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I Am A: Lawful Good Human Wizard/Sorcerer (2nd/1st Level) Ability Scores:Strength-11 Dexterity-12 Constitution-12 Intelligence-18 Wisdom-10 Charisma-13 Alignment:Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest. Race:Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Primary Class:Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells. Secondary Class:Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast. Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)Tags: d&d
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 | You scored as Andromeda Ascendant (Andromeda), The universe around you in complete anarchy, but you know just how to handle it. You have a clear head no matter how dire the situation around you may be and people have a tendency to come to you for help. Now if only the Magog would quit trying to lay eggs in your stomach.
Andromeda Ascendant (Andromeda) | | 81% | SG-1 (Stargate) | | 81% | Heart of Gold (Hitchhiker's Guide to the Galaxy) | | 75% | Babylon 5 (Babylon 5) | | 69% | Moya (Farscape) | | 69% | Serenity (Firefly) | | 63% | FBI's X-Files Division (The X-Files) | | 63% | Nebuchadnezzar (The Matrix) | | 56% | Galactica (Battlestar: Galactica) | | 56% | Millennium Falcon (Star Wars) | | 44% | Deep Space Nine (Star Trek) | | 44% | Bebop (Cowboy Bebop) | | 38% | Enterprise D (Star Trek) | | 38% | </td>
Which sci-fi crew would you best fit in with? (pics) created with QuizFarm.com |
Tags: sci-fi Current Location: work Current Mood: accomplished
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Not so much this time....writing up the Arcana is harder than I thought. Ok, so what are these paths? What do they do? Picking a path has both a roleplaying element and a mechanical element. Each path is associated with a Watchtower and a Realm. Mages of a particular personality are often drawn to a particular tower when they awaken, because of the forces that each Realm represents. For example, the Moros path is Mages that Awaken in the Realm of Stygia, which is a cold realm, full of ghosts and death. Moros Mages are generally withdrawn, cold, and morbid. Not all Moros mages are like that, but enough are that stereotypes exist. Mechanically, each Realm is associated with two Arcana (called their ruling Arcana), the building blocks of magic. I’ll explain them in a minute, but your path will determine which Arcana the Mage finds easiest to work with.
I stole the list of Paths from Wikipedia.
Acanthus Ruling Arcana: Fate, Time Enchanters on the Path of Thistle work with luck, intuition and destiny. Connected to the Watchtower of the Lunargent Thorn in the Realm of Arcadia. Mastigos Ruling Arcana: Mind, Space Warlocks on the Path of Scourging work with perception and inner demons. Connected to the Watchtower of the Iron Gauntlet in the Realm of Pandemonium. Moros Ruling Arcana: Death, Matter Necromancers on the Path of Doom work with death, mortality and material things. Connected to the Watchtower of the Lead Coin in the Realm of Stygia. Obrimos Ruling Arcana: Prime, Forces Theurgists on the Path of the Mighty work with the divine energies infusing the world. Connected to the Watchtower of the Golden Key in the Realm of the Aether. Thyrsus Ruling Arcana: Life, Spirit Shaman on the Path of Ecstasy work with all aspects of the natural world. Connected to the Watchtower of the Stone Book in the Realm of the Primal Wild. How do I know what to pick? The best way, I think, to decide, is to figure out what kind of magic you want to do. And to do that, you need to know the Arcana. The 10 Arcana are the heart of the whole system. Having skill in different Arcana determines the ways you can bend reality. I’ll go over the 10 Arcana, from what I feel is the simplest to explain to the most complicated. In game terms, the Arcana go from 1 to 5 dots, so I’ll often refer to proficiency in an Arcanum as Fate 3, for example, as shorthand for three dots in the Fate Arcanum. Tags: daily drivel, mage Current Location: Work Current Mood: moody
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Ahh...not keeping up. Maybe my supposition that I'm interesting to warrant a posting every single day was in error. I need some kind of random act of interesting, just so I have something to talk about. Hopefully, we get to play this week...even if Jerry and Tracy are unavailable, I'd like to get something going to have everyone come over and play. An all-Jedi game would be fun, I think, to run as a sidelight to our main game. I love the system too much to not play it every week yet. :) I'm trying to think how many people would be good for a Mage game. Obviously, availability of anyone is a serious issue. I'm perfectly comfortable with three, considering how much more role-play is necessary in a Storytelling game. But four wouldn't be bad either, but I wouldn't want more than that. I'm trying to figure out who can play besides Joe and Sean...any suggestions would be welcome. Anyway, work and school are kicking my butt, so I've only done a little bit of development on my Chronicle background. I'm wondering if I've bit off more than I can chew with LA as a setting....maybe a smaller city would be better. But I'd like there to be a political element to the game...I'll have to think about it. Tags: daily drivel, mage, star wars Current Location: work Current Mood: blah
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Man, Star Wars was fun Wednesday night. That game is going really well, and I love the system. It makes it very hard to go back to consider going back to D&D, because now things like skill points just seem way too annoying. Missed writing yesterday, but I honestly had nothing to say. Work was boring, and I didn't get to work on my Mage Q&A. Then I had to go to class, which is never fun. Hopefully more fun things happen today, it is Friday, after all. Hmm...let's go see what the computer picks as lunch choices. Hmmm...Soup du Jour, Wegman's, and PF Chang's....that'll be interesting. I'm guessing Wegman's will win. Anyway, off to work on my Mage stuff, later. Tags: daily drivel Current Location: Work Current Mood: apathetic Current Music: only in my head
