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> Magical Groups & Traditions, Ideas for Initiatory groups and unique Traditions
HentaiZonga
post Apr 30 2008, 12:25 PM
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I had started this in the main board, but I think this would be a good thing to open up to the community. Basically, post ideas for Magical Groups or Traditions here. A good write-up should include the group's strictures, beliefs, and known activities.
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HentaiZonga
post Apr 30 2008, 12:29 PM
Post #2


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The Master's Guild, the Hunter's Wolf Packs, and the Sisterhood of the Kajira
Strictures: Belief, Fraternity, Limited Membership (males into the Master's Guild; females into the Sisterhood), Oath

Resources/Dues: Luxury. Adepts are expected to give everything they own to their Masters, who hold the resources of an entire family in a communal "pool" that they dole out as they see fit. As a result, most Masters are incredibly wealthy individuals. Petitioners to the Master's Guild must pay a substantial gift upon acceptance into the order, and a further gift upon graduation to Master, but the value of these gifts is often highly variable (see below).

Patron: None for Masters; each Master is their own patron for Kajira and Wolves.

Description: The Maste's Guild, the Huntmaster's Wolf Packs and the Sisterhood of Sacred Kajiras is a mystical group dedicated to obscure sadomasochistic sex rites, blending tantric yoga with ascetic self-moliation rituals. The tradition is deeply sexist, and utterly despised by Dianic wiccans and other more sexually progressive world-views. The group does, in fact, allow women into positions of power and men into positions of subservience, but ingrained attitudes and traditions create something of a "glass ceiling".

The groups has two separate Initiation Paths - one for Adepts (which is almost exclusively female), and one for Magicians (which is almost exclusively male). Magical Adepts may choose either path, but tend to be strongly encouraged towards the "correct" path for their gender. The gender politics are highly complex: a male Adept may find himself welcomed into the Adept Initiation Path alongside his "sisters", while a female Magician will find a much more hostile reception. The key to this discrepancy is the patriarchal attitudes of the upper ranks, almost all of whom are male Magicians of considerable power. Female Magicians must "prove" themselves in typically masculine displays of power and competition before they will be treated with any respect at all, and will still be seen as second-class Initiates compared to male members. On the other hand, a female who manages to distinguish herself as genuinely exceptional (in the Order's eyes, of course) will often find herself treated better than most male Magicians of the same Grade - another facet of the complex and ambiguous gender politics rife within the Order.

There are several "progressive" offshoots of this Order, all of which tend to be viewed by the "traditionalists" with contempt bordering on hostility. Many of these allow transgendered Adepts and Masters, seeing 'spiritual' gender as more important than 'genetic' - although they expect Masters and Hunters to act fully masculine, and Kajira to act fully feminine. Still further on the path towards gender equality are the so-called 'open' offshoots, which see dominance and submission as utterly transcending gender, and allow fully male (and sometimes ungelded) Kajira, and fully female Masters. A female Master who does not act 'masculine' will at least be expected to act 'matronly', presiding over her family as a strict but benevolent matriarch.

Regardless of sectarian schisms, though, nearly all groups who consider themselves a part of this Tradition follow very strict guidelines for Initiation processes and rituals.

Game Rules: Each Grade of Initiation is listed with its name, the Karma Cost (with group and ordeal reductions already factored in), the Ordeal that must be passed to achieve that Grade, and the specific Metamagic that is learned upon completing that Grade.

Magician's Initiation Path (The Way of the Master)
[ Spoiler ]


Male Adept's Initiation Path (The Way of the Hunter's Wolf)
[ Spoiler ]


Female Adept's Initiation Path (The Way of the Kajira)
[ Spoiler ]
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HentaiZonga
post Apr 30 2008, 12:40 PM
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The Jedi Order
Strictures: Belief, Fraternity, Limited Membership (only Magician Adepts who follow the Way of the Jedi), Oath, Obedience

Resources/Dues: High. With complete corporate backing, the Jedi Order has a nearly unlimited set of available resources, but must convince its corporate masters that their expenditure is necessary.

Patron: Ares Macrotechnology (through their subsidiary, Industrial Light and Magic)

Description: The Sixth World has shown the incredible power of belief in shaping mana. For some, magical ability comes from thousand-year-old traditions, steeped in arcane knowledge. For others, it comes from cult media phenomena, including pulp sci-fi films from the last century.

The Jedi Order is a group of Magician Adepts whose very magical Tradition is owned by corporate interests. The Order was founded in the aftermath of a landmark UCAS court case, ILM vs. Merryweather, in which a young Jerry Merryweather was sued for copyright infringement because the path of magic he Awakened to was based directly off of one of Ares Macrotechnology’s intellectual properties, the ancient pre-trid film The Return of the Jedi. In the case, several hundred ‘expert witnesses’ stepped foreward claiming solidarity with Jerry’s tradition, and demonstrated that they, too, saw magic as ‘the Force’, and interacted with Mentor Spirits taken directly from the films.

