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[[Gladius et Aegis|Back to Main Page]]
 
[[Gladius et Aegis: Traits|Back to Traits Overview]]
 
 
 
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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, Library of Lore, Buried Identity'' and ''Mentor''.
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Recommended ''Background Traits'' include ''Web of Intrigue'', ''Concordat Diligent'' and ''Library of Lore'' and ''Mentor''.
Recommended ''Internal Traits'' include ''Prideful''.
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Recommended ''Internal Traits'' include ''Prideful'' and ''Buried Identity.''
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===Benefits of being a '''Magus'''===
 
===Benefits of being a '''Magus'''===
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===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.  
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* '''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.
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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.
* '''Concentration required:''' ''Physical, Social and Mental Impairment'' acts as ''Puissance Impairment'' for magi. For example, if the Magus has 2 Physical Impairment and 3 Social Impairment then he suffers 5 penalty dice to Puissance checks.
 
  
 
===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.
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=Vampire=
 
=Vampire=
  
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* '''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.
* '''Undying:''' Vampires do not age and can theoretically live forever. Also, if destroyed by any means other than sunlight, then they will gradually heal even seemingly fatal injuries, though they will need blood to do so (1 point of blood over 1 night will heal 1 level of injury, or all impairment and all fatigue). If they have no blood (for example if they have been burnt to a pile of ash) then pouring blood over the remains will reanimate them. Death by sunlight, however, is true and final death.
 
  
 
===Drawbacks of being a '''Vampire'''===
 
===Drawbacks of being a '''Vampire'''===
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* '''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''.  
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* '''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''.
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===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.
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* '''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.
* '''Stasis:''' A vampire cannot spend XP normally - essentially, at the moment of death he is trapped in a state of metaphysical stasis. While he might gain new memories, he won't learn anything. An eight hundred year old vampire might never master the internet or the telephone or the automobile. Even vampiric powers are fixed in this sense - any powers he begins his existence with come through the essence given by his sire. However, it is clear that old vampire ''are'' more powerful and the reason for this is because the power of their blood can grow, though only in a predatory fashion. To represent this, Vampire characters must track a separate trait called ''Blood Potential''. This score starts at zero, but increases by 1 for every fifty years that pass. Also, if a vampire kills and drinks the last few drops of blood of any creature with a Puissance score, he gains +X Blood Potential, where X is their Puissance score. This is called the "heartsblood" by vampires, and it is by consuming heartsblood of magi, other vampires or any other supernatural creature that vampires can accelerate their growth. Whenever a vampire wants to spend XP, he must spend exactly half of the cost in ''Blood Potential'' instead. For example, if he wants to increase an Attribute (normally cost 20XP) then he must spend 10XP and 10 Blood Potential instead. This is both a boon and limitation for Vampire player characters, as it means they could theoretically advance twice as fast as other players, but might also be held back from advancing till they can make a kill.
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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.
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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.
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=Warlock=
 
=Warlock=
  
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* '''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.
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=Blessed=
 
 
===Campaign Setting Notes===
 
 
Selecting this trait means that you are ''Blessed'' - a human who has been given power by Angels (and by implication, God) to fight the good fight.
 
 
''Blessed'' sometimes suggest to others that they are no more or less blessed than any other human, but are simply doing the best they can. Others might claim to be instruments of the divine will, or messengers for the holy. All universally acknowledge that they command no arcane powers - rather it is God who works miracles on their behalf, and they give thanks for this.
 
 
Anyone can become a Blessed, but it doesn't happen often at all. In any given generation there might be no more than a dozen Blessed in total, and both their calling and the strength of their enemies means that they don't tend to last long. Some ''Blessed'' work alone, or just with humans. If a ''Blessed'' does join any faction, its likely to be ''Gladius et Aegis''. Their rarity means that many supernaturals haven't even heard of them, save through rumours or apocryphal tales, and many that have heard of them don't believe they exist.
 
 
The ''Blessed'' haven't always heard of the ''Shadow Concordat'', but most of those that do recognize that it is a good thing, as it limits bloodshed and provides them some protection. No ''Blessed'' would ever put the Concordat ahead of doing the right thing, however.
 
 
While the vast majority of Blessed have been devout Christians, Muslims or Jews, there's been the occasional exception to this. In fact there's presently a Blessed in ''Gladius et Aegis'' who claims to be an agnostic and humanist, who says that the presence of angels and demons doesn't prove that there is a God, but that he does what seems to be the right thing because he chooses to.
 
