Editing Gladius et Aegis: Arcane Nature Traits
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.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
__toc__ | __toc__ | ||
Line 32: | Line 29: | ||
An above average ''Intellect'' is generally the norm, as becoming a Magus requires study and determination. Magical power is a point of pride and a source of respect amongst Magi as well, so investing in a higher ''Puissance'' score is sensible too. | An above average ''Intellect'' is generally the norm, as becoming a Magus requires study and determination. Magical power is a point of pride and a source of respect amongst Magi as well, so investing in a higher ''Puissance'' score is sensible too. | ||
− | Recommended ''Background Traits'' include ''Web of Intrigue'', ''Concordat Diligent | + | Recommended ''Background Traits'' include ''Web of Intrigue'', ''Concordat Diligent'' and ''Library of Lore'' and ''Mentor''. |
− | Recommended ''Internal Traits'' include ''Prideful''. | + | Recommended ''Internal Traits'' include ''Prideful'' and ''Buried Identity.'' |
+ | |||
===Benefits of being a '''Magus'''=== | ===Benefits of being a '''Magus'''=== | ||
Line 47: | Line 45: | ||
===Drawbacks of being a '''Magus'''=== | ===Drawbacks of being a '''Magus'''=== | ||
− | * '''Discord with Modernity:''' Something about the practice of magic jars with the modern world, and makes it hard for magi to get the modern world to work for them. High technology is a particular problem, and magi often have problems with using electronic or electrical devices of any sort of complexity. Computers crash, cellphones pack up, even light bulbs tend to burn out a lot quicker than they ought to. Even more complex mechanical devices can be troublesome, so magi often avoid using firearms, and will tend to take the stairs rather than the elevator, and to walk rather than drive. Though this effect ought to have some practical uses, its far more often a great inconvenience to magi. The effect is outside of a mage's control, and tends to occur to their detriment rather than benefit. The effect increases as a Magus' Puissance increases. A newly trained apprentice might have a computer that crashes more than it ought to and a car that breaks down a little too often. A master that has the power of centuries behind him might find that he has to live an anachronistic lifestyle that is technologically primitive even for him, perhaps with actual burning torches lighting his home, and a riding horse being the only way to move faster than running, short of magic. The effect also "spikes" when the Magus actually casts magic. Its not uncommon at all for lightbulbs to explode and for telephones to start smoking when a mage is using the Art. | + | * '''Discord with Modernity:''' Something about the practice of magic jars with the modern world, and makes it hard for magi to get the modern world to work for them. High technology is a particular problem, and magi often have problems with using electronic or electrical devices of any sort of complexity. Computers crash, cellphones pack up, even light bulbs tend to burn out a lot quicker than they ought to. Even more complex mechanical devices can be troublesome, so magi often avoid using firearms, and will tend to take the stairs rather than the elevator, and to walk rather than drive. Though this effect ought to have some practical uses, its far more often a great inconvenience to magi. The effect is outside of a mage's control, and tends to occur to their detriment rather than benefit. The effect increases as a Magus' Puissance increases. A newly trained apprentice might have a computer that crashes more than it ought to and a car that breaks down a little too often. A master that has the power of centuries behind him might find that he has to live an anachronistic lifestyle that is technologically primitive even for him, perhaps with actual burning torches lighting his home, and a riding horse being the only way to move faster than running, short of magic. |
+ | The effect also "spikes" when the Magus actually casts magic. Its not uncommon at all for lightbulbs to explode and for telephones to start smoking when a mage is using the Art. | ||
