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Trinity Continium: Aphelion

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  • Trinity Continium: Aphelion

    Okay I’m going to start trying to figure out a setting, both that could work with the normal timeline or an alternate universe, we’re mystical forces, occult masters and “demons”.

    The idea revolves around the Aphelion, the word occultists call the hidden world we’re spirits and Magic’s come from. Basically the Aphelion is a Layer of Reality, or Dimension/s that many of those civilizations who Ascended dwell. Basically both individuals who became Gods or entire Civilizations who callapsed into Unity and then Nirvana dwell in the Aphelion, or at least some of them.

    But either humanity discovered how to step into the Aphelion or Beings from the Aphelion started causing trouble in our neighborhood. I was wondering when it would take place. It could be some time in the future past Aeon, or maybe a lost Colony founded by Aberrants or A damaged Jump ship colonizing an insane number of Galaxies away due to an accident so it could even take place right before or during Aeon if sperated by such distance.

    Or it’s a historical setting. Maybe during the rise of Spiritualism in the 1800’s some spiritualists make contact with the Shadow Masters, so think Theosophical blokes like Blavatsky.

    So you would have mediums/spiritualists/shamans and Warlocks/Sorcerers/Witches and Occultists/Ritualists/Hunters.

    So maybe the Psiad/Mesmerists of the day are Spiritualists/Mediums/Shamans. Individuals touched by/born with a connection to the Aphelion which awaken their Psi. They develop their Psi through mystical traditions and disciplines.

    Warlocks/Sorcerers/Witches are individuals who make contact with the Aphelion and wrest power from its denizens or more likely become dupes and slaves of these Dark Masters. They are invested with powers and secret rituals buy the Aphelion, in essence becoming tainted by Quantum. Some appear monstrous, and other learn to summon and conjur the lesser beings of the Aphelion.

    Occultists/Ritualists/Hunters are seemingly normal humans with special knowledge and skills, so talents and Daredevils. They learn special gifts and edges to help the deal with the subjects of the Aphelion, or take advantage of it.

    It could be something like a secret history of the World were most of Earth didn’t know they were in Danger but in the darkest Shadows of the World a secret war was occurring for the souls of Earth.

    And the “Gods” of the Aphelion don’t even have to be purely malevelont. They could say just be havinging arguments with each other about the destiny of the Universe they left behind. Or they could be ignorant or uncaring at this point, maybe the lesser gods who bewitch the World are actually the offspring of these Gods, or aspects of their Sublime Psyche, Daemons if you will. Acting sometimes perhaps like Doyen who dwell in another Dimension and who don’t agree with Each other and do not share an origin.

    I’m wondering how much I should have the powers and expressions of the big three Splats diverge in this era.

    But I could use the mechanics I figure out for this for antagonists and one off PCs in different Eras.

    Hmmm thoughts and preferences?


    It is a time for great deeds!

  • #2
    I’m thinking Ghosts could be an effect of people gaining a Psi awakening at the moment of Death awakening in the Aphelion as like a Tier one Astral Being kind of version of the Doyen who seem in the Tier two Range.

    And various methods to make Vampires like humans Quantum Curses by Beings of the Aphelion, or parasitic Astral Demons, or even Ghosts binding permanently into Corpses. So some being Psi vampire and others Quantum.


    It is a time for great deeds!

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    • #3
      I am working on a Ars Magica variation to use with the basic Storypath System, just because Ars Magica System is perfect to a guy who would love to be a Hermetic magus and spend seasons studying and calculating... don’t get me wrong, I love ars Magica, but it’s slow...
      Maybe you want to use some of my ideas... as it is a work in progress, I will put what I have done so far. You may need to understand a little of Ars Magica to get the entire context, but not too much...

      Hermetic Arts
      The Hermetic Arts became special Skills, rated from 0 to 5, that are used to cast spells. A Magus rolls a dice pool equals the sum of the Technique and the Form of the spell to be cast.
      Even if the character have no ranks on one of the arts from a specific spell, he can still cast it, as long he have at least 1 dot in the other art of that spell.

      Form Resistance
      Forms grants resistance to attacks using the form in question, even if not magic in essence, working as Soft Armor against direct attacks or bonus dice to avoid indirect damage. Mentem and Vim are exceptions, as they doesn't protect against damage, but attacks against the Magus will and Twilight.
      Animal grants resistance to natural weapons and poisons of animals.
      Aquam grants resistance to Drowning, Thrist, water impact and water jets.
      Auram grants resistance to all kinds of suffocation and weather phenomenon, such as lightning.
      Corpus grants resistance to human unarmed attacks and diseases.
      Herbam grants resistance to wooden weapons, herbal poisons and starvation.
      Ignem grants resistance to fire and cold.
      Imaginem grants resistance to confusion, deafening or nausea caused by sights, sounds, smells, tastes and other sensations (like motion sickness).
      Mentem grants resistance to all kind of persuasion, deception or temptation.
      Terram grants resistance to stone and metal weapons and mineral poisons.
      Vim grants resistance to Twilight and damage caused by the act of casting, but not the spell itself.

      Technique Tricks
      The same way as Skills, techniques can have some Tricks, learned after the Magus became a Master in the art (3 dots). All techniques use the same list of tricks, but they can be used only with the correct Technique.

