Character-Important Information: Mages
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Character-Important Information: Mages
Character-Important Information: Mages
A mage character has several important characteristics or details that must be addressed:
A mage must have The Sense, as described in The Nature of Mana and Mortal Magic. You must detail which of the base senses The Sense is manifested in and its severity. Of important note is that training allows a mage to better differentiate between the sensory of mana and the sensory of what the sense is intended to perceive. Savants are extremely rare, and are exclusive to non-player characters.
A mage must either once have been or must be a part of an organization or taught under an already experienced mage. Magic is not a naturally occurring talent, and much skill and training is required to risk performing magic, although inexperienced attempts are allowed “at-your-own-risk.” Also of note is the fact that Ara’niel is dominated by two particular magical groups: The Conclave/Inquisiton, and guilds. Refer to articles discussing the distinction between the two, and include either a relation to one or the other or be considered as a free-mage (the riskiest of the options available). Characters of the Inquisition are currently only allowed by me, and are limited to experienced roleplayers at that.
The experience of the mage must be noted. Mages of certain levels of experience may not fear feedback when performing spells at or below their level of experience, unless manipulating them in an advanced fashion. When performing spells at a higher caliber, a GM must allow the spell to pass or post detailed effects of the feedback. Higher caliber spells or pre-determined botches may be used as rp-fluff to advance a story, so keep that in mind.
Supplies necessary for spellcasting and the relevant connections to such supplies. These include reagents and feedback grounds, both of which are largely unavailable without an affiliation to either the Conclave or to a guild.
A mage character has several important characteristics or details that must be addressed:
A mage must have The Sense, as described in The Nature of Mana and Mortal Magic. You must detail which of the base senses The Sense is manifested in and its severity. Of important note is that training allows a mage to better differentiate between the sensory of mana and the sensory of what the sense is intended to perceive. Savants are extremely rare, and are exclusive to non-player characters.
A mage must either once have been or must be a part of an organization or taught under an already experienced mage. Magic is not a naturally occurring talent, and much skill and training is required to risk performing magic, although inexperienced attempts are allowed “at-your-own-risk.” Also of note is the fact that Ara’niel is dominated by two particular magical groups: The Conclave/Inquisiton, and guilds. Refer to articles discussing the distinction between the two, and include either a relation to one or the other or be considered as a free-mage (the riskiest of the options available). Characters of the Inquisition are currently only allowed by me, and are limited to experienced roleplayers at that.
The experience of the mage must be noted. Mages of certain levels of experience may not fear feedback when performing spells at or below their level of experience, unless manipulating them in an advanced fashion. When performing spells at a higher caliber, a GM must allow the spell to pass or post detailed effects of the feedback. Higher caliber spells or pre-determined botches may be used as rp-fluff to advance a story, so keep that in mind.
Supplies necessary for spellcasting and the relevant connections to such supplies. These include reagents and feedback grounds, both of which are largely unavailable without an affiliation to either the Conclave or to a guild.
Last edited by Admin on Thu Jul 22, 2010 5:34 pm; edited 2 times in total (Reason for editing : Included hyperlink)
Re: Character-Important Information: Mages
Admin wrote:Supplies necessary for spellcasting and the relevant connections to such supplies. These include reagents and feedback grounds, both of which are largely unavailable without an affiliation to either the Conclave or to a guild.
Don't forget the criminal organization of Peril.
Tentacle Therapist- Posts : 132
Join date : 2009-07-17
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