Other Powers to Draw From
I've gone back and edited yesterday's post, and now present some of the other sources of power that mystics will be able to draw from in the game. At this stage many of the prerequisite abilities are subject to change, especially since there are a few sources that share abilities, and there are a few sources where I've chosen abilities that kind of made sense, but don't quite feel 100% right.
Note that these are just the sources of energy, and they serve a purpose of flavouring the type of magic engaged by the different mystics in the game... they have very little to do with the actual effects that the mystics are capable of invoking.
Note that these are just the sources of energy, and they serve a purpose of flavouring the type of magic engaged by the different mystics in the game... they have very little to do with the actual effects that the mystics are capable of invoking.
Destruction
Sometimes the act of creation
requires a balancing act of destruction, and sometimes destroying something is
symbolic of destroying something else. Either way, those who open a Destruction
conduit are required to deliberately destroy a specific item; where the actions
associated with the task involve damaging the targeted item. Sacrifices may
involve doing more damage than expected with no benefit.
Prerequisite Ability: Break (Physical)
1 energy: Temporary damage to an
item (which can be fixed or replaced with a successful action)
2 energy: Permanent damage to an
item (which cannot be repaired but might be replaced with two degrees of success)
3 energy: Permanent destruction
of an irreplaceable item
Examples might include: pyromania,
using an atomic reactor, demolition, or wanton vandalism
Dream
It is said that familiars come
from the realms of dream, a land that the subconscious mind is capable of
accessing when the senses are no longer receiving input from the physical
world. Drawing this power requires being asleep, or needing a target who is
asleep; where the actions resolving this often involve psychic connections to
the dreamer or navigating the dreamscape. Sacrifices may bring nightmare
effects into play, or may cause an instant awakening, severing the connection.
Prerequisite Ability: Dreamwalk (Paranormal)
1 energy: Tapping the energy of another
dreamer
2 energy: Being asleep and
tapping your own dream
3 energy: Working effects in the
dreamlands
Examples might include: being
under the influence of psychotropic drugs, being in a coma, or lucid dreaming
techniques
Energy Nexus
There are many places where the
energies of the mystic realms seep into the physical plane, allowing changes to
occur. Those who have attuned themselves to these places often require a specific
type of location; their actions specifically serve to tap the energy of the area,
focusing and refining it for use. Sacrifices typically increase the amount of
time until the location is adequately recharged.
Prerequisite Ability: Notice (Paranormal)
1 energy: Locations of local
significance, not tapped for energy recently (recharges at end of scene)
2 energy: Locations of regional
or national significance, not tapped for energy in the last 24 hours (recharges
to this level if untouched after a day of story narrative)
3 energy: World-renowned locations,
not tapped for energy in the last week (recharges to this level if untouched at
the end of the story)
Examples might include: crossroads,
war memorials, monuments, bridges, or cemeteries
Familiar Bond
This is the second type of connection
that most mystics possess, it is a continual link that remains as long as a
familiar and mystic are bound to one another. Opening a conduit with this connection
requires time to accumulate and a strong relationship between the familiar and
their mystic. Sacrifices may cause arguments between the familiar and the
mystic, or increase the amount of time it takes until the bond is recharged.
Prerequisite Ability: Telepathise
(Paranormal)
1 energy: the
connection hasn’t been tapped for energy in the last 24 hours
2 energy: not tapped for energy
in the last week (or so far in the current story)
3 energy: not tapped for energy
in the last month (or so far in the current story)
Not all familiars take the form
of animals, some may manifest as sentient weapons, animated trinkets, or imaginary
friends.
Flux
Typically associated with the
Dionysian cult, Flux has spread to other mystics as a reliable connection to the
mystic energies of the universe. Using this requires a degree of the drug Flux
in the bloodstream; which causes a disconnect from reality, and where mystic actions
eat at the connection to reduce the drug’s level. Sacrifices may induce drug
side effects or metaphysical mutations.
Prerequisite Ability: Survive (Physical)
1 energy: 1 dosage of flux in the
bloodstream (causing a single penalty to all non-mystic actions)
2 energy: 2 dosages of flux in
the bloodstream (causing a double penalty to all non-mystic actions)
3 energy: 3 dosages of flux in
the bloodstream (preventing all non-mystic actions)
There are no other examples, Flux
is Flux. It is said that there may be mystics who use alcohol or cannabis in a
similar way to empower their manipulations of reality.
Living Sacrifice
A character with a connection to
Living Sacrifice channels energy from the the moment a soul breaches the divide
between the physical realm and the underworld. Using it requires the death of a
living being: where actions bring the target to the state of near-death.
Sacrifices may completely kill the target without additional benefit, or may leave
evidence to those who might come later.
Prerequisite Ability: Focus (Paranormal)
1 energy: Sacrificing
a non-sentient life
2 energy: Sacrificing
dozens of non-sentient lives (or one sentient life)
3 energy: Sacrificing
hundreds of sentient lives (or dozens of sentient lives)
Examples might include: spreading
pathogens/diseases, poisons, homocide, or launching wars.