      Affinity to Form
      The Magus have an affinity to one of the forms when combining it to the technique. He gains 2 enhancements when combining the Technique with the chosen form.

      Enduring Magic
      Multiply the duration of any spell by the result of 1d10 (x1 to x10). It doesn’t affect spells with duration concentration, momentary or ring.

      Flexible Formulaic Magic
      You can adjust formulaic spells of this technique slightly while casting. You can adjust the range, duration and target by one step up or down, adjusting the difficulty of casting accordingly.

      Method Caster
      When casting formulaic spells, you gain 2 enhancement when casting spells from this technique. It don't work on rituals nor in spontaneous magic.

      Quiet Technique
      The Magus don’t increase the difficulty of the casting an spell using this technique by casting it quietly and only increase the difficult by +2 if not speaking at all. It don’t change the effect of Loud Voice nor the voice range.

      Subtle Technique
      The Magus don’t increase the difficulty of the casting an spell using this technique by casting it with no gestures. It don’t change the effect of Exaggerated Gestures.

      Casting Spells
      All Spells use a dice pool equals to Technique + Form related to it, don't matter how long it will take to cast or how it is cast. The difficulty of this test is 1 for rituals and 2 plus the use of words and gestures for all the others.
      Loud Voice (voice range 50m) -1
      Firm Voice (voice range 15m) +0
      Quiet Voice (voice range 5m) +2
      No Voice (caster only) +4
      Exaggerated Gestures -1
      Bold Gestures +0
      Subtle Gestures +1
      No Gestures +2
      For example, a Magus wants to cast a spell with subtle gestures and quiet voice, the difficulty will be 5 (2 basic +2 quiet +1 subtle). The same spell cast as a ritual will have difficult 0.

      Casting Stunt
      Effect (Spell Level): That is the effect of the spell, that’s the first stunt that must be bought and without it the spell fails. This stunt doesn’t cover damage and other conditions applied to the target, as described on spell effects.

      Formulaic Spells
      Formulaic spells are the standard way to cast, and allow the use of Mastery. During a Formulaic Casting, a Magus can apply a Stunned Condition in himself to add 1 enhancement, and can repeat this as long as he is still conscious in the end of the Casting.
      Formulaic cast can’t be part of a mixed action, as it needs full attention of the caster.

      Mastered Spells
      An Mastered Spell is a formulaic spell that was studied to the point the Magus can cast it faster and can resist others using the same spell against easier. When casting a Mastered Spell, the Magus receive +3 enhancement or cast it as part of a mixed action (but both both). When a magus is targeted by the spell that he is mastered, increase his spell resistance by 3. He can still add enhancements for stunned conditions, and, if have the skill tricks Flexible Formulaic Magic, can change it as usual. The magus learn mastered spells by study and spend ire of XP.

      Spontaneous Spells
      Spontaneous spells have always a complication equals to the level of the spell, that, if not bought off will cause one Stunned condition per level of spell not bought. If the magus gets unconscious by casting an spontaneous Spell, the spell fails automatically.
      Spontaneous cast can be part of a mixed action, as it take no more than the strength of will of the caster.

      Ritual Spells
      Ritual spells are cast with a complex action and a number of milestones equals to the level of the spell. Each milestone takes one turn by standard, but can be prolonged, giving extra enhancements to the caster, if each milestone takes a scene it will give 2 extra enhancements per milestone and if each a milestone takes a session it will give 5 extra enhancements.

      Ceremonial Casting
      A ceremonial cast is cast as a Ritual, but have a complication equals to the spell level, the same way as a Spontaneous cast. All the stunned conditions are applied in the end of the casting, or in the moment the caster give up on casting that spell.

      Spell Resistance and Parma Magica
      Hermetic magi are particularly resistant to spells thanks to Parma Magica. Parma Magica is a Supernatural Skill that is all magus learn during his instruction in the Hermetic Arts. Parma Magica grants it’s rank as Spell resistance to all kinds of magic.
      The value of Spell resistance is added as a complication to any spell that affect the magus directly, it this complication is not bought, the spell can’t affect the targeted magus at all. Spells that affect directly several targets receive only one complication, equals to the highest Spell resistance of all targets, and affect all targets with Spell resistance lower than the value bought of by the caster.
      A Magus adds +3 to his Spell resistance against any spell he have mastery.
      For example, if targeting 3 targets, one with Parma Magica 1 and mastery in the spell, one with Parma Magica 3 and the last with Parma Magica 4, the caster gains a complication 4 to cast the spell (4, 3 and 4). If he spend 3 successes to buy of the complication, but not 4, he will affect only the target with Spell resistance 3, but if he uses 4 successes he will affect all of them.
      Spell resistance only protects the magus from spells that target him, using magic to throw a rock on a Magus still hurt him (but it’s resisted by Terram Form resistance), and the fire set by magic around the magus still can burn him (but can be resisted by Ignem form), but not a spell that try to set him on fire will fail unless penetrates his spell resistance and Ignem resistance at same time.

      Arcane and Sympathetic Connections
      Arcane and Sympathetic connections grants extra enhancements bypass Spell resistance. Instead of adding to the multiplier the spell penetration, the bonus is added as an enhancement to the casting, but that can only be used to buy off spell resistance complications. If the connection don’t affect all the targets, the connection buy off the spell resistance to the target as usual, but not for others, that need successes as usual.

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