od Sosacek » 1. 7. 2015, 00:36
The Sorcerer
Summary
People fear magic, and rightly so. You understand them better than anyone, because you wield it. Not through years spent learning from books (you like good book, though!), but through power that's circulating in your veins.
It's not a nice power. It gives you unsurpassed potential for destruction. It is hard to use it for anything good, though.
And lately, it's been giving you nightmares as well. And you need to know. You need to understand.
// design notes: //
But what does it mean to be a Sorcerer as opposed to being a Wizard?
Since we're not exactly doing DnD here, and the difference between Vancinan magic and Sorcerer's spells per day is unrepresentable in CMWGE, I present the following idea - Sorcerers is someone with great power circulating in their blood, while Wizard is someone with bit of power and lot of training. Both can blow things up, both can build stuff, but Sorcerer's magic is blasts of power, universe bent to a will, while Wizards' craft complex patterns in their minds and build complex machines, brew potions, etc.
I think Sorcerers are more like athletes, and Wizards are more like scientists. Both study, both train, both experiment, both learn new things. But they go about it different ways.
Mechanically, just select the appropriate Bond and techniques for magical skills.
Primary quests:
- Follow your dreams and learn more about your heritage (Changes)
Changes (21 XP)
Some big change is coming to you or someone near you. The world, or your body, or your soul, or that of a friend—it’s shifting into a different state.
The HG can award you 3 XP towards this quest when:
[ ] you have a traumatic transformation or dissociation scene in play, where your reality gets weird because your true nature is changing or revealing itself.
[ ] you see a confusing vision, nightmare, or premonition of your or someone else’s death.
[ ] you meet and get the chance to help a mysterious child find their way.
You can earn each bonus once each, up to a total of 9 XP.
1/chapter, you can earn a bonus XP towards this quest when:
- wrestling with/expressing nameless feelings of loss that make you act unnaturally
- trying and failing to burn things, to light them on fire
- getting confused about who and where you are
- listening to stories about things that were lost when Jade Irinka died
- talking with somebody about your destiny/nature and what it means
- talking with somebody about why there’s such a thing as death
- dealing with acne, braces, your period, ear infections, or other annoyingly intrusive elements of physicality.
- Study the world, learn more magic, try new things (work and study basic quest)
Bonus XP when: other players salute because you do something awesome.
// design notes: //
The idea is Green arc - the Sorcerer is about to learn where their powers come from, and what does it mean.
Alternatively, if the Sorcerer's power is dark, this can be Blue arc, starting with Science. But I think that works better with Wizards.
Mundane abilities
(Magical) Sorcery 3 // you a talented Sorcerer - either someone who's been doing it for a while, or a prodigy
Well-met 2 // you can make a good impression
Fighting 1 // you know how world works
Wanderer 1 // Sorcerer's life is lonely and you've been on the road a lot
Kindness 1 // Despite what's circulating in your weins, you're a nice person
Magical skill: Sorcery
[Obstacle 1] See the world as it truly is
[Obstacle 1] Create light
[Obstacle 1] Move small objects
[Obstacle 2] See what happened or what will happen in reflective surface
[Obstacle 2] Summon a destructive magical attack
[Obstacle 2] Become invisible
[Obstacle 3] Summon a destructive magical attack over area of few paces across
// design notes: //
Sorcerer should be pretty capable, and posses scary amount of destructive power - but few cool tricks too. I imagine they will learn more - with Magical Skill 3, more techniques perks are really nice.
Same as with the Fighter, the idea is that it's hard to be productive with blowing stuff up.
Connections
Connection: 1 to every PC
Connection: 1 to whoever taught you magic
Connection: 1 to your wherever spend a lot of time - you understand the arcane energies of that place
// design notes: //
Extra connections are campaign convention.
Other powers
Bond: The power in my veins. // you can call upon even more power
Affliction: My magic and world around me reflects my mood. // stuff like dramatic lightning and thing going especially haywire when the you're angry
// design notes: //
I'm not sure if it's supposed to work like that mechanically, but I think calling on the Sorcerer's power should also make whatever happens themed by this power. That probably won't be good.
Other stuff
- How does you magic look like?
- And how does it look like when it's tainted by your hidden power?
- Are you self study, or did you have a master?
// design notes: //
The background is intentionally left sparse. Personally, I think the sorcerer is a young half-elven woman who dreams of flying spires and waterfalls in the sky and is hopeful that the world can be made into a nicer place. She can call upon the red fire, which gives her magic major boost, but it scares her - it whispers instead of hissing, is way more painful than normal fire and burns more brightly as if it enjoyed hurting living things, and is very hard to put out - as if it wanted to consume the whole world.
