature and activity of the field of magical battle.
  
The GM and the player should collaborate to discuss exactly what this moment of genius is, but the GM should be ready to allow campaign-changing events to come from this moment of genius - for example he could allow the dragon to invent the internal combustion engine, or discover and apply electricity or gunpowder. Alternatively the idea could be more abstract - the dragon could realise the existence of microbial organisms and trigger off a wave of new medical thought, or could invent and successfully implement modern-style democracy.
+
* '''Arete 1+: Perception and Protection'''
 +
When this spell is cast, the Dragon becomes aware of the flow and presence of arcane energy. He can immediately detect how much arcane energy everyone present has remaining, can detect all magical effects int he area, and identify all magical items, objects and creatures. He can even identify the lore of magic responsible for a given magical effect. He can now also shield himself or others from the effects of thaumaturgy, intercepting attempts to interfere with the core strands of his magic.  
  
Of course, GMs are free to introduce moments of genius without recourse to this discipline: even mere humans may have them given enough luck!
+
* '''Arete 11+: Ebb and Flow'''
<br><br><br>
+
The Dragon can strengthen or weaken the flow of magic in particular areas, for example causing arcane power to flow into a caster's hands, or weakening them by denying them magic. Magics of this sort can directly enhance the arcane power of the dragon or of other casters, adding or subtracting puissance from their efforts. What this magic can't do is grant knowledge or arete - there are no shortcuts to wisdom or mastery.
  
=Lifepath Resources=
+
* '''Arete 21+: Negation and Unweaving'''
===Archive Access===
+
The dragon can counterspell magics as they are cast, or pick apart magical effects already in existence. The most potent enhanted artifact can be unwoven by a master of thaumaturgy.
*'''Experience level required:''' 25 years
 
  
===Personal Library===
+
* '''Arete 31+: Nullify/Surge'''
*'''Experience level required:''' 200 years
+
The dragon can create null-zones where no magic can be cast, or surge zones where magic is multiplied. He can even permanently "turn off" the spellcasting ability of individual casters, though doing so usually requires an arcane battle.
  
===Apprentice===
+
* '''Arete 51+: Control and Alter'''
*'''Experience level required:''' 500 years
+
The dragon can use his Thaumaturgy to alter the castings of other sorcerers. When magic is cast in his vicinity he can use thaumaturgy to manipulate the desired effect of the magic, for example redirecting an offensive spell so it strikes a new target.
 +
<br><br>
  
===Archive Master===
+
==Techniques==
*'''Experience level required:''' 750 years
 
  
----
+
This ''Lifepath'' does not have any special ''Techniques'' associated with it.
 
+
<br><br>
[[Category:Age_of_Dragons]]
+
[[Category:Age_of_Dragons|Scholar]]

Latest revision as of 07:38, 15 May 2009

Age Of Dragons: Main Page -> Age Of Dragons: Lifepaths -> Scholar-Sage


Overview[edit]

An Academic Point[edit]

The Scholar-Sage Words-Remembered was fascinated by the insect that had alighted on the tip of his fore-talon, and as was his affectation, he began talking - almost to himself - about whatever piece of academia had fluttered into his mind just as the butterfly had fluttered onto his outstretched claw.

"...it is a butterfly, of the order Lepidotera, though specifically it is Hesperia argentia, or silver moth, as we can see from the silvering on his pectinate antennae. It is easily mistaken for the grey iron moth, though we can see from its horn-shaped genitalia that it is indeed argentia and-"

The Scholar-Sage didn't get any further, as the Argent Warmaster stood in front of him impatiently interrupted him.

"Yes, yes, I'm sure the sexual organs of insects are most fascinating, but I believe I summoned you here about more pressing matters, vis a vis arcane solutions to our current situation..."

This situation, to which the warmaster was referring, was that a vast orcish army was marching into the Argent domains. Words-Remembered had been provided as an "incisive mind" and a "solver of problems", but the Argent was beginning to have his doubts.

An entire barony had crumbled under the surprise appearance of the orcish legion, that had seemingly managed to march across a vast expanse of Kalarni desert undetected, and was now pillaging the domain at the edge of the Arrantian City-States. The invasionary force formed a beach-head, and that beach-head could have a profound impact on the greater war.

"It is an academic point I admit," continued Words-Remembered, "but an important one at that."

"I fail to see..." started the warmaster, but it was the scholars turn to interrupt.

"Indeed, you fail to see. Which is why you need my help. You imagine that I can summon some arcane force to decimate the enemy army... and indeed I could."

"Then do so."

