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OrionJA
The tradition write-ups in SR 4 are cool and all, but sadly incomplete. Space limitations and all, plus not wanting to bind players to one interpretation. Still, I think we could flesh out these traditions write-ups witha LOT more information for GMs to work with. Here's an example, based on a tradition I wrote-- I plan to apply the same template to other traditions in the future.

Note: I use a variant version of aspected magicians. It’s a 10-point positive quality that one takes instead of magician, it gives no abilities outside the aspect except astral perception, and an aspected magician begins play as a rank 1 initiate. Also, in place of spell/spirit aspects, I have “path aspect? which allows access to two spell/spirit categories. This tradition was written for that ruleset.

Mentalism
Concept: Seemingly “magical? occurrences are expressions on untapped potential in the human mind. Mentalists are scientists who study paranormal phenomena.
Available to: Adepts, Mystic Adepts, Path Magicians
Drain/Spirits: Willpower+Intuition/Possession
Detection: Guidance
Manipulation: Man
(Combat: Guardian)
(Health: Beast)
(Illusion: Task)
Other: All Mentalists are path aspected to Detection/Manipulation. For games under standard rules, most but not all mentalists should be detection aspected.

Spells and Formulae in Mentalism

Mentalists believe that their powers are manifestations of the human mind. By cultivating their awareness of their surroundings, they become able to reach out into the "aether" to reveal and manipulate the otherwise inaccessible. Their spells are not typically given elaborate names, merely descriptive Latinate titles.

Mentalist spell formulae are not descriptions of how to perform a spell; that knowledge lies in the human unconscious. Rather, they are journals and research notes detailing another mentalist’s experiences and advice on putting oneself in a state of mind where the appropriate self-discovery is possible.

Spirits and Mentors in Mentalism

Mentalists consider spirits to be detached pieces of id, racial memory, or other sorts of abnormal consciousness. “Summoning? actually entails budding off a portion of one’s own consciousness and giving it temporary autonomy. These mental beings have no physical forms, but prefer to possess objects, especially technological ones like cars.

Mentalist Mentors are extremely rare, as most mentalists don’t believe spirits know anything we don’t.

Lodges, Groups, and Rituals in Mentalism

A mentalist’s lodge is generally simply a small study filled with research notes, journals of other mentalists, and the occasional crystal, mirror, or other optical device. Ritual and Binding materials commonly include (help me out here, please?)

Mentalist groups are extraordinarily common, as the mentalists think of their entire tradition as a specialized academic community. Almost every mentalist claims membership in one of these groups, whose strictures generally include attendance, dues, service, or fraternity.

Initiation and Metamagic in Mentalism

Initiation for Mentalists is the result of an intense period of self-contemplation, often accompanied by tests of will. Theses are extremely frequently used as ordeals, with suffering and meditation the next most common.

Quickening is extremely widely practiced in mentalism; it is thought of as an extension of the conjuring process, and most mentalists learn it during their apprenticeship. Any Mentalist of standing will tend to carry a grip of quickened detections at all times.

Masking and Extended Masking are also extremely popular, as most mentalists don’t think of themselves as magical, don’t want to be part of the magical community, and definitely don’t want the attention of magical authorities.

Divining, Psychometry, Sensing, and other metamagic replicate classic mentalist tricks and are also widely studied.

Geasa, Fetishes, and Foci in Mentalism

Geasa are rare in mentalism, as most of them are highly unscientific. The exception is a condition geas reflecting a need for focus, such as astrally perceiving or sitting down,

A variety of crystals and optical devices are routinely employed to aid detection magic. Items are less commonly used for manipulation, and when such foci are used, they tend to be self-enchanted items of personal value, like a class ring. These are often thought of as aids to concentration.

Adepts in Mentalism

Mentalist adepts are rare, but do exist. The majority are social adepts, without physics-defying physical powers. Some more militant adepts put their expanded perception to use in battle, or emulate the telekinetic powers of their spellcasting brethren.