[b]The Sorcerer[/b]
[b]Summary[/b]
People fear magic, and rightly so. You understand them better than anyone, because you wield it. Not through years spent learning from books (you like good book, though!), but through power that's circulating in your veins.
It's not a nice power. It gives you unsurpassed potential for destruction. It is hard to use it for anything good, though.
And lately, it's been giving you nightmares as well. And you need to know. You need to understand.
[i]// design notes: //
But what does it mean to be a Sorcerer as opposed to being a Wizard?
Since we're not exactly doing DnD here, and the difference between Vancinan magic and Sorcerer's spells per day is unrepresentable in CMWGE, I present the following idea - Sorcerers is someone with great power circulating in their blood, while Wizard is someone with bit of power and lot of training. Both can blow things up, both can build stuff, but Sorcerer's magic is blasts of power, universe bent to a will, while Wizards' craft complex patterns in their minds and build complex machines, brew potions, etc.
I think Sorcerers are more like athletes, and Wizards are more like scientists. Both study, both train, both experiment, both learn new things. But they go about it different ways.
Mechanically, just select the appropriate Bond and techniques for magical skills.[/i]
[b]Primary quests:[/b]
- Follow your dreams and learn more about your heritage (Changes)
[quote]Changes (21 XP)
Some big change is coming to you or someone near you. The world, or your body, or your soul, or that of a friend—it’s shifting into a different state.
The HG can award you 3 XP towards this quest when:
[ ] you have a traumatic transformation or dissociation scene in play, where your reality gets weird because your true nature is changing or revealing itself.
[ ] you see a confusing vision, nightmare, or premonition of your or someone else’s death.
[ ] you meet and get the chance to help a mysterious child find their way.
You can earn each bonus once each, up to a total of 9 XP.
1/chapter, you can earn a bonus XP towards this quest when:
- wrestling with/expressing nameless feelings of loss that make you act unnaturally
- trying and failing to burn things, to light them on fire
- getting confused about who and where you are
- listening to stories about things that were lost when Jade Irinka died
- talking with somebody about your destiny/nature and what it means
- talking with somebody about why there’s such a thing as death
- dealing with acne, braces, your period, ear infections, or other annoyingly intrusive elements of physicality.[/quote]
- Study the world, learn more magic, try new things (work and study basic quest)
Bonus XP when: other players salute because you do something awesome.
[i]// design notes: //
The idea is Green arc - the Sorcerer is about to learn where their powers come from, and what does it mean.
Alternatively, if the Sorcerer's power is dark, this can be Blue arc, starting with Science. But I think that works better with Wizards.[/i]
[b]Mundane abilities[/b]
(Magical) Sorcery 3 // you a talented Sorcerer - either someone who's been doing it for a while, or a prodigy
Well-met 2 // you can make a good impression
Fighting 1 // you know how world works
Wanderer 1 // Sorcerer's life is lonely and you've been on the road a lot
Kindness 1 // Despite what's circulating in your weins, you're a nice person
Magical skill: Sorcery
[Obstacle 1] See the world as it truly is
[Obstacle 1] Create light
[Obstacle 1] Move small objects
[Obstacle 2] See what happened or what will happen in reflective surface
[Obstacle 2] Summon a destructive magical attack
[Obstacle 2] Become invisible
[Obstacle 3] Summon a destructive magical attack over area of few paces across
[i]// design notes: //
Sorcerer should be pretty capable, and posses scary amount of destructive power - but few cool tricks too. I imagine they will learn more - with Magical Skill 3, more techniques perks are really nice.
Same as with the Fighter, the idea is that it's hard to be productive with blowing stuff up.[/i]
[b]Connections[/b]
Connection: 1 to every PC
Connection: 1 to whoever taught you magic
Connection: 1 to your wherever spend a lot of time - you understand the arcane energies of that place
[i]// design notes: //
Extra connections are campaign convention.[/i]
[b]Other powers[/b]
Bond: The power in my veins. // you can call upon even more power
Affliction: My magic and world around me reflects my mood. // stuff like dramatic lightning and thing going especially haywire when the you're angry
[i]// design notes: //
I'm not sure if it's supposed to work like that mechanically, but I think calling on the Sorcerer's power should also make whatever happens themed by this power. That probably won't be good.[/i]
[b]Other stuff[/b]
- How does you magic look like?
- And how does it look like when it's tainted by your hidden power?
- Are you self study, or did you have a master?
[i]// design notes: //
The background is intentionally left sparse. Personally, I think the sorcerer is a young half-elven woman who dreams of flying spires and waterfalls in the sky and is hopeful that the world can be made into a nicer place. She can call upon the red fire, which gives her magic major boost, but it scares her - it whispers instead of hissing, is way more painful than normal fire and burns more brightly as if it enjoyed hurting living things, and is very hard to put out - as if it wanted to consume the whole world.[/i]