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It is the year 3009 in the Epoch of the Azure Mantle. The Champion of the Trinity of Mana reigns over the world. The curmudgeonly, eccentric mage dwells at the center of the world's most powerful nexus of leys, communing with all the mana of the world. He has spread magic across the entire world, seeking to utterly saturate the entire planet with magical energies. The beings of the Void, the force that is the antithesis to magic, are dying out in this environment. The Champion remains aloof from the running of the world, simplyu working on his mana-thread masterpiece. His Servitors control the world in his stead, and they have begun a program to wipe out the followers and creatures of Void.

Recently, an enclave of void-users, followers, and creatures has been found in the caverns under the surface of the world. The technology level is slightly futuristic (say, Earth-level of 2050 or so, speculatively), amplified by magic. PCs will either be magic-users hunting the void-users, or void-users fighting the magic overlords. You must all be void-users, or you must all be magic-users. You have to all agree to be on the same side.

Information on Void:
Void is a science. Users channel it through scientific means. The most common way for a non-void being to use it is chemically, though genetic alterations can allow a non-void being to use it "naturally." There is also void-technology. Void's most basic purpose is to nullify magic, but it can be altered to nullify just about anything. It is usually poisonous to non-void beings.

Playable void-races include irritokineticists (void-psionists), lesser athaks, obayifos, irritonic gnome (void-engineers), Vewelian (void-elf), living jetsteel cyborg, or void-Aeonian (unique immortal).

Common non-void races that use void include humans, cephalans, jise'brans, chemical gnomes, brimstone dwarves, anathem gnomes, any war-based race, caerthorins, kadrumen, Wathites, adal'brans, mag-ka'ars, shemir, werkings, and maybe some uncreated infinity races.

Therianthropes, doppelgangers, and some other races use void sometimes to counter negative magical aspects of their lives.

Dragons, formless ones, demons, and crevasses are discouraged for being too powerful, and greater athaks are non-terrestial, and thus rare. Void anima are not intelligent.

Information on magic:
Magic can be found in more detail at the link. If you all choose to be magic-users, you will all have to play different kinds of magic-users with different specialties.

Short versions:
Sorcery (soul magic) - most powerful, rarest; you will something to happen and it happens.
Manadrawing - drain magic from other people or objects into your soul, then cast as sorcery.
Witchcraft - worship of the Goddesses of Magic, uses ceremonial faith to create delayed magical effects.
Heartcasting (heart magic) - using emotion to fuel magic.
Heartdrawing - drain emotion from others to fuel magic.
Soulbonding - binding your soul to another's to use sorcery.
Mediumship - connecting to lost souls to use sorcery.
Heartbonding - binding your emotions to another's to use heart magic.
Bloodbonding - creating a physical bond to another to use body magic.
Sacrifical magic - harming another to fuel magic.
Scarcasting - ritually scarring yourself to permanently imbue spells on your body, which can be triggered by opening those scars.
Spellbonding - mentally bonding with another to use magic.
Alchemy - combining magic and science, varies by science.
Enchantment - creating things using the inherent magical properties of ingredients to make magical objects.
Ceremonial magic - using rituals and objects to create complex spells.
Runecasting - using magical language to imbue things with magic.
Magitech - using magical technology.
Spiritcasting - communing with spirits to invoke magical effects.
Spellcutting (body magic) - damaging one's own body to fuel magic.
Bloodcasting - draining blood from one's own body to fuel magic.
Spellcasting (mind magic) - speaking magical languages to cast magic.
Spellsinging - singing magical music to cast magic.
Spelldancing - dancing magical forms to cast magic.
Sealcasting - using magical gestures to cast magic.
Thaumaturgy - simply knowing about magic without being able to use it.
Mysticism (racial magic) - using innate magical abilities as one's primary profession.
Wild magic - uncontrollable magic.

Best races for magic include thaumars (soul and heart), wereravens (body magic), wild talents (mysticism), luscars (mind magic), clay dwarves (spiritcasting), encantados (mind or body magic, mysticism), zelothaumars (wild magic), lost talents (mysticism), jackalopes (soul magic), Valhonians (soul or heart magic), azure talents (mysticism), naguals (bonding), nileans (bonding), runed gnomes (alchemy, magitech, and runes), thaumagos (bonding), and magical Aeonians. Empathic races are good with heart magic. Therianthropes and faeries are good with body magic.

Races that cannot use magic at all include any void race, any science race, and all dwarves except clay dwarves.

Dragons and manatics are currently discouraged for being too powerful.

Lyra Franco, pantheist
Topic revision: r2 - 17 Mar 2012, Ben3Miller
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