* '''The Outsider Effect:''' A Magus seems strange to ordinary humans, emanating a sense of wrongness that makes them uncomfortable. This effect can certainly be worked against with determined charm and prolonged friendship, but its always there at some level. This effect also increases with Puissance, and spikes with magic use. An average magus that uses his magic in a crowded street may find that the people present might not remember what happens (see Denial, below) but that they whisper against him and cross the street to avoid him. A powerful magus might find himself persecuted by witch-hunts (or their modern equivalent, tabloid slander) if he interacts at all with human society, and will often have to seek only the company of other magi and supernaturals if he is to be accepted as anything less than a monster. | * '''The Outsider Effect:''' A Magus seems strange to ordinary humans, emanating a sense of wrongness that makes them uncomfortable. This effect can certainly be worked against with determined charm and prolonged friendship, but its always there at some level. This effect also increases with Puissance, and spikes with magic use. An average magus that uses his magic in a crowded street may find that the people present might not remember what happens (see Denial, below) but that they whisper against him and cross the street to avoid him. A powerful magus might find himself persecuted by witch-hunts (or their modern equivalent, tabloid slander) if he interacts at all with human society, and will often have to seek only the company of other magi and supernaturals if he is to be accepted as anything less than a monster. | ||
− | |||
===Other Effects of being a '''Magus'''=== | ===Other Effects of being a '''Magus'''=== | ||
* '''Denial:''' Ordinary humans instinctively avoid believing that magic has occurred. Usually this means that they react with immediate disbelief or shock, and later rationalise away what they have experienced with whatever explanation they can. If they can't come up with a justification to themselves, they might even suffer amnesia, or just create a fictional chain of events different to what actually happened. Supernatural creatures don't suffer this effect, nor do other Magi. Also, potential magi with "the aptitude" don't suffer it either, which often the only way in which Magi can discover their would-be apprentices. Some other humans that don't have the aptitude can also avoid the ''Denial'' effect - this number includes children with high imaginations, individuals with a low grip on reality (such as severe schizophrenics) and obsessive devotees of arcane esoteria (normally called "true believers" by the Magi). However, few of these fringe elements tend to be believed when they report what they truly saw! Magi see the Denial as a blessing and a curse, as it both prevents them from using their magic to openly gain status in the human world and helps protect their secrecy. | * '''Denial:''' Ordinary humans instinctively avoid believing that magic has occurred. Usually this means that they react with immediate disbelief or shock, and later rationalise away what they have experienced with whatever explanation they can. If they can't come up with a justification to themselves, they might even suffer amnesia, or just create a fictional chain of events different to what actually happened. Supernatural creatures don't suffer this effect, nor do other Magi. Also, potential magi with "the aptitude" don't suffer it either, which often the only way in which Magi can discover their would-be apprentices. Some other humans that don't have the aptitude can also avoid the ''Denial'' effect - this number includes children with high imaginations, individuals with a low grip on reality (such as severe schizophrenics) and obsessive devotees of arcane esoteria (normally called "true believers" by the Magi). However, few of these fringe elements tend to be believed when they report what they truly saw! Magi see the Denial as a blessing and a curse, as it both prevents them from using their magic to openly gain status in the human world and helps protect their secrecy. | ||
− | + | ||
+ | |||
=Vampire= | =Vampire= | ||
Line 92: | Line 91: | ||
* '''The Kiss:''' Vampiric saliva is replaced with a potent soporific drug that renders humans in a state of soporific bliss for a minute or more, and clouds their memory either side of exposure as well. This drug requires direct skin contact. The Kiss makes feeding a lot easier for Vampires, as it stops victims from resisting and hides the event from the victim's mind. The Kiss doesn't require feeding: it can be used for other practical purposes too. Other supernaturals are effected by The Kiss to varying degrees. Other Vampires are unaffected. "Mostly humans" like wizards and warlocks are no safer against The Kiss than ordinary mortals, though they're more likely to know about it and to seek to avoid it. | * '''The Kiss:''' Vampiric saliva is replaced with a potent soporific drug that renders humans in a state of soporific bliss for a minute or more, and clouds their memory either side of exposure as well. This drug requires direct skin contact. The Kiss makes feeding a lot easier for Vampires, as it stops victims from resisting and hides the event from the victim's mind. The Kiss doesn't require feeding: it can be used for other practical purposes too. Other supernaturals are effected by The Kiss to varying degrees. Other Vampires are unaffected. "Mostly humans" like wizards and warlocks are no safer against The Kiss than ordinary mortals, though they're more likely to know about it and to seek to avoid it. | ||
