You may now choose Qualities for Ethan Mars. Qualities are 'always on', and cannot be Invoked. On one hand, this means that Luck is not needed to 'activate' them, and enemies cannot Invoke them to turn turn them against their bearers. On the other hand, this also means that spent Luck cannot be regained easily through Qualities; it will likely take a Drawback Quality being used against a character to restore Luck through Roleplaying.
Due to Major Dark Destiny, Ethan Mars can gain 17 additional Experience from Drawback Qualities. Further Drawback Qualities beyond that limit can still be taken, but no additional Experience will be gained.
• Addiction (Leveled: 4-25 Experience)
◦ The character is addicted to a substance or activity (like alcohol, drugs, gambling, or internet use). The actual point gain of the drawback depends on the severity of the addiction. Physical-based additions (ex: drugs) grant a penalty to Strength, Dexterity, and Constitution during withdrawal, while Mental-based additions (ex: gambling) grant a penalty to Intelligence, Wisdom, and Charisma during withdrawal.
▪ Mild (4 Experience)
• The character must have their 'Fix' at least once a month.
• Failure to get the fix gives a -2 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
▪ Moderate (9 Experience)
• The character must have their 'Fix' at least once every two weeks.
• Failure to get the fix gives a -4 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
▪ Severe (20 Experience)
• The character must have at least two doses or two hours of their activity every week.
• Failure to get the fix gives a -4 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
• The character also takes an additional -2 Penalty to Charisma (minimum 1). The addiction is impossible to hide at the state, even when the character is not in withdrawal, and the damage the addiction has done is easily seen by observers.
▪ Burnout (25 Experience)
• The character must have at least three doses or three hours of their activity every day.
• Failure to get the fix gives a -6 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
• The character also takes an additional -4 Penalty to Charisma (minimum 1). The addiction is impossible to hide at the state, even when the character is not in withdrawal, and the damage the addiction has done is easily seen by observers.
• Know that while it is possible to get to Burnout Addiction, I'm not letting you start out with it.
• Bad Reputation (7 Experience)
◦ The character has a dark and lasting stain on their reputation. Be it a trail of corpses of those they've killed, bad luck that ruined every major task the character or their team has done, or studying forbidden magic, the character has words going about them, whether they have earned it or not.
◦ The character has a -3 Rank Penalty to Rapport against those who know of the character's reputation and care about it.
◦ The character may gain a +1 Rank to Provoke against those who know of the character's reputation.
◦ Jobs from those that care may be darker than normal. Jobs may come in from the desperate.
◦ Can only be bought off by first confronting the cause of the bad reputation, if possible, and then paying 14 Experience.
• Blind (25 Experience)
◦ The character cannot see. They gain Incompetent (Drive, Shoot) for no additional Experience. They automatically fail any roll based on sight (typically Investigate and Notice). They take a -6 Rank Penalty for any roll on which sight is a heavy factor, but not the deciding factor (such as Burglary or Fight, other rolls GM judgment).
◦ Know that someone has the Drawback, and I'm not letting you outright cripple your character from the outset.
• Code of Honor (15 Experience)
◦ The character has a Code of Honor that they follow. If they break it, they lose Experience gained from a venture, or Experience possessed if they did not gain any from said venture. Sample Codes of Honor are below.
▪ Assassin's Code: Don't kill anyone not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who follow the Assassin's Code.
▪ Faerie Code: Cannot enter private residences uninvited. Cannot knowingly tell outright lies outside of stories that are known to be fiction. Must uphold any debts owed to or from the character.
▪ Protector of [Blank]: Choose one or two groups of people, at least one of which must be present in the setting, and likely to interact with the character. The character must not kill those people, must protect those people if possible, and work for the interests of that group.
▪ Warrior's Code: Do not kill anyone unarmed, take lethal action against someone who doesn't know the character is there, or knowingly take an action that could kill someone who is defenseless.
• Dark Destiny (Layered: 4, 8, or 12 Experience)
◦ The character is destined for something bad to go their way, and their destiny will manifest to help make sure it occurs. GM Judgment to decide when it activates, and it can be inflicted on either opposing, allied, or personal rolls. Destiny gives a degree of plot armor, but it can still be overcome with a little luck. Once completed, a Dark Destiny strips the character of experience at least that was granted through the Destiny (if the Destiny doesn't kill them outright).
▪ Minor Dark Destiny (4 Experience)
• -2 Rank Penalty to certain rolls meant to bring the destiny about. The character will have a very bad day one day, but that day won't necessarily kill the character. At least the consequences will be localized towards the character.
• Ethan already has a Dark Destiny; you can't give him a second.
▪ Major Dark Destiny (8 Experience)
• -4 Rank Penalty to certain rolls meant to bring the destiny about. The character has a destiny that will make an impact upon the larger picture, with consequences that extend beyond themselves. The only plus side is that it is unlikely to result in the character's death.
