Path to Power
Posted: Mon Feb 26, 2007 5:57 am
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You are a sorcerer caught up in the hunt for power. Your intentions are noble, but can you resist the lure and keep your humanity, or will you fall to the depths of corruption and taint or even destroy your soul.
The choice is yours.
Name:
Age:
Sex:
Bio: A backstory of any length. At the least it should cover how and why you have powers and your intentions for using them.
Humanity: Define what you believe humanity is, in any context that you want. Included in your definition should be what keeps your humanity intact. This is an important concept, because how you act according to your defintion can speed or reduce the corruption of magic.
Split 150 points between Health and Mana. Mana is used for spell casting of course.
Split 120 between Body, Mind, Soul and Humanity.
Body is your ability to take and inflict physical damage and fatigue.
Mind is your ability to stay focused and in control, to resist and use mind based magic.
Soul is your determination, your ability to persuade and influence others and use energy based magic.
Humanity: How uncorrupted you are by magic.
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Sorcerer Mark: A Sorcerer is given a mark of power. This may or may not be physical, but it is a representation of his powers. The sorcerer mark should be described in one to four words, and should basically describe your magical theme.
Source: This is where you draw your energy from. All sorcerers have an inner reserve, but also draw power from some outside force. This could be a physical location, an element, a time, be dependant on energy drawn from other beings, or virtually anything you can think of. He can choose to be purely dependant on his own inner reserve, in which case, its doubled.
Power and Bargain: There are 11 powers listed below you can choose from. You can also make one up and I'll approve it if I think it works. Each power comes with a Bargain, which you must choose something of your own to sacrifice. This could be physical, mental, emotional, or even your soul itself.
Bonding: You can link your own energy with one type of object or creature. This allows you to share thoughts, powers, life, or anything else. It also makes creatures more suspectible to your control.
Conjuration: You can summon creatures and objects into existance, in limited number and limited duration.
Enchanting: You can create objects of power, which enhance your own capability and reduce your reliance on your energy reserves and outside sources.
Evocation: You can control every aspect of an energy type, as long as its related to your mark. Most of this is on a personal scale, as doing this on a world scale is god powers.
Invocations: One of the abilities you gained was to cast Invocations. Rhymes, chants, song, verse, curses that act as words of power. Tens or even Hundreds of Thousands can be found around the world. Invocations give you an ability to learn bits and pieces of the other powers, but your power is negligible compared to someone with the full blown power.
Illusion: You have the ability to bend perceptions of the real world. Turning invisibile, creating invisibile walls, floors, holes, invoking a person's fears, or any other multitude of things.
Presence: All sorcerers have an Aura of power, which gives a subtle hint that not all is right. However, the Presence power allows you to control your Aura, camoflauging it against people with Sight, raising to a shining beacon, spreading it to let your magic do its work, using it as a shield or method of attack (particually with Evokers), inflicting fear, rage or other emotions, basically just by your being there. Without this power, you have no control over this and it's not really a factor except to let Sorcerers with Sight see you when you use magic.
Symbols: You can draw magical symbols, such as wards, magic circles, which have any variety of effects.
Ritual: Part of your bargain gave you the steps to an evil or sacred ritual of power. In otherwords, a step to more powers.
Sealing: You can seal a creature's life energy into objects, essentially making them a puppet to control. This also works with spirits.
Sight: You can see a Sorcerer's Mark of Power and Aura, receive visions, forsee danger, use clairovoyance, clairaudience and use other forms of divination.
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Character Creation is up for tonight. I'll post the rules and how the game runs tommorow. Please Please let me know if I'm wasting my time and no one's going to join.
You are a sorcerer caught up in the hunt for power. Your intentions are noble, but can you resist the lure and keep your humanity, or will you fall to the depths of corruption and taint or even destroy your soul.
The choice is yours.
Name:
Age:
Sex:
Bio: A backstory of any length. At the least it should cover how and why you have powers and your intentions for using them.
Humanity: Define what you believe humanity is, in any context that you want. Included in your definition should be what keeps your humanity intact. This is an important concept, because how you act according to your defintion can speed or reduce the corruption of magic.
Split 150 points between Health and Mana. Mana is used for spell casting of course.
Split 120 between Body, Mind, Soul and Humanity.
Body is your ability to take and inflict physical damage and fatigue.
Mind is your ability to stay focused and in control, to resist and use mind based magic.
Soul is your determination, your ability to persuade and influence others and use energy based magic.
Humanity: How uncorrupted you are by magic.
----
Sorcerer Mark: A Sorcerer is given a mark of power. This may or may not be physical, but it is a representation of his powers. The sorcerer mark should be described in one to four words, and should basically describe your magical theme.
Source: This is where you draw your energy from. All sorcerers have an inner reserve, but also draw power from some outside force. This could be a physical location, an element, a time, be dependant on energy drawn from other beings, or virtually anything you can think of. He can choose to be purely dependant on his own inner reserve, in which case, its doubled.
Power and Bargain: There are 11 powers listed below you can choose from. You can also make one up and I'll approve it if I think it works. Each power comes with a Bargain, which you must choose something of your own to sacrifice. This could be physical, mental, emotional, or even your soul itself.
Bonding: You can link your own energy with one type of object or creature. This allows you to share thoughts, powers, life, or anything else. It also makes creatures more suspectible to your control.
Conjuration: You can summon creatures and objects into existance, in limited number and limited duration.
Enchanting: You can create objects of power, which enhance your own capability and reduce your reliance on your energy reserves and outside sources.
Evocation: You can control every aspect of an energy type, as long as its related to your mark. Most of this is on a personal scale, as doing this on a world scale is god powers.
Invocations: One of the abilities you gained was to cast Invocations. Rhymes, chants, song, verse, curses that act as words of power. Tens or even Hundreds of Thousands can be found around the world. Invocations give you an ability to learn bits and pieces of the other powers, but your power is negligible compared to someone with the full blown power.
Illusion: You have the ability to bend perceptions of the real world. Turning invisibile, creating invisibile walls, floors, holes, invoking a person's fears, or any other multitude of things.
Presence: All sorcerers have an Aura of power, which gives a subtle hint that not all is right. However, the Presence power allows you to control your Aura, camoflauging it against people with Sight, raising to a shining beacon, spreading it to let your magic do its work, using it as a shield or method of attack (particually with Evokers), inflicting fear, rage or other emotions, basically just by your being there. Without this power, you have no control over this and it's not really a factor except to let Sorcerers with Sight see you when you use magic.
Symbols: You can draw magical symbols, such as wards, magic circles, which have any variety of effects.
Ritual: Part of your bargain gave you the steps to an evil or sacred ritual of power. In otherwords, a step to more powers.
Sealing: You can seal a creature's life energy into objects, essentially making them a puppet to control. This also works with spirits.
Sight: You can see a Sorcerer's Mark of Power and Aura, receive visions, forsee danger, use clairovoyance, clairaudience and use other forms of divination.
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Character Creation is up for tonight. I'll post the rules and how the game runs tommorow. Please Please let me know if I'm wasting my time and no one's going to join.