Drawing Power
For each connection, a character starts with a single level.
This limits them to drawing a single point of energy from that source. When
characters improve their connection to the world around them, they may gain the
first level in a new connection or may gain an extra level in one of their
existing connections and thus improve their ability to draw energy from that
source. A character may purchase up to three levels in any connection type. When
a character draws energy from a source, they are still limited by the number of
conduit paths they open.
Juliana is a veteran
mystic with 7 connection, 4 conduit, and 3 capacity. Her connections include
three levels to her community, two levels to the belief of others, a level to
her bonded familiar, and a level to words. There are a number of ways she can completely
open her conduit potential; one of which might occur if she utters an
incantation (words 1) when she sees trouble heading to a group of people she
identifies with (community 3), another option might occurs when she threads
powerful phrases (words 1) into her speeches that motivate others around her (belief
of others 2) while in the presence of her familiar (familiar 1). If she doesn’t
see injustice that needs to be addressed, or doesn’t have others to believe in
her, she might not be able to open her conduits to the mystic world. Sometimes her
player thinks it might be worthwhile to buy a few more different types of
connection to make sure she has access to energy in a wider assortment of situations.
Alchemy
Those who use the Alchemy
connection may draw energy from arcane ingredients mixed according to the right
recipes, and using the right procedures. This connection requires access to a
stocked alchemical laboratory; where the actions to draw the power consume
laboratory supplies appropriate to the effect being invoked. Sacrifices may
further reduce supplies, or increase the time necessary to work the effect.
Prerequisite Ability: Formulate (Mental)
1 energy: 1
ingredient used, and a few minutes
2 energy: 2 ingredients
used, and a few hours
3 energy: 3
ingredients used, and a day or longer
Examples might include: brewing
craft beer, artisanal soap, metal forging, or using a scientific laboratory.
Belief of Others
A character with a connection
drawing on the Belief of Others uses the latent creative energy inherent in all
sentient beings, using their social skills and leadership to focus those beliefs
toward what they hope to achieve. This connection requires a number of other
believers; where a series of social actions are used to rally the believers and
focus their minds. Sacrifices may cause believers to have a crisis of faith, or
increase the time required to work the effect.
Prerequisite Ability: Lead (Social)
1 energy: Dozens
of people
2 energy: Hundreds
of people
3 energy: Thousands
of people
Examples might include: religious
ceremonies, rock concerts, or political rallies.
Celestial Alignment
A character with the Celestial
Alignment connection has attuned their though patterns to the clockwork
precision of the stars, planets, moons and comets. This connection requires an
almanac, journal, or computer program modelling the movement of the skies, along
with how these might affect the energies that might be diverted into mystical
effect. Then a series of mental actions determine the right time for the effect.
Sacrifices may involve not getting the timing right, and unexpected side
effects occurring.
Prerequisite Ability: Analyse (Mental)
1 energy: Events
occurring daily (such as midnight, midday, dawn or dusk)
2 energy:
Events occurring monthly (such as new moons or full moons)
3 energy:
Events occurring annually (or less often, such as eclipses, solstices, or
equinoxes)
Some events
that happen now more than once a century may produce more
Examples might include: Mayan
calendar, Chinese lunar calendar, or Pagan sabbaths
Community
This is the fundamental
connection that all mystics in the game start with, and the energy this
connection provides may only be used when directly confronting a problem that
is causing problems with the community the character belongs to. It requires a
connection to the people around the mystic and seeing them in situations that need
intervention or correction. Sacrifices may involve deeper problems that cannot
be instantly fixed, or causing more problems in the unfolding situation.
Prerequisite Ability: Empathise (Paranormal)
1 energy: You, or a person you
share a pair of traits with, are directly suffering due to the situation
2 energy: a group of people (dozens)
you share a pair of traits with are directly suffering due to the current situation
3 energy: an entire community (hundreds)
you share a pair of traits with are directly suffering due to the current
situation
Examples here are as numerous as
the mystics themselves, any group the character identifies with, or shares a pair
of traits with, could be the focus of this community connection. If a character
only shares a single trait with a person (or people) they see in jeopardy, they
may still gain energy from the issue, but only half as much as they would
normally.
Darkness
If the light provides clarity,
then darkness provides uncertainty, it brings the dangers of the unseen world a
little bit closer. A character with the darkness connection, channels this
uncertainty into the world, requiring obvious shade or lack of light to do so; actions
associated with this connection involve finding location where this is the
case. Sacrifices involve problems due to being unable to see or sense the
outside world, or needing to find new shadows because the current darkness has
been drained of its potential.
Prerequisite Ability: Hide (Mental)
1 energy: Dim
lighting (causing action penalties)
2 energy: Pitch
darkness (causing double penalties)
3 energy: Complete sensory
deprivation (preventing any non-magical actions occurring)
Examples might include: being in
a cave, midnight, a closed room, sensory deprivation tanks, or fully enclosed
latex bondage gear.
Desecration
Those who use desecration as a
connection deliberately step further away from society by breaking the taboos
and the laws that hold the community together. This requires deliberate defacing
or vandalism of a specific item, or breaking a societal rule; the actions cause
this violation may vary, but the social. Sacrifices may leave evidence for
those who revere the item, or may cause a loss of social status.
Prerequisite Ability: Deal (Social)
1 energy: Defacing something or
engaging in a taboo that will offend dozens of people (and is frowned upon)
2 energy: Defacing something or engaging
in a taboo that will offend hundreds or thousands of people (and is illegal)
3 energy: Defacing something or
engaging in a taboo that will offend millions (and might be sacrilegious/treasonous)
Examples might include: tattooing,
scarification, graffiti, heresy, pornography, or snuff movies.
(This has been edited since the first time it was posted, and now includes the prerequisite abilities)
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