"But what then would you do about the remaining nine-tenths of the invasionary force? No... I can help you far more with thought than with magic. Consider this... the silver moth is not usually found in this area. Its normal ecological pattern is to boom in population every three centuries or so some seventeen leagues north of here, then for populations to follow the tricentennial storm front as it sweeps along the edge of the Kestrel Hills. If they are here at this time, then the storm front has been changed, and I can only surmise that the weather has been magically manipulated somewhere in the region to the north here..."

The war-master was listening silently now, so the scholar continued.

"If we look at the map of this region, we can see that overt attempts to create rainclouds over the Kalarni desert to the north-east would have been noticed from a great distance, especially from the Citadel of the Mother's Sword. So we must presume that instead additional rain must have been created here, along the so-called 'scorpion path'. Water here would have eliminated the titular scorpions, who are of course not animals but guardian demons of an earlier age. Thus, a route not usually available..."

"..is where we will find the orcish supply line," finished the warmaster, smiling.

Words-remembered smiled and nodded. Attention to detail, a little knowledge and observing a butterfly could change the course of a war. Sometimes, the academic point was the important one.

The Scholar-Sage Lifepath[edit]

Knowledge is power. In the case of draconic scholar-sages, this is often literally true as study leads to the mastery of powerful sorceries. It is unsurprising that many outside this Lifepath regard this as the Scholar-Sage's true calling: to master magic.

However, a true Scholar-Sage knows that the mastery of magics is a mere side effect of diverse learning and represents only a fraction of useful knowledge. A draconic mind is capable of incredible feats of applied thought, deep philosophy and academic mastery. While a mortal has only mere decades to study, the dragon has centuries, and is has the advantage of far greater intelligence as well.

To the Scholar-Sage, to waste this gift of superior sophia is an insult to to their own potential and a rude denial to the world of the gifts of thought that might be formed through a millennium of study.





Edges[edit]

Skills[edit]

Field of Expertise[edit]

With age and experience, the Scholar-Sage gains an encyclopaedic knowledge of his chosen areas of expertise. This depth of knowledge will be far beyond what a mortal can ever achieve, and will likely rival even the sum knowledge of entire libraries and universities.

When this Skill is taken select a single field of knowledge that the skill represents. You can take this Edge more than once to reflect different fields of Knowledge, but each Edge represents that field only.

Note that what consists a field of knowledge is up for negotiation between GM and player, but it should generally be something that relates purely to known information rather than practical applications, and should be quite limited in scope. Suitable examples for a field of expertise might include the following:

Draconic History, Metallurgy, Elvish literature, Brewery, Insect Zoology, Forest Ecology, Alchemic Science, Herbalism, Political geography, Coastal Culture, Orc Culture, Pure mathematics, Statistics, Aerodynamics, Stone construction.

Note that the field should never be an expertise in practical, artistic or non-mental activities (such as blacksmithy, crafting, surgery, martial arts or aerobatics) and should never involve the casting of magic or magical effects. Also, anachronistic fields (such as electronics, computers, etc.) are out of bounds.

The Lifepath Skill adds the Dragon's Arete in Scholar Sage when calculating Technique within that field of expertise, for example with regards to:

  • Testing whether the dragon is aware of an obscure piece of knowledge within that field.
  • Research within that field.
  • Academic argument within the field.

Logical Mind[edit]

This Lifepath Skill adds the Dragon's Arete in Scholar Sage when calculating Technique for the following types of tasks:

  • Application of logic to solve problems.
  • Employing systematic approaches to investigations, research or deduction.
  • Handling and processing data in a logical way.



Powers[edit]

Mental Conditioning[edit]

The scholarly and studious habits of a Scholar-Sage can result in mental transformation, honing and conditioning the mind over time.

  • Arete 1+: Conditioned Mind

The Dragon permanently adds +5 to his Sophis sphere.

  • Arete 21+: Inviolate Mind

The Dragon becomes permanently immune to magical mind-altering effects of any sort, including arcane emotional manipulation, magical control of perception, or magical control of thoughts.

  • Arete 31+: Inner Library

The Dragon can now commit anything he reads to his "inner library" - a mental construct that he can visualise with a few minutes of meditation, and then reference as if it were a true physical library containing every book or piece fo writing he has ever read. While he might not have this knowledge to access instantly with his surface mind proper, he carries around within himself a mass of wisdom. with a few more minutes of concentration the dragon can even pull back past experiences of other sorts, dredging up perfect recollections of any sensations he has had, be it sights, smells or sounds.

  • Arete 41+: Enlightenment of the Erudite

The Dragon permanently adds a further +5 to his Sophis sphere.



Suspires[edit]

The Scholar-Sage studies magic in all its forms. A Dragon who selects a Suspire as a Scholar-Sage Lifepath Edge may, if he chooses, instead choose a Suspire from another Lifepath he is already following. For example, a Scholar-Sage who is already on the Ambassador-Courtier Lifepath could choose the Lore of Words as one of his Scholar-Sage suspires.


