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> Adv. Traditions
Seven-7
post Nov 9 2007, 06:46 AM
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Advanced Traditions
Bill: You killed Ted, you medieval dickweed!

Throughout history and mythology there have been supernatural people at work, from black sorcerers in Russia, to Hedge Witches in Europe. Beyond God and the Devil, there were few powers that could match these mystical beings. But more importantly, they existed at all. In the world of the Sixth earth, 2071, we begin to see Great Magus arise in many forms.

Positive Quality: 20BP
-Requirement: Magic 6
This Quality may only be taken by those with the Full Magician, Mystical Adept or Great Dragon quality. The character picks an Advanced Tradition and follows the rules concerning them. If a character looses half or more of his Magic Rating, then he also looses this Quality.

Advanced Traditions: The concept.
Each Advanced Tradition has five qualities and looks like this:

NAME
Concept: A brief intro to the Tradition, its conception, and who generally appears with it.
  • Essense: A spirit type will be here, if the character isn’t able to summon the type already, they gain that ability, if they however do have the spirit they receive Grade+1 dice bonus.
  • Mana: A Spell will appear here, giving Grade+1 Dice bonus to tests.
  • Mastery: A Metamagic will be here, and not only do the characters receive the regular Grade bonus, but they receive an extra Grade+1 Dice bonus.
  • Technique: A Mental Attribute (Sans Willpower) will appear here, and is the only limiter. Only a Tradition with a Drain Attribute that matches the Adv. Traditions Drain Attribute will be allowed to gain the Quality.


  • Aura: A significant visible aura change would be present here.

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Seven-7
post Nov 9 2007, 06:51 AM
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Example:


Ley Line Cartographer
Concept: Masters of Ley Lines or Dragon Lines have two origins, Europe and China, and are different in style but are similar in method and outcome.
  • Essense: Guidance Spirit
  • Mana: Detect Magic
  • Mastery: Geomancery
  • Technique: Intuition


  • Aura: When a Ley Line Cartographer is within (Magic*10) Meters from a ley line or powersite of any size the aura around them becomes bright and defies any Masking attempt. Anyone using ritual spellcasting against them at that time receives a +4 dice pool bonus.
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FrankTrollman
post Nov 9 2007, 11:04 AM
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This seems structurly similar to just providing an additional Metamagic and having the character take another grade.

-Frank
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Ryu
post Nov 9 2007, 11:23 AM
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Besides that, there are already several build-in metamagics, all providing incentives to power up the initiate grade. I´d suggest inventing superspecial advanced metamagics with multiple requirements for superpower-mages. Then the player can grow into his powers instead of taking them for granted.
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