* '''Fangs:''' All Vampires can extend and retract their fangs at will. Fangs aren't terribly practical for fighting purposes, but are useful enough for feeding. | * '''Fangs:''' All Vampires can extend and retract their fangs at will. Fangs aren't terribly practical for fighting purposes, but are useful enough for feeding. | ||
− | |||
===Drawbacks of being a '''Vampire'''=== | ===Drawbacks of being a '''Vampire'''=== | ||
Line 98: | Line 96: | ||
* '''The Hunger:''' The less ''Blood Pool'' you have, the hungrier for blood you are. If your Blood Pool is empty, then the Hunger overtakes you immediately. If it is not empty, but equal or less than your ''Puissance'', then you must pass increasingly difficult Intellect tests to control yourself if exposed to the sight or smell of blood. If it is above this level you still feel desire to feed, but can control it. When you are overtaken by the ''Hunger'' you lose control of your own actions, seeking to feed by any means possible, regardless of danger. The Hunger passes only once you have filled your ''Blood Pool''. | * '''The Hunger:''' The less ''Blood Pool'' you have, the hungrier for blood you are. If your Blood Pool is empty, then the Hunger overtakes you immediately. If it is not empty, but equal or less than your ''Puissance'', then you must pass increasingly difficult Intellect tests to control yourself if exposed to the sight or smell of blood. If it is above this level you still feel desire to feed, but can control it. When you are overtaken by the ''Hunger'' you lose control of your own actions, seeking to feed by any means possible, regardless of danger. The Hunger passes only once you have filled your ''Blood Pool''. | ||
* '''Vampiric Vulnerabilities:''' Silver weapons and fire harm you as easily as they would harm a mortal human. True faith, holy symbols and holy ground can drive you back, though strong willpower (and an Intellect test) can overcome this. Garlic does nothing to you, however. Sunlight is the worst: for each combat round (or few seconds) that you are exposed to direct sunlight, you take 1 Physical Fatigue damage. Indirect sunlight during the day does the same, but more slowly (1 Fatigue per minute). A wooden stake through the heart will paralyse you till it is removed. | * '''Vampiric Vulnerabilities:''' Silver weapons and fire harm you as easily as they would harm a mortal human. True faith, holy symbols and holy ground can drive you back, though strong willpower (and an Intellect test) can overcome this. Garlic does nothing to you, however. Sunlight is the worst: for each combat round (or few seconds) that you are exposed to direct sunlight, you take 1 Physical Fatigue damage. Indirect sunlight during the day does the same, but more slowly (1 Fatigue per minute). A wooden stake through the heart will paralyse you till it is removed. | ||
− | * '''Daytime weakness:''' You cannot use Arcana between dawn and dusk. During the day, you lose 1 Blood Pool just from the sheer effort required to remain undead. Your attributes are all at -1 dice penalty during the day. You sleep much as a human sleeps, but this is due to quiescence and fatigue of the blood during the day rather than a need for physical rest. You need a minimum of (''Puissance'') hours of sleep per 24 hours, though never more than the number of hours between dawn and dusk. If you do not receive this much sleep, then you lose all your remaining ''Blood Pool''. | + | * '''Daytime weakness:''' You cannot use Arcana between dawn and dusk. During the day, you lose 1 Blood Pool just from the sheer effort required to remain undead. Your attributes are all at -1 dice penalty during the day. You sleep much as a human sleeps, but this is due to quiescence and fatigue of the blood during the day rather than a need for physical rest. You need a minimum of (''Puissance'') hours of sleep per 24 hours, though never more than the number of hours between dawn and dusk. If you do not receive this much sleep, then you lose all your remaining ''Blood Pool''. |
+ | |||
===Other Effects of being a '''Vampire'''=== | ===Other Effects of being a '''Vampire'''=== | ||
− | * '''The Blood:''' You draw power from the Blood, and must record a Blood Pool score on your character sheet. The maximum Blood Pool score you can have is equal to three times your ''Puissance'' attribute. For example, if you have a ''Puissance'' of 3, you have a maximum ''Blood Pool'' score of 9. Each time you use any ''Arcana'', you must spend at least one point from your Blood Pool, up to a maximum equal to your ''Puissance'' attribute. Each Blood Pool you spend adds +1 to your Puissance test for the purpose of that single usage of the ''Arcana''. For example, if you have a ''Puissance'' of 3, you could spend up to 3 Blood Pool in order to roll up to 6 dice on the test. You can only regain blood by feeding on the blood of other creatures. Human blood gives