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Whew...took my test for class yesterday, fortunately, it was very easy. So I'm feeling pretty good. Work doesn't look too busy today, which is nice. Anyway, for the benefit of anyone who might want to play Mage, I'm working on a little Q&A for the system, just to explain some basic points of the cosmology and character creation. Right now is just basic setting exposition, next thing I'll do is explain the big concepts, like Paths, Orders, and Arcana. Mage Q&A So, we’re playing Mage? Yep! OK! So, what exactly is a mage? What do they do? Magic is humanity’s birthright. Unfortunately, most people’s souls are asleep, unaware, in fact, in denial, about the possibility of magic. Some people’s souls, however, don’t stay asleep. From some traumatic experience, their souls Awaken to the reality of magic. These people are mages. As a mage, you have the ability to work your will on the fabric of creation, to make anything you can imagine become reality. As a Mage, I can do anything? That’s awesome! Don’t get too excited. Magic isn’t a candy store, where all your fantasies turn into delicious reality. As a Mage, you have the potential to do almost anything, but that doesn’t make it easy. In reality, we all have the potential to turn a chunk of marble into the statue of David. But it takes time, effort, study, and talent to make it actually happen. Same with Mages. Being a mage merely extends the boundaries of what is possible with your effort and talent. No matter how much time and effort I put into it, I can’t turn my dog into a dragon. A Mage can, but it’s a lot of study and practice. Hmmm…if you can do all this stuff with magic, why isn’t magic stuff everywhere? How can anyone deny magic? Because magic stays hidden due to two effects, Disbelief and Paradox. Remember how I said that most people are asleep, and deny magic? Well, their disbelief is strong enough to cancel out your magic if they see it. You can spend months of effort turning your dog into a dragon. Let it loose in a city, and it will turn right back into a dog, because of a Sleeper’s Disbelief. Nothing that’s obviously magical can withstand Disbelief. The other downside is Paradox. It has to do with the origin of mages and magic, but basically, there’s a portion of the universe called the Abyss. When a Mage casts magic, he’s drawing a portion of the Supernal Realm into our Fallen Realm to create a change. But it has to cross the Abyss to do so, and sometimes the Abyss strikes back, causing a Paradox. Sometimes a Paradox just makes your spell go wrong. But sometimes it can drive you insane, or summon an Abyssal spirit who attempts to murder everyone you know and care about. Paradox is funny that way. Woah…Ok, you just threw a lot of stuff at me. Abyss, Supernal Realm, Fallen Realm….what the hell does that mean? Ok, one term at a time. The Fallen Realm is our own fucked-up world. It’s a pale, cracked reflection of the Supernal Realm, the glorious realm where magic is born. The Supernal Realm is what the world is truly like…our world is just the twisted shadow of it. A long time ago, the Supernal Realm and Fallen Realm were very close to each other, until some mages messed up very badly and pushed them apart, creating the Abyss. So is the Supernal Realm like Heaven, and the Abyss like Hell? No, not really. Souls don’t go to either place when they die; neither place is some kind of afterlife. So, how did mages mess up and create the Abyss? That sounds like a bad thing. Well, it definitely wasn’t intentional. It has to do with the very first mages. Way, way back in time, well before recorded history, some people felt a call in their dreams. A very strong call, saying to go to a tower on an island far away from their homes. The call was so strong that most of these people listened, and made the long dangerous journey to the island. The tower on the island was magical, and it was here that people learned how to do magic, to call the Supernal Realm into this realm. These new mages formed a city on this island, and called it “Atlantis.” This city existed for thousands of years, and more and more mages came, creating a whole society of powerful magic. But some of the most powerful ruling mages got greedy. They decided to build a cosmic ladder, a connection directly to the Supernal Realm. By entering the Supernal Realm, they could easily change the entire world to be whatever they wanted. Basically, they would be goods. Some other mages thought this was a bad idea, and eventually started a war just as the ladder was finished. This magical attack shattered the ladder just as the ruling mages were entering the Supernal Realm. This explosion shoved the realms apart, causing the Abyss. So all the mages died? Nope. Some mages made it through into the Supernal Realm. And they got what they wanted. They changed the world so that magic would no longer be possible, that people would be unaware of magic and that the power of their disbelief would shatter magic. Today, we call those mages “Exarchs,” and they are very much like gods. OK…so if these Exarchs control everything, why are there mages at all? Fortunately, not all the mages that made it to the Supernal Realm were the Exarchs. Some opposed the Exarchs, and took over portions of the Supernal Realm for themselves. In these protected pockets of the Supernal Realm, these mages built (or transformed into, no one is sure) giant towers, just like the original tower on Atlantis. And from these towers, new mages are called to make a spiritual journey and become Awakened. These towers are called Watchtowers, and there are five of them. Five? Hmm…I think I know where this is going. Yep. The Watchtower the Mage is called onto determines his Path, which is the biggest difference between Mages, and there are 5 of them, just like all the other WoD games. :)
Tags: daily drivel, mage Current Location: work Current Mood: cheerful Current Music: silence
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