▪ Grand Dark Destiny (12 Experience)
• -6 Rank Penalty to certain rolls meant to bring the destiny about. The character will eventually shake the world, in a terrible way that will make them go down in history. The character will likely die at the conclusion of the Destiny, or at the very least be stripped of everything that they care about.
• Ethan already has a Dark Destiny, and a weaker one at that; you can't give him a second.
• Incompetent (5 Experience)
◦ Choose a skill. The character does not have any dice in that skill; if a situation occurs in which that skill would be used regardless, take the related ability dice, and reduce the number of dice rolled by 1 before rolling.
◦ If the character decides to raise the skill, they must first pay off this Drawback (10 Experience) before they can start raising the skill.
• Memorable (10 Experience)
◦ Checks involving identifying some aspect of the character have the target number reduced by 2. The character also takes a -2 Rank Penalty when making Stealth checks to hide in crowds, and a -2 Rank Penalty to Deceive when trying to disguise self or being disguised.
• Prejudiced (Leveled: 3-10 Experience)
◦ Choose a specific group of people. The character is not merely intolerant of that group—they are outspoken about their beliefs and may actively work against targets of their prejudice.
◦ Experience Granted depends on the size of the target group and how prejudiced the character is.
◦ Size:
▪ Common Group (Ex: Computer Users, Mundanes): 5 Experience
▪ Uncommon Group (Ex: Mages, Non-Human Humanoids, Police): 3 Experience
◦ Degree of Prejudice (Leveled):
▪ Biased (0 Experience): -2 Rank Penalty to Contacts, Deceive, and Rapport checks against target group.
▪ Outspoken (2 Experience): -4 Rank Penalty to Contacts, Deceive, and Rapport checks against target group.
▪ Radical (5 Experience): -6 Rank Penalty to Contacts, Deceive, and Rapport checks against target group.
Due to Exceptional Ability and Spirit Adviser, Ethan Mars has 6 free Experience that can be used to purchase Feats. ASSETS can only be purchased during character creation, and SKILL-based can be purchased freely at the listed costs outside character creation, and all other Feats have their costs doubled outside of this step.
…From the looks of things, with the prior purchase, there's only one Feat that can be afforded at this stage, at two levels. You can also save the Experience so that it can be used later on.
• Aggressive Negotiations (10 Experience)
◦After a conflict where the character fills a target's Physical or Mental damage track, the character gains +1 Rank to the next Deceive, Provoke, or Rapport action against someone who witnessed the defeat. This does not stack with itself, and must be used within 24 hours of the defeat, or it is lost. If the target of the defeat is the target of the Deceive, Provoke, or Rapport action, the Rank increases to +2, and the expiration is extended to 1 week after the defeat.
• Aptitude (ASSET; 14 Experience)
◦ Choose 1 Skill; it can be raised to Base Rank 6 during character creation.
◦ It can be improved by spending experience as if it was one level lower.
◦ It can be raised up to Base Rank 11 instead of the normal 10.
• Blandness (8 Experience)
◦ The character looks like just any other person; they don't have any significant visual tells that sets them apart from another person. The Target Number of Lore rolls regarding this character is increased by 2, the character gains a +2 Rank bonus to Stealth when trying to hide in crowds, and gains a +2 Rank bonus to Deceive when trying to disguise themselves.
◦ This Feat can be lost if the character gains a distinguishing feature, such as a visible tattoo or scar.
◦ The Stealth bonus can temporarily be lost if the crowd that the character is hiding in is so very different than normal (ex: a lone troll cannot hide in a crowd of humans, no matter how average his tusks and horns look).
• Born Hero (12 Experience)
◦ The narrative bends the way of the character a little more often than for other characters. As long as their Luck is greater than 1, they start each session with 2 luck points instead of 1, assuming they did not already have more stockpiled.
• Exceptional Ability (ASSET; 14 Experience)
◦ Choose 1 Base Ability or Magic; the cap of that Ability is 1 greater than normal, and it can be raised to that number during character creation.
◦ The selected Attribute can be improved by spending experience as if it was one level lower.
◦ As an Asset, this Feat can only be taken during character creation.
• First Impression (11 Experience)
◦ There's something about the character that makes people more likely to accept them in their initial meeting. For the first scene of encountering a person, the character gains a +2 Rank on all Charisma-based checks against that person. This bonus does not apply to the second or any subsequent encounters.
• High Pain Tolerance (7 Experience per level, max 3 Levels)
◦ The character can resist physical pain, increasing the threshold for consequences to start appearing. The character can take 3+ the number of levels of High Pain Tolerance of physical damage before starting to take damage dice penalties.
