Showing posts with label Mage. Show all posts
Showing posts with label Mage. Show all posts

Sunday, March 24, 2013

Magus Guard

Magus Guard

Magus Guard are mages that have spent years studying the principles of combat. They are not warriors, but mages who have sacrificed arcane studies for martial ones. Because of this the practical application of the skills they study are beyond their grasp, and therefore they cannot apply more than the basics of any martial art in combat. They manipulate the arcane energies around them to increase their combat prowess or decrease that of their opponents to compensate for this shortcoming. Unlike Warlocks/Battle Magi, the Magus Guard are usually among those leading the charge in to combat. They are the adrenaline junkies/berserkers of the mages. Typically the best of the Magus Guard are used by the largest mage schools. Often they are left to protect the secrets hidden within their libraries or as assassins; their abilities making them equal to any normal warrior in battle.

Using Mana:
Used to augment/hinder combat abilities or weapon stats
    Modifier to Hit (+1/1)
    Increase unsoakable (+1*/2)
    Additional parry (1 parry/2)

Must choose a weapon specialization at creation from any specified Standard Weapon Use
    For an additional +5 XP at level up, new weapon specializations can be learned, victim must have the relevant Standard Weapon Use.

Banned from cybernetics, master, sensei and martial arts.
Max pool expenditure is based off applicable the specified standard weapon use of the weapon being used, this weapon use counts as a sage lore.
 
Adapted by Brin Shadius.

Wednesday, March 14, 2012

Specialists

Mages can take multiple talents depending upon their mage source, but not all do. Some prefer to stick to a single talent which can make them more powerful but less versatile. Also, many have noticed the lack of the 'feeding' abilities in the new book, this was intentional as such abilities come at a price. Specialists gain the feed ability (if there is one for their talent), or it can be purchased as an other power. Specialists also gain additional abilities and cost reductions depending on their specialization. Becoming a specialist is an additional cost when purchasing a mage level (much like selecting an additional talent).

A mage who specializes in a single talent will become far more skilled with their power. Mastering a single talent is far easier, as is gaining immunities to it. Some specialists have access to abilities exclusive to them.

Becoming a Specialist: A victim may spend an additional 5 xp when purchasing a mage level to become a specialist. The victim's mage source is not altered in any way, simply note that the victim is a specialist.

Benefits: Mastery (see 'Other Powers – Book of Tools') costs 2 points less and the stat costs are removed. Additional benefits are based upon talent;

Restrictions: A specialist may only have access to a single talent and no further talents may be purchased. A victim cannot become a specialist if they have access to more than one talent.



Air – Elemental Immunity (air)* costs 3 less, add aeromancy modifier to Fl Dex (augmented), Feed (air)#.

Earth – Elemental Immunity (earth)* costs 3 less, add geomancy modifier to soak and Stm checks, Feed (earth)#.

Fire – Elemental Immunity (fire)* costs 3 less, add mage level to MS, Feed (fire)#.

Water – Elemental Immunity (water)* costs 4 less, Waterbreath* costs 5 less, add mage level to one check or war per day, Feed (water)#.

Aether – Elemental Immunity (aether)* costs 3 less, Regenerate (mutation) costs 4 less, K.O. (hand to hand), Feed (aether)#.

Death – Soul Thief* costs 2 less, Hard to Kill* costs 2 less, add necromancy modifier to all regular damage, Feed (death)#.

Famine – Mind Over Body costs 2 less, Hard to Kill* costs 2 less, Magical Resistance* costs 2 less, any attack made by the victim has a K.O. modifier equal to the victim's cryomancy modifier.

Pestilence – Victim's App is negatively modified by their mage level, add cadramancy modifier to all disease and narcotic based rolls (in favor of the disease or narcotic), Appetite Magic and Faith* each cost 2 less, Feed (pestilence)#.

War – Discord* costs 3 less (and may be taken regardless of race), Gaze of Petrification* costs 3 less, Mind Over Body* costs 2 less, add psychomancy modifier to Chr (augmented), Feed (war)#.

Chronomancy – Add mage level to initiative, one reroll per day (per mage level).