Meditation
A character with a connection to
Meditation needs to spend time focusing their mind. Opening a conduit with this
connection requires time, patience, and concentration; where actions bring the
mystic to the level of consciousness needed. Sacrifices often add time to the
required duration before the state is reached.
Prerequisite Ability: Focus (Paranormal)
1 energy: Minutes of successful
meditation
2 energy: Hours of successful
meditation
3 energy: Days of successful
meditation
Examples might include: ritual chanting,
sitting in silence, engaging in repetitive motions or martial arts kata.
Ritual
One of the oldest forms of energy
accumulation is the Ritual connection. Opening a conduit with this connection requires
placement of sacred objects and establishment of an empowered space; where
actions place the necessary items. Sacrifices may render those items unable to
be used in future rituals.
Prerequisite Ability: Conduct (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
Example might include: lighting
candles, religious ceremonies, purification, iconography
Runes
Requires placing rune stones
around the target, or carving runes into the target; where actions identify the
right runes to use and their correct placement. Sacrifices may expend
runestones, or leave permanent marks in the target for future investigators to
find.
Prerequisite Ability: Analyse (Mental)
1 energy: cheap
and replaceable runestone or quickly carved/drawn runes
2 energy: expensive and rare
runestones, or elaborately carved/drawn runes taking hours to inscribe
3 energy: unique one-of-a-kind
runestones, or masterwork runes taking days to inscribe.
Examples might include: viking runes,
i-ching stones, or carved greenstone
Sanctum/Workshop
Requires a designated personal
space; which gradually absorbs energy from the world around it. Sacrifices may increase
the time it takes for the sanctum to recharge.
Prerequisite Ability: Manufacture/Repair
(Mental)
1 energy: a
personal space, not tapped for energy in the last 24 hours
2 energy: a dedicated private
space, not tapped for energy in the last week (or so far in the current story)
3 energy: a secret and hidden
space, not tapped for energy in the last month (or so far in the current story)
Examples might include: a garage,
a cabin in the woods, a secured penthouse, or a locked cupboard
Self Harm
Requires injury to oneself,
causing penalties that may linger long after the effect has subsided (self-harm
may not be absorbed by an aegis)
Prerequisite Ability: Survive (Physical)
1 energy: a degree
of injury that lasts a scene (unable to be overcome by magic)
2 energy: two degrees of injury
that last a scene or one that lasts the rest of the story/week (unable to be
overcome by magic)
3 energy: two degrees of injury
that last the rest of the story/week (unable to be overcome by magic)
Examples might include: physical
injuries such as cutting, social injuries such as humiliating yourself, mental
injuries such as XXX, psychic injuries such as XXX
Statistics
Requires mental actions for
calculations to determine the right numbers and how they apply to the
situation. Sacrifices may involve not getting the numbers right, and unexpected
side effects occurring.
Prerequisite Ability: Investigate
(Mental)
1 energy:
commonly accessible data (success on an investigation/research action)
2 energy: detailed
data requiring limited research over hours (two successes)
3 energy: extensive
data requiring heavy research over days (three successes)
Examples might include: computer data sets, census information, maps.
Words
Requires the right words spoken
or written to invoke the necessary effects; where actions identify the right
words and the right ways to apply them. Sacrifices may involve leaving written
clues for investigators to find, or alerting others with spoken words.
Prerequisite Ability: Orate (Social)
1 energy: a
single word spoken clearly or written quickly
2 energy: a
short phrase spoken loudly or written carefully
3 energy: a long
poem spoken loudly or calligraphically written
Examples might include: spoken
incantations, sacred calligraphy, scrawled personal notebooks.
SPECIAL: Quintessence/Aether/Orgone/Qi/Ki/Dark Energy
As long as a character has any
level of connection, they sense that certain items may be infused with forms of
mystic energy. Such items commonly have crystalline structures, but not always;
some are pieces of plant matter, fine powders, or even liquids. The energy
infusing these items goes by many names, depending on the mystic’s culture, but
regardless of its name, it is highly valued due to its versatility and ease of
use. The most established documentation of these items infused with energy can
be found among the documents of Taoist Alchemists, so many groups use a hybrid
term in honour of those scholars; they are commonly called Qi-cells. As long as
a character is not actively using all of their other conduits, they may draw additional
energy from a Qi-cell.
Prerequisite Ability: Channel (Paranormal)
Each of these items has a maximum
number of energy it may store, as long it contains any energy it remains intact
(and may be capable of recharging any lost charges). When the last energy point
is withdrawn from the item, it becomes broken, often crumbling to dust.
Examples might include: “Activated”
crystals, orgone generators, holy water, unicorn tears, aetheric magnets, ancient
amulets, perpetual motion machines, etc.
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