Most Common Powers:
Improved Social Skill, Kinesics, Commanding Voice, Enhanced Perception, Iron Will, Magic Sense, Astral Perception, Pain Resistance.

Combat Sense, Improved Reflexes, Improved Agility, Power Throw, Missile Mastery, Distance Strike, Nerve Strike, Improved Combat Skill,

Adept Initiates typically learn Masking, Cognition, and Psychometry,

Society, Technology, and Mentalism.

Most mentalists try to be socially conscious, but many sell their souls to the corps in return for a comfortable life. All revel in industrial society and love technology. Being scientists, Mentalist groups maintain extensive online databases on their research and findings.
OrionJA
Pokemastery
Concept: An archaic game system called “pokemon? was actually inspired by contact with the spirit world. The pokemon are conceptual forms for the creation and control of spiritual beings.
Available to: Adepts, Mystic Adepts, Conjurers
Drain/Spirits: Willpower+Charisma/Materialization
Combat: Beast
Detection: Fire
Health: Plant
Illusion: Water
Manipulation: Earth
Other: All Pokemasters have a talisman geas

Spells and Formulae in Pokemastery

Spellcasting is rare among pokemon masters, but typically thought of as the instantaneous summoning and dismissal of a pokemon, like using an HM.

Spell formulae take the form of elaborate pokedex entries and nonsensical blueprints for outlandish machines.

Spirits and Mentors in Pokemastery

Mentors are extremely common among pokemasters, with entire gyms organized around the service of one mentor spirit.

The Spirits themselves are of course thought of as pokemon—proud, wild creatures of great power and independence.

Lodges, Groups, and Rituals in Pokemastery

A Pokemasters’ lodge is an open space for training, with lots of equipment appropriate to obstacle courses and the like. Pokemaster groups are relatively common, though uninitiated pokemasters tend to prefer free operation. A gym’s strictures will tend to include service, dues, and oath.

Initiation and Metamagic in Pokemastery

Pokemasters almost always initiate initiate in groups. By far the most common ordeal is Deed, usually defeating prominent members of another gym. Familiar ordeals are also common, for those who want a favored pokemon to accompany them out of the ball.

Evolving (the pokemaster version of invoking) is the first metamagic almost every pokemaster learns.

Geomancy requires spellcasting ability, but it learned by would-be Gym Leaders for the construction of their gyms.

Centering (chants and encouragement, jumping up and down) and Ally spirits are also popular.

Geasa, Fetishes, and Foci in Pokemastery

All Pokemasters have a talisman geas

Sculpted pokeballs are extremely common as summoning and binding foci. Some edgier pokemasters enchant red-and-white painted knives instead, often making them weapon foci as well.

Adepts in Pokemastery

Pokemon Adepts tend to pick up Animal Empathy, Commanding Voice, Improved Ability (outdoor skills), Power Throw and Missile Mastery (for killing things with pokeballs)

Those who initiate pick up Attune Animal and Empower Animal, and a variety of adept powers for empowering. They refer to these pets as their pokemon.

Society, Technology, and Pokemastery.


Sombranox
Both very interesting custom traditions. My only comment is that the mentalist almost seems more like a logic tradition to me than an intuition. The way it's described, it's more like a scientific extension of parapsychology, disciplined and carefully organized, and the power of mind over matter so to speak rather than an ecstatic, artistic self-expression. But that's just my view on it.

I'll have to try and apply this sort of template to the idea I had kind of stirring around for a tarot card-based summoner with a talisman geas a la the pokemastery above. Been thinking something along the lines of a type of spirit associated with each suit and one for Arcana, like:

Combat - Guardian - Swords
Detection - Plant - Staves
Health - Man - Cups
Illusion - Guidance - Coins
Manipulation - Air - Arcana

Probably an intuition tradition for that seeking of ecstatic representation of power revealed and shaped by the understanding of the cards.

