THE UNDERGROUND | adepts | avatars | rituals | artifacts | dukes | cabals | rumors | unexplained | unnatural | misc | scenarios | mods | fiction | THE OVERGROUND | news | forum | submit! | search | links | downloads | ua-ml | NEWEST SUBMISSIONS | Thin Black Line | Dance of the Red Spiral Part 2: Collateral Damage | Shrekomancy | Ablutomancy |
Adapting the Shadowrun rules for magical empower to UI.
[i]Most would think it silly. Chanting in a dark room filled with mirrors and feeble flickering candles looking from dark secrets of the soul. But Sarah Mundaine was not the type to think such things. She was the type to think deeply on the meaning of words “I am I am I am I…” as she chanted them.
But she was getting distracted now, because there was Something behind the mirrors. The mirrors were holding it back, but it was there. She dare not turn away least the thing, that horrible thing behind the mirror, slip behind her and…
So she kept starring at the mirror, watching the edges and thinking “But was the thing behind this mirror, or the mirror she saw in the mirror? Was she looking at this mirror, was she the girl looking at her self from the mirror? Were there two of her, a million, on and on the mirrors went, each with their girl and their terrible thing behind them.
And though she had never though her self the type of person to think such things, it now accrued her that if she was the girl looking out from the mirror, then she was on the same side as that thing. Trapped there behind this terrible mirror.
SHE HAD TO GET OUT! Away! Away from it!
She was bleeding badly she realized. The glass had cut her hand to red sticky holes of pain, and she had several gashes on her arms. She’d have screamed, but their might be people outside. She walled of the pain inside her, behind the mirror of her mind like her mentor taught her.
As she banged her hands she looked around the room. Only two of the twelve mirrors were still intact, and the broken ones covered the floor in bloody shards. Then looking over the shattered glass she saw something, a face. Not her reflection but a face made of candlelight glittering off glass. The mask was crude, the crazy glued bits of glass formed holes for eyes and the vague impression of a nose that was all. Still it was something.
Carefully Sarah hid the mask in her purse with her bandaged handed. Then as she walked away, she did not think, for she was not the type to think. “But where did I get the crazy glue?”[/i]
(Disclaimer: The concept of initiation and the terms initiation grade and metamagic are both from the Shadowrun rpg. Shadowrun is owned and licensed by Fanpro. I own nothing)
(Disclaimer 2: this is meant for a higher powered, higher magic style game. It may also violates the “Can use magic to get magic” rule. )
Initiation is a difficult and dangerous path and adept or avatar can use to gain more magical power. Those who choose this path are called “initiates” and gain an “initiation grade”each time they perform this ritual.
In order to initiate the character must first learn or create an initiation ritual. This ritual can only be learned from an Initiate of the same school or archetype as the character. Creating a new ritual should be roleplayed, and should be a significant effort. The details of the ritual vary dramatically, but it should take at least 3 hours to perform and a week of preparation.
To perform the ritual the character must spend 5+2x(current initiation grade) experience points. Also Adepts must spend a number of minor and significant charges equal to the new grade, and avatar must make a successful avatar check at with a –(20+5xcurrent grade) shift. If the check fails the ritual must be prepared and performed again.
Once the successfully begins the character’s perception become distorted. The actions of the ritual and the outside world become intensified and strange. Events both real and imagined start to overwhelm the characters psyche. In game terms this should involve at least 3 stress checks, with total rating around 5x the new initiation grade. Failing one of these checks does not stop the ritual, prevent the other stress checks, or cause the initiation to fail. An initiate can use the same ritual again after a significant length of time, but the trial will be different and more intense.
After the trial the initiate receives several benefits. First their magic shill is increased by the new grade, also their magic skill can increase up to 5x(grade) beyond their soul stat. Finally the initiate learns a Metamagic. These are new abilities tied to their magic skill. Several are described below.
The process of initiation personalizes the magic the character uses, and as such initiates may not become godwalkers. Godwalkers’ in turn cannot initiate. If someone who is both an adept and an avatar attempts to initiate, the trail overpowers their already strained mind and drives them permanently insane (five failed knots in all categories)
Second Taboo: The initiate creates a new personal taboo to reduce the power of the old one.
Adept: The adept is not considered to have broken taboo unless he breaks both the old and new. Whenever the adept violates either taboo they suffer a cumulative -10 shift to all magic roles until the other taboo is violated.
Avatar: Avatar skill loses from breaking the normal taboo are held off as long as the new taboo is not broken. However if the avatar brakes the new taboo all suspended skill loses apply, and the initiate becomes defiled and unable to channel for (1+skill points lost) days.
Fetish: The initiate creates an object to help them perform their magic
Adept: This creates a multiple use minor artifact of one of the adept’s formulas. This artifact is unique and may only be used by its creator. Unlike normal artifacts this takes only a single significant charge to recharge. Moreover, due to her personal connection to the fetish, the initiate know exactly how many uses the artifact has at any given time. The danger is that the initiate can now longer use that formula without the fetish. If the fetish is lost he must create a new one with an hour long ritual.
The fetish is created and charged in the initiation.
Avatar: The avatar picks one or two symbols of his archetype. These fetishes each grant +5 shift to her avatar skill while she carries or wears them, and a -5 shift when she does not. These items grant no bonus or penalty for initiation.
Avatar: The adept creates a formula spell of random magic effect they have used at least 5 times. The initiation replaces the standard ritual.
Charging Ritual: The adept creates a ritual to periodically infuse them with magic
Adept: Once a week the initiate can perform a simple hour long ritual to reconnect to their magical ideal and gain one minor charge.
Avatar: Once a month the avatar can perform a lengthy ritual to gain a single significant charge to be used in ritual sorcery
Examples: a bibliomancer reorganizes her library once a week. Or a True King, dressed in full regalia, walks the borders of his domain under the light of each full moon.
PRIMER | profile | Aug 19, 07 | 8:17 pm
I don't know how I feel about all of it, but I do think it addresses two topics that need to be dealt with: A) as mentioned in the Mechanomancer entry, it seems possible to "transform" your magickal style into something more modern, though it's probably difficult to do. B) the ritual effect difference with Avatars (being creatures directly in tune with the collective unconscious, you'd think there'd be a bit more... something)