 
 
===Character Generation Guidelines===
 
 
An exceptionally high ''Puissance'' is generally the norm: this is the work of God, after all! Otherwise, ''Blessed'' tend to be no more than average humans, save that they are usually braver, more moral and stronger in faith.
 
 
Recommended ''Background Traits'' include ''Good Friends'' and ''Faith Connections''.
 
Recommended ''Internal Traits'' include ''Faith'' and ''Moral code.''
 
 
 
===Benefits of being a '''Blessed'''===
 
 
* '''Arcana:''' The Blessed have miracles that seem to act just like magic, even if they say they aren't.
 
* '''Divine Instruments:''' The Arcana of the Blessed can't be countered, negated or redirected by other supernatural's Arcana. While a Magus might claim that the warding shield around the blessed is clearly magical, he won't be able to dispel it!
 
* '''Deus Ex Machina:''' Occasionally divine intervention may take place, allowing a Blessed to exceed his capabilities at a moment when he really needs to, and when his cause is especially righteous and his need is especially great. For example, when being pursued by a swarm of vampires, and grievously injured, a Blessed might decide to bravely meet his fate, taking out his crucifix and handgun, and stopping to turn and face the enemy while his companions escape. Then, if the powers that be decide that it should be so, he might find that his crucifix glows with holy light... sunlight in fact. The vampires burn before him, or flee, and he collapses exhausted. Deus Ex Machina events are not within the Blessed's control, and players should never petition the GM for one: doing so should in fact automatically preclude the event from happening. Instead, the GM decides when it is most dramatically appropriate, and assesses that the Blessed has both acted with exceptional righteousness and is in dire need, then he triggers the event. How often these events occur is entirely up to the GM: they might be no more than once in a whole campaign, or might never happen at all. Certainly they should occur no more than once every ten gaming sessions. Essentially, if the divine intervention was expected by the players, then it probably wasn't well played by the GM.
 
 
 
===Drawbacks of being a '''Blessed'''===
 
 
* '''Judgment:''' Someone, be it Angels or God himself, watches the Blessed and holds them to high standards. They must seek to be righteous in all they do, and failure to abide by this results in judgment from above. The first sign of this is a nagging sense of guilt that seems to come from outside of the Blessed. The next is temporary withdrawals of their blessings (that is, their Puissance score) until they make their actions right. Finally, they can be stripped of their blessings altogether. What is considered righteous or not is up to the GM to decide: depending on the GMs style this might be guided by things like the Ten Commandments, or the Old Testament as a whole, or may just be an arbitrary set of rules that the GM decides upon as what the "Powers" deem as righteous behaviour. Note that what player characters, players or the GM judge as being moral don't really come into it: this is an abstract rule of righteousness that comes from an unseen and non-negotiating force from above. In game terms, however, its thematically appropriate for a GM to always give fair warning when blessings are going to be taken away. Note also that Judgment doesn't just come from looking at Blessed's actions either, but also at their inaction. Choosing not to act when it would be righteous to do so is inherently unrighteous!
 
* '''Held back from sin:''' If an Arcana use would go against the above rules of righteousness, the casting simply fails. For example, if the GM has decided that killing humans is always wrong by these rules, then an attempt to use Arcana to kill someone would be wasted, and nothing would happen.
 
 
 
===Other Effects of being a '''Blessed'''===
 
 
* '''Miracles:''' While the ''Player'' chooses how he wants his Arcana to be used, the ''Player Charater'' (in his in-character mindset) does not. Essentially all he does is mentally or verbally ask for help from God, Yahweh, Allah, or whatever higher power he believes in. When help comes, the Blessed believes that it was something that was done for him, not by him. The other aspect of Miracles is that they very rarely look like anything supernatural, and could be explained away as coincidence by a sceptical onlooker. While a Blessed might claim he prayed to be protected from his attackers, and that God turned the incoming blows aside, a sceptic might observe that he just saw lots of lucky escapes from blows and bullets that almost struck home. However, at GM discretion, sometimes a Miracle will be blatant and incontrovertible by all but the most stubborn sceptic. These so called overt miracles generally happen when the Blessed is engaged in a righteous battle against a truly evil and powerful enemy. Normally all present have already accepted that terrible supernatural evil exists, and are close to giving up hope. Its at times like these that the powers that be decide that faith will benefit more from a demonstration of the divine then from asking people to choose whether they believe or not.
 
 
  
 
[[Category:Gladius et Aegis]]
 
[[Category:Gladius et Aegis]]

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