The Lore of Alchemy[edit]

The Lore of Alchemy sees that Pneuma is the building block of reality, and that through the shaping lense of visualisation and the direction of will, anything can be created from the raw stuff of magic itself. With the lesser Lores it is possible to create only the simplest of constructions, however. With increasing mastery the creation process is taken to the next level, breaking the limitations of what lesser magicians consider possible. Anything can be formed from pneuma, and anything is possible.

  • Arete 1+: Perception and Protection

The dragon can now use his suspires to sense objects which have been alchemically shaped or created, and can also recognise the "maker's signature" on items. The dragon can also exhale an alchemical aegis that shields items against the alchemy of others.

  • Arete 11+: Conjuration

The dragon can exhale glowing mist, which then coalesces into solid material. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. Each casting will create about ten kilos of stuff, be it gold, mud, water or whatever else. With conjured materials, stability depends on the law of sympathy - if there is a lot of the same material in the vicinity of the new material, then it will tend to manifest permanently, whereas if the creation is unique to its environment (for example creating diamonds in the middle of mud) then it will last less time, perhaps a minute or two, or even just seconds.

  • Arete 21+: Transmutation

The dragon can transmute raw materials within sight, with each casting changing around ten kilos of stuff. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. As with conjuration, the stability of the transmutation depends on the law of sympathy. Also, no material that has pneuma or sophis can be transmuted, so sentient creatures and the like cannot easily be harmed through this spell. The dragon can also shape raw materials into different shapes and forms, though nothing can be crafted that the dragon would not normally be able to craft with just his claws, or which he would not normally have ths skill to craft. Regardless, a mage can get quite creative with this, using the magic to save time on arduous tasks. For example, he might craft a block on ink into a mass of text, or instantly turn a lump of rock into a makeshift weapon-spike.

  • Arete 31+: Craft and Complexity

The dragon breathes into something he has created, imbuing it with movement or complex function. His transmutations grow more complex too, so he can now deal not only with base materials but can also create flesh and bone, etc. For example, he could turn a stone sculpture of a clock into a working machine, or a paper bird into one that flutters and flies. He can even give these automata orders to carry out simple repetitive tasks. However, he cannot imbue mind into his creations. The law of sympathy applies in that if form is ill suited to function, the magic will soon end.

  • Arete 51+: Breath of Divinity

The dragon can bring his creations to life, though usually with no more intelligence than that of a small animal. The law of sympathy applies in that if the creation is not in the appearance of a sentient creature, the created life will soon fade. In contrast though, if the dragon emulates higher forms of life in form (for example crafting something that looks like a man or a dragon) he can achieve higher levels of intelligence and independence than he might otherwise.

The Lore of Thaumaturgy[edit]

Thaumaturgy is the magic that deals with magic, examining the fundamental nature of arcane energy and pneuma. The lesser lores are concerned primarily with perception and self protection. With the greater lores, the thaumaturgist becomes the master of arcane duels, able to dictate the nature and activity of the field of magical battle.

  • Arete 1+: Perception and Protection

When this spell is cast, the Dragon becomes aware of the flow and presence of arcane energy. He can immediately detect how much arcane energy everyone present has remaining, can detect all magical effects int he area, and identify all magical items, objects and creatures. He can even identify the lore of magic responsible for a given magical effect. He can now also shield himself or others from the effects of thaumaturgy, intercepting attempts to interfere with the core strands of his magic.

  • Arete 11+: Ebb and Flow

The Dragon can strengthen or weaken the flow of magic in particular areas, for example causing arcane power to flow into a caster's hands, or weakening them by denying them magic. Magics of this sort can directly enhance the arcane power of the dragon or of other casters, adding or subtracting puissance from their efforts. What this magic can't do is grant knowledge or arete - there are no shortcuts to wisdom or mastery.

  • Arete 21+: Negation and Unweaving

The dragon can counterspell magics as they are cast, or pick apart magical effects already in existence. The most potent enhanted artifact can be unwoven by a master of thaumaturgy.

  • Arete 31+: Nullify/Surge

The dragon can create null-zones where no magic can be cast, or surge zones where magic is multiplied. He can even permanently "turn off" the spellcasting ability of individual casters, though doing so usually requires an arcane battle.

  • Arete 51+: Control and Alter

The dragon can use his Thaumaturgy to alter the castings of other sorcerers. When magic is cast in his vicinity he can use thaumaturgy to manipulate the desired effect of the magic, for example redirecting an offensive spell so it strikes a new target.

Techniques[edit]

This Lifepath does not have any special Techniques associated with it.