Could potentially see it as a charisma (supplicants to the spirit world through the cards) or even logic (interpreting complex higher meanings through the cards and using those building blocks to shape the world). Kind of an up in the air sort of thing at this point and just something I was playing with the ideas of.

Would be interested on your takes of such a thing since you seem to have a knack for fleshing out traditions.

OrionJA
So, Mentalism is in knd of an awkward place. It's meant to draw on elements of spiritualism as well, so the victorian gentleman and the gypsy seer are both mentalists. This is sort of awkward, but it means they can learn from each other, which seems appropriate.

So while a mentalist keeps elaborate notes on observations and has a variety of weird gizmos for measuring etheric forces, this kind fo science isn't the real basis of his power. Mentalism ultimately comes down to highly personal flashes of insight, with the scientific trappings there to try to reproduce and propogate the insights.

---------

As for the tarot, I think it would help if you added at least one major detail besides tarot before trying to flesh it out. What culture/region are you basing this on? What language are it's texts written in? How do they think about the tarot? How do they itneract with religion? If I knew that much, I might be able to do something.


-------
Preface: I think we can all agree that Christian Theurgy as presented in Street Magic makes no sense whatsoever. Here’s one interpretation of magic in a Christian mythological framework.


Gnosticism
Concept: Knowledge of spiritual lore and sacred names allows theurgists to remold reality. A theurge studies the qabbala, apocrypha, and other texts, or simply makes deals with angels and demons.
Drain/Spirits: Willpower+Logic/Materialization
Combat: Water
Detection: Man
Health: Guidance
Illusion: Fire
Manipulation: Beasts

Spells and Formulae in Gnosticism.

Spellcasting is the control of divine power. It may be derived from demons, angels, aeons, sephiroth (emanations of god), communication with god, the teachings of christ, etc. Theurgists seek knowledge that reveals to them secrets unknown to lesser men.

Gnostic formulae are long lists of sacred names, descriptions of miracles, or descriptions of the layers of reality.

Spirits and Mentors in Gnosticism

The Gnostic cosmology is full of strange beings and powers, most of which are in some way aspects of god. Spirits of Man tend to appear as souls of the departed, guidance spirits as angels, fire spirits as demons, and water and beast spirits in the form of God’s miracles—a water spirits might be a swarm of frogs or a mini-leviathan, a beast spirits an angry bear or lion.

Mentors are exceptionally common, and may appear as demon lords, archangels, dark gods, or saints. Common Aspects include Artificer, Adversary, Sun, and

Lodges, Groups, and Rituals in Gnosticism

Gnostics don’t tend to get along with church hierarchies, but church buildings themselves suit their purposes. A Gnostic lodge looks like a hermetic lodge with different texts and an altar.

Gnostic rituals tend to feature holy water, candles, rare herbs and spices, and occasionally animal sacrifices.

Modern-day Gnostics like to operate alone. And when they do form groups, Secrecy is almost always a stricture.

Initiation and Metamagic in Gnosticism

Initiation for Mentalists may involve further dedication to the service of a mentor, lonely contemplation, or group participation. Initiating as a Gnostic is a harrowing process, with Metaplanar Quests and deeds extremely common. Familiars are also common.

Centering is extremely commonly practiced, generally by chanting sacred names. Also common are invoking (for high-ranking angels/demons) masking (theurges aren’t very popular) shielding (they’re familiar with all manner of otherworldly forces) and quickening, (for permanent demonic gifts)

Geasa, Fetishes, and Foci in Gnosticism

Most theurges have incantation geasa. Many refuse to work magic on Sundays, or without fasting.

Crosses are extremely common, especially as banishing or counterspelling foci, or combat and health fetishes. Sustaining Foci may be small crosses worn by the subjects of the spells. Other foci and fetishes take a bewildering variety of forms, as theurges draw inspiration from all manner of magical traditions.

