From
Garrowolf's web site:
There are many possible traditions available to magic users. Instead of having all the traditions just mirrors of each other this will provide more versatility in constructing magic users. These rules apply for all kinds of magic users. These rules replace all magic related qualities.
Players and GMs can build the abilities of their magical characters in a modular format, instead of picking a premade tradition. You can even grow beyond the limitations of your tradition once you initiate. You pick a series of magicial abilities that you have access to. This includes astral perception and projection. You can choose what level of Sorcery and Conjuring you want as well.Characters gain magic points when they gain certain abilities. In this version you must have a point of magic for each ability. If you loose the point of magic you loose access to that ability.
Mystic Adepts are built now by picking physical adept quality and other magic. Physical Adepts can gain astral perception and/or astral projection by just taking those qualities. Effectively each magical ability (sorcery, conjuring, astral projection, etc) requires a magic point it is tied to that point just like an adept ability. This means that in constructing a Mystic Adept you can’t spend those linked points.
A tradition can also have limitations on it. These reflect the paradigms of the people in the tradition. These negative qualities con only reduce the cost of the tradition by half. Any other negative qualities count against the character’s limit of 35 negative qualities. These can be Geasa or even requirements on using Foci. Focus addiction is not used because I want to encourage it’s use. Geasa are replaced by a ofter version. Failing to keep up with your Geasa just reduces your magic rating temporarily but will never casue magic point loss. Latent Awakening is not used. If you get Astral perception at character creation then you can choose a tradition later.
Magical Qualities
Astral Perception (5 BP/+1 Magic) - If you take no other abilities then you can’t raise your Magic rating over 1.
Astral Projection (10 BP/+1 Magic) - Gives you access to Astral Projection, Perception, and Combat.
Physical Adept (5 BP/+1 Magic) - Gives access to Adept powers.
Astral Chameleon (5 BP)
Focused Concentration (10/20 BP) +1/+2 for drain tests
Astral Beacon (-5 BP)
Gremlins (-5 BP/lvl; Max 4) Some magicians don’t combine well with technology
Sensitive System (-15 BP) Total Rejection (-20 BP)
Painful Conection (-10 BP) Your magic and cyberware don’t get along. -2 pain penalty when using cyberware. Obviously must have cyberware to get this.
Burning Mana (-15 BP) Magic causes pain when it flows through your body. You feel pain in your arms when directing energy or pain in the eyes when using a detection spell. -2 pain penalty when using magic in the physical. No pain in the astral. For -10 BP it can be linked to a specific type of magic or energy.
Sorcery (+1 Magic)
This gives the magic user access to spellcasting and the Sorcery skill group. Casters can be limited to a few catagories or have access to them all. If they have limited access then they are at a -4 to cast other spells. Choose one:
One catagory (10 BP)
Two catagories (15 BP)
All catagories (20 BP)
Beliefs about Magic
(-10 BP) Backlash occurs with all aggressive magic. Any 1s count as a hit from the same spell on the caster. Caster can resist with countermagic as normal.
(-10 BP) Magic is random and unpredictable. Any 1s cause strange sideeffects that are not directable by the caster but not necessarily harmfull.
Conjuring (+1 Magic)
The gives the magic user access to conjuring spirits and the Conjuring skill group. Summoners can call upon a few spirits or all. The limitation is that you must limit the spirits and how your tradition views them.
Choose one:
One spirit (10 BP)
Two spirits (15 BP)
Five spirits (20 BP)
All spirits (25 BP)
Spirit Affinity - you must have these in your conjuring list
One spirit (5 BP)
Two spirits (10 BP)
Five spirits (15 BP)
All spirits (20 BP)
Spirit Bane - you can’t have these in your conjuring list
One spirit (-5 BP)
Two spirits (-10 BP)
All spirits but your list (-15 BP) - can’t have the all spirits list
Mentor Spirit (5 BP)
Beliefs about spirits
(-5 BP) All spirits are creations of the mind (can’t take spirit affinity, -1 dealing with spirits)
(-10 BP) Only one or two kinds of spirits are acceptable and all the others are enemies or evil (only have spirit affinity with those kinds of spirits, all others at -3. Likely to have spirit banes.)
(-10 BP) The spirit you call upon is better then you and you should only make one request of them per summoning.
(-10 BP) Must have the aid of a spirit to cast spells (-3 to cast without a spirit aiding you)
Visibility
Secret Caster (5 BP) no obvious actions needed
Secret Summoner (5 BP) no obvious actions needed
Flashy Caster (-5 BP) Always a glow of energy when casting
Flashy Summoner (-5 BP) Obvious area effect glowing circles and energy
Tradition Qualities
Geasa on Tradition
One geas (-5 BP)
Two geasa (-10 BP)
Several geasa (-15 BP)
Tradition Foci
Requires fetishes (-5 BP)
Requires one foci (-10 BP)
Requires a foci per spell catagory/spirit type (-15 BP)