Announcement

Collapse
No announcement yet.

[Ex3] In which we brainstorm Sorcerous Initiations

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Hymns are Power (***) – With two dots in this merit, a sorcerer may substitute her Performance for her Occult when using shape sorcery actions.
    I'm considering something like this for an Orpheus based Sorcerer, but I'm guessing that it needs a rules caveat that you can't apply any Performance dice-tricks that don't have Occult equivalent Charms.


    Check out my expansion to the Realm of Brass and Shadow

    Comment


    • Originally posted by glamourweaver View Post
      I'm considering something like this for an Orpheus based Sorcerer, but I'm guessing that it needs a rules caveat that you can't apply any Performance dice-tricks that don't have Occult equivalent Charms.
      A simpler option would be to allow the spellcaster to use Charisma instead of Intelligence for shaping rolls, or granting (Performance) doubled 9s on appropriate spells.

      Comment


      • The Force of Principle

        This Shaping Ritual is an ancient one, but sees little practice in the modern day. First, it requires an individual to uphold a broad principle, such as valor, compassion, temperance or similar at a defining level. Next, the aspiring Sorcerer must find either someone who already knows this ritual and is attuned to the same principle, a temple dedicated to a divine entity that embodies this principle. If the principle in question is otherworldly, or foul, such as Hatred or Nihilism, this may require questing into the Wyld, or Hell, or the forgotten corners of the world. Once she has found such a temple, the aspirant meditates and prays, finally receiving enlightenment after three days and nights of continued prayer. During this time she may not act in any way contrary to the principle she seeks to embody, as judged by the God. If she instead finds a human teacher, the process is much the same, though she will be judged by a human rather than a God.

        Once she has passed this first trial, the god or teacher demands of her twelve services, each of which embodies a different aspect of the principle. For those expression valor, this often involves battles against mighty foes, questing to the most horrifying places of Creation and similar quests, while one charged for compassion might find himself doing long years of service in the most destitute and disease-ridden boroughs of the world. Each quest brings further and greater enlightenment, though completing the first suffices to initiate the Aspirant into Sorcery. However, if she deliberately fails to complete the following quests, she finds herself cast out of society entirely as she is cursed with an intangible mark that causes men and beasts to shy away from her, and causes her to be regarded with disgust even by the Fae and the denizens of Hell.

        A famous example of these twelve quests, and one of the major reasons this Shaping Ritual sees few practitioners in the modern day, are the quests imparted by a Nephwrack to a mortal who came to be known simply as the Shogun of the End. His first quest was to desecrate a pristine valley, sacred to Gaia. He burnt the forest within to the ground and salted the earth. His next quest was to poison all the water in a certain area in the South. To do this, he slew a great behemoth and watered the desert with its poisonous blood. His third quest and fourth quests are unknown, but tales abound of massive pyres of corpses, or some say still-living humans, of kingdoms toppled and castles shattered, but no scholar can confirm such rumours. His fifth quest is well known - Sink an inhabited island into the Underworld, so that the dead may feast on the flesh and blood of the living. The Shogun of the End raised a new island from the waters of the West, richly laden with gold and Jade. Atop the island, he planted a spear of Moonsilver whose siren song brought the Anathema from the edge of Creation. But the island was cursed so that all who saw it would desire it for themselves. War followed as the Anathema clashed with each other and with pirates, while armies were brought to bear against each other, and terrible sorceries twisted the world and shattered the ocean floor. Finally, the Shogun stepped forward, a staff of burning black stone in his hand and with him came a thousand thousand of the living dead, sailing on ships of bone. Three Lunars died that day, as did several pirate kings, their armies left stranded on the island as the weight of death and greed dragged it beneath the waves and below the world. Not only had the Shogun completed his fifth quest, but by slaying the Lunars he had accomplished his sixth as well. The quests continued in that vain, spreading death and destruction across the South and West, until they eventually threatened the Blessed Isle itself. Unfortunately for the Shogun, the Balorian Crusade put an end to his scheming and questing, and he and his armies perished before the eye of Balor long before he could fulfill his quest. His ghost, however, lingers on in the Underworld, where he still works towards the completion of his final quest, a steady adherent to the will of the Neverborn, the whims of the Nephwracks and the commands of the Deathlords.