Adepts in Gnosticism

Gnostic adepts are extraordinarily rare. The entire point is to transcend physicality, not embrace it. Mystic adepts are entirely absent, as theurges value access to astral and metaplanar space not only practically but spiritually. Those adepts which exist tend to be thought of as touched by otherworldly, usually demonic forces. They tend to manifest ghoulish, disturbing physical powers, and preternatural social strength.

Common Powers: Berserk, Improved Strength, Rapid Healing, Killing Hands, Iron Will, Wall Running, Improved Con, Improved Intimidate.

Society, Technology, and Gnosticism.


last_of_the_great_mikeys
I'm lazy, so I'll let someone else write up the Accidental Mage. You know, the kind who Awakens during a mana spike or period of great stress and just intuitively uses some magical power and, through trial and error, develops into a skilled mage. Shadowrun definitely lacks this.
OrionJA
Something like--
Oneiromancy
Concept: Not everyone believes that reality has to be real. Some people actually hate the entire concept of objective reality. A Nihilist is an Awakened metahuman who denies that his power needs justification, save that this world is his dream. He consorts with eerie spirits conjured from his imagination and actively seeks to degrade normality.
Concept/Drain Wilpower+Intuition / Materialization
Combat: Horror (Toxic Spirit of Beasts)
Detection: Harbinger (Toxic Spirit of Guidance)
Health: Phantom (Toxic spirit of Air)
Illusion: Harrower (Toxic Spirit of Man)
Manipulation: Dreamer (Toxic Spirit of Tasks)
Note: Oneiromancy is a toxic havoc tradition. However, Oneiromancers, while drawing power from madness, are not as destructive as a typical toxic shaman, and can even appear altruistic when its suits thier self-image.

Spells and Formulae in Oneiromancy

Oneiromancy has never been formalized, so spell names tend to reflect the creator's idiosyncrasies. The magical effects tend to manifest as nightmarish images, fog, mist, and optical effects. Stun spells inflict nightmares, while physical combat spells erase their targets from reality.

Formulae tend to be unhnged journal entries encoded with mystic significanc,e but may take the form of toher types of self-expression, such as songs.

Lodges, Rituals, and Groups in Oneiromancy

An Oneiromancer's lodge is a portable collection of sentimental objects, often including blankets and teddy bears, and a variety of other childhood objects or their replicas. Oneiromancers don't use ritual spellcasting, but binding rituals tend to involve massive amounts of hallucinogenic drugs or BTLs.

Oneiromantic groups are almsot unheard of, as Oneiromancers don't trust each other enough to congregate.

Initiation and metamagic in Oneiromancy

Oneiromancers tend to initiate through suffering, asceticism, or sacrifices.

Their metamagic tends to be directed at protecting themselves from discovery or harm, especially Shielding, Masking, or Cleansing.

Spirits and Mentors in Oneiromancy

Oneiromanic spirits take the form of angels, parents, or nightmare creatures; they tend to have extremely creepy features and behavior that unsettle everyone but the summoner. Mentor Spirits are extremely common, but actually represent repressed portions of the summoner's psyche.

Oneiromantic Adepts
OrionJA
Other traditions coming up:

Hellenic Sorcery-- Logic/Materialization fire, plant, beast, water, earth

Fugue Magic (subconscious magic use) Intuition/Materialization: earth, water, guardian, air, fire

the Force: Intuition/possession: guardian, guidance, plant, air, task
Stahlseele
did anyone do an update on the sailor moon traditions? *g*
OrionJA
QUOTE (Sombranox @ May 4 2008, 11:26 PM) *
Combat - Guardian - Swords
Detection - Plant - Staves
Health - Man - Cups
Illusion - Guidance - Coins
Manipulation - Air - Arcana


Any reason you're eschewing the traditional elemental association?