As part of the court settlement, many of these promising adepts were immediately offered positions within Ares Macrotechnology, serving as Ares corporate security, magical research, or special effects crews for ILM. The group has since grown to over 500 members, and produced several cutting-edge spell and focus designs.

Jedi Mentor Spirits typically follow the Wise Warrior template, but may occasionally manifest as Dragonslayer, Sun, or Owl.

Game Rules: All Jedi are Magician Adepts with the Aspected Magician (10 BP) quality. They receive a +2 bonus to mental and telekinetic Manipulation spells and a +2 bonus to conjuring Guidance Spirits, but receive a -4 penalty to all other spell and spirit types, as well as a -4 modifier to Assensing and Conjuring. They also receive a -4 penalty to all forms of Enchanting except for their own unique Weapon Foci.

Several ‘Dark Jedi’ also exist, who gain a +2 bonus to Combat spells in exchange for losing their ability to conjure Guidance Spirits. Additionally, Dark Jedi can go berserk in a manner identical to followers of Shark (Shadowrun, pg. 194). Most ‘Dark Jedi’ are typically toxic magicians, or well on their way to becoming so.
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HentaiZonga
post Apr 30 2008, 12:41 PM
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The Brother’s Keepers
Strictures: Belief, Fraternity, Limited Membership (Spellcasters who have killed another metahuman and repented), Oath, Geas, Exclusive Ritual Sorcery

Resources/Dues: Low. While the group as a whole has access to Luxury-level resources, all members lead humble lives of self-sacrifice and service, donating all of their time and funds to the cause (and receiving enough food, board and medical services to stay healthy, while meditating and learning how to better serve humanity).

Patron: None, but often receives large grants from the Red Cross / Red Crescent, Amnesty International, and other similar policlubs.

Description: The Brother’s Keepers are a rare beacon of light and hope in the 2070’s. All of them are awakened, all of them have done terrible things with their magic, and all of them see joining the Brother’s Keepers as a means of atoning for their past sins.

The Brother’s Keepers accepts mages who are on the way to corruption or burn-out, and gives them time to heal their wounds, reflect on the harm they’ve caused others, and decide to truly “come into the light�. When global situations become desperate for the poor and disenfranchised, they can show up en masse – often providing hundreds of magicians to come together in massive ritual sorcery efforts to cure diseases, cleanse pollution, and heal crops over areas the size of entire villages. They have single-handedly saved entire countries from plagues of malaria and yellow fever, rescued entire farming regions from blight and drought, and saved hundreds of thousands of acres of African and Amazonian ecology – all without demanding a dime of payment. Of course, by 2073, their reputation has become so potent that most governments and philanthropists see it as a major faux pas not to provide them with ample donations – ensuring that they remain more than adequately staffed and funded for the work they do.

Game Rules: All Brother’s Keepers are Initiated with the Oath ‘Serve metahumanity and make a better world’ and the Geas ‘Do No Harm’, and learn the Metamagics of Cleansing and Great Ritual. Once they have taken on these two strictures, they are seen as full members of the Order, and are invited to assist in the Order’s magical clean-up efforts. Membership in the Brother’s Keepers is akin to a lifelong stint in the Peace Corps; mages are expected to give their all to serve their fellow man.
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HentaiZonga
post May 2 2008, 02:50 PM
Post #5


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Da Boyz

Strictures: Attendance, Belief, Fraternity, Limited Membership (Orks only, Technical-oriented Adepts only), Oath

Resources/Dues: Squatter. Da Boyz live in hollowed-out warehouses, garages and chopshops, and devote all their time and nuyen towards their crafts.

Patron: Sons of Sauron.

Description: Da Boyz are a terrifying new threat to appear in the Barrens, slowly spreading south through Tir Tairngire and the CFS. A group of Ork "tinkerer Adepts", Da Boyz delight in constructing improbable custom fighting vehicles, often Troll-sized or larger anthroform or walker drones with built-in rigger cocoons. Da Boyz are a special oddity: they hold many Ork Technomancers that they consider among their ranks, and while the Adepts and Technomancers don’t strictly Initiate or do rituals together, they consider themselves all part of the same family, tribe, and clan.

Da Boyz divide themselves into two sub-groups: Mekboyz, who design and construct their panic-inducing monstrosities of metal and gasoline, and Jokboyz, who pilot them. Mekboyz are almost exclusively Adepts with the Cognition metamagic and a strong focus in Technical and Build/Repair Improved Skill powers, while Jokboyz are either Adepts devoted to vehicle piloting, or Technomancers dedicated to rigging. The group also holds a few rare Mage Adepts and Magicians in its ranks, who are given the title of Weirdboyz.

Da Boyz have received the attention and patronage of the Sons of Sauron, who find their skills useful and their antics hilarious. The Sons of Sauron gangs operating within the Los Angeles metroplex have performed numerous gang-related raids in the past six months utilizing eight- to twelve-foot walking robots armed with industrial buzz-saws, concrete-cutters, flame-throwers and thresher combines. The CFS police have had their hands full responding to the incidents.
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