Divination – Add scry modifier to dodge and Per (augmented), add mage level to MS.

Dream – Add mage level to K.O. checks, Magical Resistance* and Countercaster* costs 2 less, Feed (dream)#.

Illusion – Add mage level to stealth and App (augmented), Gaze of Petrification* costs 3 less.

Summoning - Add mage level to command, Animal Friendship* costs 2 less, Teleportation#.

*These refer to abilities from 'Other Powers – The Book of Tools' in the Zero Terminus.
#These refer to abilities from 'Other Powers – The Book of Tools' in the Survival Guide.




Feed Cost: 6
The victim has learned to feed upon the energies that they practice. A victim may replenish pool whenever the reuirements are met but cannot excede maximum pool. A victim must select which talent they feed from, which they have access to.

All – Casting (1 mana for each use of power that uses a like mana source).
Air – During high winds (d10 mana per round).
Earth – During eathquakes (d10x10).
Fire -Near flame (1 mana per round), near large fire (d10 mana per round).
Water – In open waters (1 per round).
Aether – Electric fields (equal to Str of field or d10 per round).
Death – Near death (mana replenished equal to CL of dying).
Pestilence – Near disease (1 mana per round, per infected).
War – Disputes (1 mana per round), conflict (d10 mana per round).
Dream – Near sleepers (1 mana per round, per sleeper).



Until next round...>

Thursday, January 12, 2012

Of Ridden Dragons

Very seldom, a mortal is allowed to be present during the hatching of a dragon, rarely does this mortal become a Dragon Rider. A bond is formed with the hatchling which ties the two together, both mind and soul. It is known that at some point in the Dominions' history Dragon Riders had formed the Draconus Templar which is now only rumored to exist. Most known Dragon Riders exist in the Nightlands, with notable exceptions on both Earth and Sogrum.
A Dragon Rider's strength is the combination of power and knowledge. They can access any of the talents providing they learn the requisite lores. Also, they can draw upon the dragon's well of mana. A Rider's dragon is a "bonded dragon" and is born tied to their Rider. As the Rider progresses, so does the dragon, and the bond intensifies. At maturity, or draccus, the dragon and rider are nearly the same being with a dragon's power and a mortal's ingenuity.

Bonded Dragon
(Dragon Subrace)

Bonded dragons are those which hatched in the presence of the one who was destined to be their Rider. The bond that is formed between the two is immediate and permanent. A Bonded Dragon is affected by the choices of their Rider as much as their own. When a Bonded Dragon reaches maturity (Draccus) their style of breathe weapon is dictated by their Riders skills in magic and faith (mage and priest source).

Stats: d10, Fl Dex

Levels: A bonded dragon gains a level when their Rider purchases one. This level is of the same type as the Rider.

Sources: A bonded dragon has the same sources as their Rider.

Mana Pool: The bonded dragon may share an amount of mana equal to their max pool with their Rider each turn, this is the only way they may spend mana.

Dragon: A bonded dragon gains all of the rules regarding dragons (see Zero Terminus; Book of Races).

Note: A bonded dragon is not a victim race. These are the companions to Dragon Riders (see Zero Terminus; Book of Magic).


Other Power
Heart of Draccus Cost: 6
Draccus
When a dragon reaches maturity their "essence" can be contained within a diamond-like crystal that grows within them. Disgorging this crystal before final death, the dragon will live on within it. The size of the crystal is based on the dragons CL (base is about 6" diameter, doubling every 5 levels). The crystal has a Stm of double the dragon's and a wound pool equal to the dragon's (at the time of disgorging it). Upon the death of the dragon, the soul is transferred to the crystal retaining Int, Wis, Man and Chr. The dragon's pools (other than wounds), knowledges, wu's, powers, etc. are also transferred but not accessible. The dragon also retains their CL.
Through various means like necromancy and technology, the dragon may be re-animated, this will require the creation of a new body to inhabit. Through some powers, like telepathy and scrying, the dragon may be conversed with, (this will allow a Dragon Rider access to the dragon's mana pool).
If the dragon was bonded to a Rider, then the Rider will not succumb to Lunacy at the death of their dragons physical body.

Hope that sheds some light on things, until next round.