Also, I'm not entirely comofrtable with your suit correspondences. Since the primary purpose of tarot is divination, I want arcana paired with detection. I'm also not completely comfortable with coins for illusion, since I associated them with solidity, practicality, and wealth. Cups would be better, but is a natural for health. Staves represent creativity and movement, so either illusion or manipulation might be appropriate. Let's try:

Combat/Swords/Air
Detection/Arcana/Guidance
Health/Cups/Water
Illusion/Wands/Fire
Manipulation/Coins/Earth

Or, more daringly,

Combat/Sword/Air
Detection/Arcana/Guidance
Health/Coins/Earth
Illusion/Cups/Water
Manipulation/Staves/Fire

With the potential to swap swords & staves.
gobogen
Great topic! I read your posts with interest OrionJA, can't wait for more.
FrankTrollman
QUOTE (Stahlseele @ May 6 2008, 04:37 AM) *
did anyone do an update on the sailor moon traditions? *g*


Yes. The Majokko tradition is a possession tradition. Practitioners dress up in modified school uniforms and when they possess themselves with spirits, these uniforms appear brightly colored and revealing to living onlookers. The Majokko tradition has a strong Shamanic Mask effect which makes the users virtually unrecognizable while possessed (Majokko refer to this state as being "transformed").

Fetishes and Foci of the Majokko tradition are various forms of jewelry, musical instruments, and archaic weapons. Majoko formulae are frequently found in the form of lockets or music boxes which can be "opened" to reveal the power inside, and are often bedecked with Chinese or Nipponese characters - usually in bold calligraphic nonsense phrases.

  • Water - Illusion
  • Fire - Detection
  • Guardian - Health
  • Air - Combat
  • Earth - Manipulation


The Majokko tradition puts a lot of stock in "love and justice" and it is generally though of as unethical for a Majokko to use their spirits to possess people or objects other than themselves. A subject other than the conjurer so possessed is referred to as a "Youma," and the mask in this case usually manifests as a monster or a clown (or both).

Properly employing the Majoko tradition would be best done with a set of Aspected Magician rules that wasn't fucking retarded. After all, most Majokko only ever possess themselves with one or two types of spirits and cast spells from one or two categories of magic. Thus it is highly suggested that one uses this version instead:

    Aspected Magician: Path Aspect:
    Must choose 2 categories of Magic and the associated spirits according to their tradition. The character may only cast spells or summon spirits of those two categories/types. They may still use Banishing and Counterspelling against any target. They may still conjure Watchers and Allies. They can astrally perceive but cannot astrally project. They begin play as a grade 1 Initiate with one metamagic technique. This quality costs 10 points and replaces "Magician".


-Frank
Speed Wraith
QUOTE (OrionJA @ May 4 2008, 07:58 PM) *
Pokemastery
Concept: An archaic game system called “pokemon? was actually inspired by contact with the spirit world. The pokemon are conceptual forms for the creation and control of spiritual beings.
Available to: Adepts, Mystic Adepts, Conjurers
Drain/Spirits: Willpower+Charisma/Materialization
Combat: Beast
Detection: Fire
Health: Plant
Illusion: Water
Manipulation: Earth
Other: All Pokemasters have a talisman geas


That's it...I'm sticking Team Rocket into my game...Meowth is an ally spirit? Or just a free spirit with nothing better to do?
OrionJA
Meowth is probably a Free Beast Spirit, yeah.

Sometime I'll write up some flavortext on what modern pokemasters are like. I picture them as deeply spiritual people, albeit with a dash of comic book nerd.

As for other traditions -- I'm running low on brilliant ideas. I can of course mine pop fantasy unlimitedly, but I'm hoping for mroe "real" traditions to stat out. Any requests?
Larme
The great strength of SR4 traditions is that they don't have a million different little requirements. It is much better than the SR3 system where there were shamans and hermetics, then different traditions of each that didn't really do anything, and then wacky oddball traditions like voodoo and wuxing that have their own unique rules for no reason. To that end, I would delete all your things like how all mentalists have a certain aspect, etc. Let player choose how to play the tradition. At most, you should mention "most" members of the tradition having certain traits like aspecting without making it a requirement.
OrionJA
Honestly, the printed rules already provide enough flexibility to do whatever you need to with Shadowrun magic. I agree that it's good to have traditions generally generic in the printed rules, but some people actually complain that traditions are *too* homogenous.