        Not all quests are as demanding as those of the Shogun of the End, but he is one of the most legendary adherents of this Ritual.

        Shaping Rituals

        Successful completion of a quest immediately garners the Sorcerer 20sm that she may use any time within the next three days.

        The Sorcerer may stunt how a spell reinforces her Principle, and gains (3+Stunt rating)sm once per scene.

        The Sorcerer may violate her Principle by paying up to 3 points of willpower. For every point so spent, she reduces the intensity of her Principle by one and gains 5sm in addition to any she gains from a Shape Sorcery action. However, she may only do this in a scene where her principle starts at a defining level, and should she ever reduce her principle to nothing, she loses access to this shaping ritual and any related until she atones by retaking her vigil, and questing once more until her Principle is once more at Defining. None have ever been granted another chance after reducing their Principle to nothing a second time, and indeed are cursed like those who intentionally failed to complete their quests.

        Merits

        The Fires of Passion(2-dot Merit): The Sorcerer may unleash blasts of force appropriate to her principle. Those who follow Valor often hurl blasts of cold, harsh light, or call lightning from the sky to strike their foes, while those follow Temperance often call up gray mists that turn the flesh of their foes to stone or marble. Those who follow Compassion, while their weapons do deal lethal damage just like all others, need never fear the infection of wounds or death falling upon their foes if they do not wish it. Mechanically, the merit is otherwise identical to The Burning Name. No training time is needed to learn this power in the days following the completion of the 2nd or subsequent quests.

        Visions of a Perfect World(4-dot Merit): The Sorcerer gains an additional means to any Working that aids her Principle. If the Working would embody her Principle instead of merely aiding it, she also reduces its difficulty by 1. No training time is required to learn this power in the days following the completion of the 5th or subsequent quests.

        Enlightenment of (Principle) (5-dot Merit): The Sorcerer gains +1 dice to all actions that embody her principle, and reduces any difficulties of such actions by 1. Furthermore, her body now acts as a perfect channel of essence for such Principle. Design a Greater Hearthstone that represents the Principle. This grows out of the Sorcerers body at some point appropriate to the Principle. Compassion might produce a Stone of Innocents Protection, for example. No training time is necessary to develop this power following the completion of the 8th or subsequent quests.

        Embodying the Force of Principle(5-dot Merit): The Sorcerer gains the use of a charm identical to Glorious Solar Sabre, save that the cost of the charm may be paid in sorcerous motes left over after she casts a spell. She may develop evocations for this artifact as normal. This merit requires no training time after the Twelfth Quest is completed.

        The Eternal Quest(3-dot Merit): So long as she holds the Principle at a defining level, any time the sorcerer upholds her Principle and this brings her hardship that could have been avoided by violating the Principle, treat it as the completion of a Quest. This merit may only be purchased after completing the Twelfth Quest.

        Comment


        • Originally posted by glamourweaver View Post

          I'm considering something like this for an Orpheus based Sorcerer, but I'm guessing that it needs a rules caveat that you can't apply any Performance dice-tricks that don't have Occult equivalent Charms.
          That seems a reasonable assumption, yeah. I was writing it at a time before I really grasped how many dice tricks there were in the Solar charmset, so it didn't occur to me to do that. Generally, I think I wrote it with the assumption that it would change the excellency, possibly the dice pool, and very little else, though I might do it differently if I had the time to rewrite it in a significant way at this point in time.


          All that I write but don't cite is simply my perspective, colored by my experiences and beliefs. I extrapolate a lot, too, so don't take it too seriously. :P

          Comment

          Working...
          X