you back 1 Blood Pool point for each pint you take. The blood of creatures with a Puissance score is far more potent, giving you a number of Blood Pool points equal to their Puissance for each pint you take. Animal blood is less potent, requiring two or three times as much blood for the same benefit as feeding on a human. Also, more potent blood tastes better, and animal blood is barely palatable. Volume is not an issue when feeding - the consumed liquid is mystically transformed into your inner essence. A vampire can keep feeding long after his Blood Pool score is maximised: this "gorging" provides no practical benefit, but is intensely pleasurable for the vampire. You can also lose blood through bleeding, but vampiric bodies bleed far less easily than human bodies. For each point of ''Physical Injury'' you suffer, you lose 1 point of Blood Pool. You can't use Arcana without spending Blood Pool. Also, you can't use Arcana between dawn and dusk, regardless of whether you are exposed to sunlight or not. | + | * '''The Blood:''' You draw power from the Blood, and must record a Blood Pool score on your character sheet. The maximum Blood Pool score you can have is equal to three times your ''Puissance'' attribute. For example, if you have a ''Puissance'' of 3, you have a maximum ''Blood Pool'' score of 9. |
− | + | Each time you use any ''Arcana'', you must spend at least one point from your Blood Pool, up to a maximum equal to your ''Puissance'' attribute. Each Blood Pool you spend adds +1 to your Puissance test for the purpose of that single usage of the ''Arcana''. For example, if you have a ''Puissance'' of 3, you could spend up to 3 Blood Pool in order to roll up to 6 dice on the test. You can only regain blood by feeding on the blood of other creatures. Human blood gives you back 1 Blood Pool point for each pint you take. The blood of creatures with a Puissance score is far more potent, giving you a number of Blood Pool points equal to their Puissance for each pint you take. Animal blood is less potent, requiring two or three times as much blood for the same benefit as feeding on a human. Also, more potent blood tastes better, and animal blood is barely palatable. | |
− | + | Volume is not an issue when feeding - the consumed liquid is mystically transformed into your inner essence. A vampire can keep feeding long after his Blood Pool score is maximised: this "gorging" provides no practical benefit, but is intensely pleasurable for the vampire. You can also lose blood through bleeding, but vampiric bodies bleed far less easily than human bodies. For each point of ''Physical Injury'' you suffer, you lose 1 point of Blood Pool. You can't use Arcana without spending Blood Pool. Also, you can't use Arcana between dawn and dusk, regardless of whether you are exposed to sunlight or not. | |
+ | |||
+ | |||
=Warlock= | =Warlock= | ||
Line 147: | Line 148: | ||
* '''Voice of Temptation:''' Warlocks always have the voice of the Demon with them, and the Demon can speak to them at any time, though only the Warlock can hear the demon's voice. The demon can also be seen in reflective surfaces (though again, only to the Warlock) and can control the Warlock's dreams entirely. The demon will often ask or tell the Warlock to do certain things, and every demon has a variety of capabilities to encourage the Warlock to acquiesce. These techniques range from the infliction of crippling pain or orgasmic pleasure, to the denial or warping of senses, to small boosts or detriments to a Warlock's inherent arcane, physical, social or mental capabilities. However, there are two restrictions as to what a demon can do. Firstly, it can never over-ride a Warlock's free will. Secondly, it cannot directly affect the world beyond the warlock's body: that's why it needs the warlock! | * '''Voice of Temptation:''' Warlocks always have the voice of the Demon with them, and the Demon can speak to them at any time, though only the Warlock can hear the demon's voice. The demon can also be seen in reflective surfaces (though again, only to the Warlock) and can control the Warlock's dreams entirely. The demon will often ask or tell the Warlock to do certain things, and every demon has a variety of capabilities to encourage the Warlock to acquiesce. These techniques range from the infliction of crippling pain or orgasmic pleasure, to the denial or warping of senses, to small boosts or detriments to a Warlock's inherent arcane, physical, social or mental capabilities. However, there are two restrictions as to what a demon can do. Firstly, it can never over-ride a Warlock's free will. Secondly, it cannot directly affect the world beyond the warlock's body: that's why it needs the warlock! | ||
* '''Denial:''' Same as for Magi, above. | * '''Denial:''' Same as for Magi, above. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category:Gladius et Aegis]] | [[Category:Gladius et Aegis]] |