In any event, I'm writing add-on, expansion material, and I think my traditions need strong mechanical identities if they are going to bring anything to the game. When players go up against mentalists or jedi, they should know what they're getting into.

That said, I write these "requirements" knowing that people can and will tinker with my work. Since this is a net supplement, it really doesn't much matter what the "RAW" is. In my game, mentalism is limited to detecting and manipulating. I don't want psychics shooting psychic fire or giving themselves psychic superstrength. Some people do, and in their games they can use my mentalists without restriction. I couldn't stop them, and I wouldn't even be offended.
Stahlseele
QUOTE (FrankTrollman @ May 6 2008, 04:50 PM) *
Yes. The Majokko tradition is a possession tradition. Practitioners dress up in modified school uniforms and when they possess themselves with spirits, these uniforms appear brightly colored and revealing to living onlookers. The Majokko tradition has a strong Shamanic Mask effect which makes the users virtually unrecognizable while possessed (Majokko refer to this state as being "transformed").

Fetishes and Foci of the Majokko tradition are various forms of jewelry, musical instruments, and archaic weapons. Majoko formulae are frequently found in the form of lockets or music boxes which can be "opened" to reveal the power inside, and are often bedecked with Chinese or Nipponese characters - usually in bold calligraphic nonsense phrases.

  • Water - Illusion
  • Fire - Detection
  • Guardian - Health
  • Air - Combat
  • Earth - Manipulation


The Majokko tradition puts a lot of stock in "love and justice" and it is generally though of as unethical for a Majokko to use their spirits to possess people or objects other than themselves. A subject other than the conjurer so possessed is referred to as a "Youma," and the mask in this case usually manifests as a monster or a clown (or both).

Properly employing the Majoko tradition would be best done with a set of Aspected Magician rules that wasn't fucking retarded. After all, most Majokko only ever possess themselves with one or two types of spirits and cast spells from one or two categories of magic. Thus it is highly suggested that one uses this version instead:

    Aspected Magician: Path Aspect:
    Must choose 2 categories of Magic and the associated spirits according to their tradition. The character may only cast spells or summon spirits of those two categories/types. They may still use Banishing and Counterspelling against any target. They may still conjure Watchers and Allies. They can astrally perceive but cannot astrally project. They begin play as a grade 1 Initiate with one metamagic technique. This quality costs 10 points and replaces "Magician".


-Frank

have i told you in the last time, that you're unbelieveable sometimes? *gg*
ravensmuse
QUOTE (FrankTrollman @ May 6 2008, 09:50 AM) *
Yes. The Majokko tradition is a possession tradition. Practitioners dress up in modified school uniforms and when they possess themselves with spirits, these uniforms appear brightly colored and revealing to living onlookers. The Majokko tradition has a strong Shamanic Mask effect which makes the users virtually unrecognizable while possessed (Majokko refer to this state as being "transformed").

Fetishes and Foci of the Majokko tradition are various forms of jewelry, musical instruments, and archaic weapons. Majoko formulae are frequently found in the form of lockets or music boxes which can be "opened" to reveal the power inside, and are often bedecked with Chinese or Nipponese characters - usually in bold calligraphic nonsense phrases.

  • Water - Illusion
  • Fire - Detection
  • Guardian - Health
  • Air - Combat
  • Earth - Manipulation


The Majokko tradition puts a lot of stock in "love and justice" and it is generally though of as unethical for a Majokko to use their spirits to possess people or objects other than themselves. A subject other than the conjurer so possessed is referred to as a "Youma," and the mask in this case usually manifests as a monster or a clown (or both).

