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Updating and Expanding Sorcerer

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  • #46
    Originally posted by theoutlander523 View Post

    Might have subconsciously put some stuff in there, but I mostly used Mage the Awakening, Ars Magica, and the Sorcerer Revised as inspiration. Tried to go with the whole idea that Sorcery doesn't give you techniques, it gives results. So each path requires you know the ward requisite rating for using it in the Path and doesn't transfer between Paths. Also put in holes and unequal balance in the Paths to represent the problems with Hermetic theory.
    I never could get into the new World of Darkness. Thought it was on a good track with Precinct 13, but just couldn't get into the setting with Vampire or Werewolf and so stopped there. Might be that some of the ideas from Sorcerer's Crusade were related to the others. Or I might just be seeing things that aren't there, as I never really managed to get a Mage historical game off the ground.


    • #47
      Well Mage is inspired by Ars Magica, as is most of magic in WoD and CofD. Like the Blood Magic in VtR is literally a variant of Ars Magica's magic. So it's all related in some way I suppose.

      Check out my Sorcerer 20th homebrew and my update to Highlander: the Gathering for 20th Anniversary edition.


      • #48
        Just a brief note: there's now a Storyteller's Vault product that takes on the updating of Sorcerer to M20 standards: Sorcerer: Paths of Power. I'd be interested in what others think of it.

        Personally, I really like it. I'd probably still use some of the suggestions from this thread to amp up sorcerers a bit more, largely because I prefer to think of them as their own thing rather than the poor man's mage; but for the most part, what's in the supplement is solid.


        • #49
          I concur that Sorcerer: Paths of Power does a good job of updating Sorcerer to M20 standards. I also recommend Sorcerers Companion.


          • #50
            Originally posted by 11twiggins View Post
            There are entire societies devoted to keeping people in line on the whole "magic isn't real" thing, and your Gaze of Miracles is going to get you bad attention from the Camarilla or Technocracy if you get too showy.
            It is interesting that you mentioned the Camarilla in regard to this. Any particular reasons for this, was it mentioned in any books perhaps?
            Of course, the Kindred have a vested interest in keeping any kind of supernatural activity secret, as it can be a factor in keeping up the Masquerade, both in the short-term and long-term. And any capable persons in a city should be of course observed, and made use of if circumstances allow. It is amusing how dark World of Darkness is - a person practices Linear Magic, is someone special, tries eke out some kind of fulfilling existence...and just might get targeted by Vampires because of the relatively limited supernatural abilities that they have.

            I wonder what fate usually awaits a Sorcerer who gets discovered by Vampires, and (for example) visited by a Coterie? Are they first evaluated, or would it be blood bonding or ghouling straight away? Maybe the local Tremere get notified and the Sorcerer would be investigated by them? Could such a Sorcerer have a shot at some independence, if they prove themselves valueable and show that they can behave?
            Last edited by Muad'Dib; 10-22-2021, 08:16 AM.