• Light Destiny (Layered: 6, 12, or 18 Experience)
◦ The character is destined for something good to go their way, and their destiny will manifest to help make sure it occurs. GM Judgment to decide when it activates, and it can be inflicted on either opposing, allied, or personal rolls. Destiny gives a degree of plot armor, but it can still be overcome with a little luck. Once fulfilled, the character loses the Feat.
▪ Minor Light Destiny (6 Experience)
• The character is fated to play a small part in a larger story, but it will be reflected to their credit. This guarantees one significant victory, or very good day. Their destiny grants them a +2 Rank Bonus to certain rolls tied to their destiny.
▪ Major Light Destiny (12 Experience)
• The character is fated to be achieve greatness in their lifetime, even if it is unlikely that the world will know their name… at least, in their own lifetime; they might be written into history books as someone who made a difference, even if their actions were overlooked at the time. Certain rolls relating to this character's destiny gain a +4 Rank Bonus.
▪ Fated Death Destiny (ASSET: 12 Experience)
• The character is fated to die in a certain manner, whether they be a major hero or an almost nobody. Against things that are not fated to kill the character, they gain a +4 Rank Bonus on all rolls meant to avoid or reduce damage taken, and they automatically stabilize when unconscious due to excess damage. However, if faced with the opposition that is fated to kill them, the opponent gains +4 Rank Bonus to all relevant rolls, and the character instantly dies upon receiving any damage in excess of the relevant Damage Track.
▪ Grand Light Destiny (18 Experience)
• The character is fated to achieve greatness within their lifetime, and their greatness shall be known throughout the world. Rolls directly tied to the destiny gain a +6 Rank Bonus. Though the Grand Light Destiny increases the odds, it does not actually guarantee 'success'; if the character jumps on an exploding mine to save another, the Destiny could be fulfilled… they died a hero!
• Lucky (ASSET; 12 Experience)
◦ The character's Luck Attribute has a cap of 1 greater than normal, and it can be raised to that number during character creation.
◦ Luck can be improved by spending experience as if it was one level lower.
◦ As an Asset, this feat can only be taken during character creation. Additionally, it cannot be taken with Exceptional Ability.
• Nine Lives (ASSET; 8 Experience)
◦ The character has the ability to survive certain death, like a cat has multiple lives. The first time the character would have to burn Luck to survive, they lose this Asset instead, and are treated as if having burned Luck.
◦ As an Asset, this Feat can only be taken during character creation.
• Skill Certainty (SKILL; 8 Experience)
◦ Choose 1 skill that has at least 3 dice; when a situation calls for a roll for that skill, the character may instead choose to be treated as if gained successes equal to half the dice rolled (rounded down) without any glitch.
• Skill Specialization Feat (SKILL; 7 Experience)
◦ The character gains a Skill Feat. Skill Feats grant a +2 bonus to a skill's use in certain situations.
• Skill Substitution Feat (SKILL; 10 Experience)
◦ The character can use a Skill in certain situations in place of another skill. Check the Skill Substitution Index for options.
◦ A skill can only have one Skill Substitution Feat per Skill (EX: if you can use Contacts in place of Notice for initiative, you cannot also use Contacts in place of Provoke).
• Spirit Adviser (5 Experience)
◦ The character has a guide in the world, one that has influence over the character. The Spirit can be seen and heard by those it chooses, and can also physically interact with those it is teaching. While the character follows the ideology of the Spirit, their skills under the Spirit's domain are improved, though each Spirit has a drawback of some sort.
◦ A character can only have one Spirit Adviser at a time; to get a new Spirit Adviser, they must first 'buy off' the current Spirit Adviser as if it were a drawback.
• Will to Live (3 Experience per level, Max Level 3)
◦ For the purpose of dying at negative health, a character's Constitution is treated as 1 higher for each level of Will to Live they have.
Formatting is being slain here... Still, since there are no more votes coming in, I'll go ahead and move us forward. This is the last stage before we start the narrative, though based on previous choices, Ethan's personality will be likely dependent on what Drawbacks are chosen (with the skill selection, its unlikely Will to Live will have been noticed; I'm getting that he's stayed out of combat).
If you are going to go for Prejudice, and against a target group I haven't listed already, let me know of the target, and I'll explain how common they are, so to explain how much Experience Ethan will get.
I hate the idea of the inevitability of fate. It is much more interesting to watch those characters who are searching for their place in the world on their own. Fairy Code because it provides excellent roleplaying while not giving us any serious flaws. An invitation comes from charisma. Debts in the wizarding world are almost always worth repaying. And of course, fairies never lie ... But if our interlocutor misunderstood our words, is it our fault?
Also, our Spirit Adviser might be a fairy, right? It should be fun. Exceptional Ability will allow us to be incredibly competent in one magical discipline, which goes well with our character. And now the only option to choose this quality. I want to see what the highest magical skill is capable of. We have already chosen it. I thought about taking Nine Lives, but given that we are not particularly suitable for direct combat, this ability does not seem necessary.
