Alchemy is rated at 2 dots, Enchanting is rated at 2 dots, and Conveyance is rated at 2 dots. As such a fitting resonance for this character could be like so:Įxample #3: A sorcerer possesses three paths, Alchemy, Enchanting and Conveyance. Psychometry is the reads of objects, a neutral path as far as powers go while Psychic Vampirism is a bit of a parasitic path as the name implies. Fly by the seat of their pants and see where the wind takes them. This character is very proactive, rushing in where angels fear to tread sort of person. Psychometry is rated at 3 dots and Psychic Vampirism is rated at 2 dots. As such a fitting resonance for this character could be like so:Įxample #2: A sorcerer possesses two paths, Psychometry and Psychic Vampirism. Shadowcasting is also thought by many to be a “dark path”. Also of note that under the description of Hellfire is says that this particular path is thought by many to be at least tainted by darkness if not outright of evil. The character is a very fussy, particular and methodical character. This sorcerer would have three dots of Resonance. Hellfire is rated at 4 dots and Shadowcasting is rated at 3 dots. Please keep in mind that a sorcerer’s Resonance must fit with the character concept or a potent driving trait of the character or must mesh with the style of magic used.Įxample #1: A sorcerer possesses two paths, Hellfire and Shadowcasting. Resonance dots are rated on a scale or 1 - 5 as follows: Such Traits are often intellectual, heavily patterned or highly organized. Static Resonance shows up in patterns, constants and the solidification of Creation into permanent or semi-permanent forms and repeatable ideas. Jhor is a special kind of Entropic Resonance, garnered from too much interaction with death energy. Entropic Traits show decay, destruction and death, though not always in a wholly negative way. Entropic Resonance reflects the mage’s tie to primordial energy, the bubbling morass that melts Creation back down into fluid emptiness and makes room for new birth. Such Resonance Traits are fast, moving and mutating, though the Trait itself tends to stay the same for any given mage. Every magical Effect that the mage does is affected in some way by Resonance the more dots the mage has in a Trait, the stronger its manifestation.ĭynamic Resonance reflects the pure creative force of the universe, the drive to make new and different things, action without thought to consequences and continuous motion and evolution. These Traits describe how your character’s magic tends to change according to her emotions. Your character's Dynamic Resonance might be Energetic, Violent or Fiery Entropic Resonance could be Destructive, Languorous or Seething Static Resonance might manifest as Accurate, Geometric or Smothering. For each dot of Resonance you must choose a word to describe an aspect of your character's Resonance. A sorcerer will also have a dot of Resonance for each Path they possess with a rating of 3 or higher. Every sorcerer will begin with 1 dot in Resonance placed in the category of your choice. Resonance is structured under three categories. I am not requiring players to use resonance on their sorcerer character but should a player wish to use it, a sorcerer’s resonance will follow the following rules: Their magic comes from the access to the Paths they learn, whether this is mystical numina or psychic numina based. Sorcerers do not, of course, have Arete or access to Sphere magic. They also possess Resonance as Mages do, but for Sorcerers it is the other side of that coin so to speak. Sorcerers, much like Mages, are mortal beings with access to powerful forces.
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