Properly employing the Majoko tradition would be best done with a set of Aspected Magician rules that wasn't fucking retarded. After all, most Majokko only ever possess themselves with one or two types of spirits and cast spells from one or two categories of magic. Thus it is highly suggested that one uses this version instead:

    Aspected Magician: Path Aspect:
    Must choose 2 categories of Magic and the associated spirits according to their tradition. The character may only cast spells or summon spirits of those two categories/types. They may still use Banishing and Counterspelling against any target. They may still conjure Watchers and Allies. They can astrally perceive but cannot astrally project. They begin play as a grade 1 Initiate with one metamagic technique. This quality costs 10 points and replaces "Magician".


-Frank

You know, with this, I could probably talk my girlfriend into finally playing a magician for once.
SprainOgre
All together awesome thread! Bravo!
crash2029
Poetic Philosopher

The poetic philosopher tradition recognizes that magical traditions in general are nothing more that metaphors that define the magicians place in the cosmos. To poets, magic itself is beyond human understanding and comprehension therefore the only way to divine its meaning and relevance in life is through the use of metaphor. It is through the careful examination of the metaphors of other traditions, and deep introspection to compare the facets of those metaphors with their own psyche, that poets deepen their understanding of, and competency with, magic.

Attributes: willpower + charisma
Spirits: materialization

Combat: guardian
Detection: guidance
Health: water
Illusion: man
Manipulation: task

Fetishes and Foci: among magical traditions, poets are probably the most likely to enchant otherwise everyday items as foci. This befits the poets nature as they gain odd satisfaction and humor from the juxtaposition of the magical and the mundane in the same object.

Lodges and Rituals: the poetic lodge is usually as unique as the poet, however they are almost always areas that promote quiet contemplation. when it comes to ritual and binding materials and trappings poets generally borrow directly from the hermetic tradition. while poets do not necessarily believe in those trappings per se, the hermetic penchant of careful notation and study makes it easier for the poet to channel their energies into the task at hand.

Formulae: poetic formulae typically take the shape of poems or treatises on the desired effect. these works usually examine what the desired effect means to the practitioner and how it relates to magic in general.

Mentor Spirits: while the otherwise introspective nature of poetic philosophy might make one assume mentor spirits are unpopular, actually the opposite is true. a poet sees a mentor spirit as a metaphor of the self given anima, and therefore ones mentor is a reflection of the true inner nature of the poet and thus a useful tool in trying to understand themselves, and the cosmos better.

Initiation and Organization: poets initiate for the same reason as other magicians, to gain power and understanding. they recognize that the trappings and ceremony are simply methods to aid in concentration, however they still utilize them when necessary or preferred. poets tend to form groups in order to gain understanding into how other poets see themselves and others. poetic meetings usually involve everyone trying to figure out everyone else and correlate that with their own self image.

Society: mainstream society generally sees members of the poetic tradition in a similar light as poets and artists, rather odd but generally pretty smart. magical society generally respects poets for their interest and respect of other traditions. that said poets sometimes put off members of other traditions with insightful questions that they cannot answer, as well as how they seem to understand other traditions better that its practitioners.
OrionJA
Wow, I like your poetic tradition a lot, though I'd try to get an air spirit in there, maybe in place of task.

I'm curious about charisma-- this seems like a clear-cut case of intuition magic. Is it just that you want your romantic poet characters to be charismatic?

More importantly, is there a "byronic magic" twisted path?
Lionhearted
QUOTE
Mentor Spirits: while the otherwise introspective nature of poetic philosophy might make one assume mentor spirits are unpopular, actually the opposite is true. a poet sees a mentor spirit as a metaphor of the self given anima, and therefore ones mentor is a reflection of the true inner nature of the poet and thus a useful tool in trying to understand themselves, and the cosmos better.


In common speech.. muses?
fistandantilus4.0
Edited typo in your topic. smile.gif
crash2029
Actually I had quite a time figuring out the attribute, as all three make sense.

intuition-intuitive grasp of magical concepts
logic-deductive reasoning on the nature of pretty much everything

I finally went with charisma as a poets ability to express themselves in an erudite manner is tantamount to their tradition.

Thanks for the feedback!
OrionJA
Bump -- fleshed out Oneiromancy
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