Skill Specialization Feat should cover our shortcomings, like our inability to lie. Or something else, maybe.
Edit: The plan has been updated to match the mechanics. Its meaning remains the same, however.
[X] Plan: Winter Knight.
- [X] Code of Honor (15 Experience)
--[X] Faerie Code
- [X] Save Experience
This leaves us with four more Experiences, to get good feat faster. In any case, there are no good feats that we can buy right now.
[X] Plan: Born Lucky
- [X] Code of Honor (15 Experience)
--[X] Faerie Code
- [X] Lucky (ASSET; 12 Experience)
- [X] Nine Lives (ASSET; 8 Experience)
Rather not get SKILL-based Quality now as we can get them later for same cost. ASSET are only available now and rest only cost 1/2 compared to afterward.
Does taking Lucky boost Luck from 2/7 -> 8/8 since it states " The character's Luck Attribute has a cap of 1 greater than normal, and it can be raised to that number during character creation."?
I hate the idea of the inevitability of fate. It is much more interesting to watch those characters who are searching for their place in the world on their own. Fairy Code because it provides excellent roleplaying while not giving us any serious flaws. An invitation comes from charisma. Debts in the wizarding world are almost always worth repaying. And of course, fairies never lie ... But if our interlocutor misunderstood our words, is it our fault?
Also, our Spirit Adviser might be a fairy, right? It should be fun.
Exceptional Ability will allow us to be incredibly competent in one magical discipline, which goes well with our character. And now the only option to choose this quality.
Skill Specialization Feat should cover our shortcomings, like our inability to lie. Or something else, maybe.
[X] Plan: Born Lucky
- [X] Code of Honor (15 Experience)
--[X] Faerie Code
- [X] Lucky (ASSET; 12 Experience)
- [X] Nine Lives (ASSET; 8 Experience)
Rather not get SKILL-based Quality now as we can get them later for same cost. ASSET are only available now and rest only cost 1/2 compared to afterward.
Does taking Lucky boost Luck from 2/7 -> 8/8 since it states " The character's Luck Attribute has a cap of 1 greater than normal, and it can be raised to that number during character creation."?
I'll... just hold you right there before the wagons get carried away. Both plans break the remainder of the Feat budget.
Right now, the only part of both plans that can be taken is the Code of Honor (Faerie Code). Due to the story, Ethan had both Major Dark Destiny (+8 Experience) and Spirit Advisor (-5 Experience), reducing available extra Experience down to 17, and Experience reserved for starting Feats down to 20. Then, by raising Magic to 7, Ethan was assigned Exceptional Ability (Magic) (-14 Experience), reducing his available experience for Feats down to 6.
Just because something is shown, does not mean its available right now; non-ASSETS can be purchased later, and might give a hint as to what others have. And with the ASSET already possessed, it practically locks out all other other ASSETS.
Winter Knight I might be able to swing, if I take the Exceptional Ability to be the one already applied, and the Skill Specialization to come out of training Experience in the beginning. Born Lucky, on the other hand, is not compatible with the choices made in previous votes.
@shanagan : Lucky would change Luck from 2/7 to 2/8, since Ability points were already distributed. However, it would also allow Luck to be raised more cheaply in the future. On the other hand, by design, Lucky is incompatible with Exceptional Ability, which is already possessed.
@Random Tale , do I understand right that at the beginning of the chapter, due to the previous elections, we have a debt of 11 Experience, which we must repay, and the chosen feats cannot be more expensive than 6 Experience? If I'm right, we should probably go only with the Fairy Honor Code. While Skill Specialization looks like an important feat to us, we may choose it later.
To the mundane onlooker, the Mars family was an ordinary one. Save for their unusual last name, they didn't really stand out in any way. Sybille Mars made a living as a fitness instructor at a gym in downtown Vagarsville, Alexander Mars earned an income through working as a plumber, and their sole son Ethan was starting in his Junior year at the local public High School. They didn't have too much money; in fact, there were a handful of students that, despite falling into a lower income bracket, were just slightly better off than the Mars due to assistance programs (though there were a noticeable number of students that were so down on their luck, they didn't even meet the Mars' standard of living even with the financial assistance).
Even with their long-time friendship with the Kwok family, and an… inability to outright lie in part of the son, there wasn't too much to notice about them. The major oddity that might raise some eyebrows would be that the Mars and the Kwok families lived on the west coast of the US, then about half a decade ago, they both abandoned decent jobs and lifestyles to move to Vagarsville.
But that all that was only if one was mundane, and looked at their situation exclusively from the mundane side.
If one was able to, and cared to, look from another angle, the Mars family was exceptional, with the Kwok family just being noticed by association.
Both families were families of mages, those able to channel mana to achieve effects that mundanes would find difficult, if not impossible, to achieve without equipment, and sometimes, not even with equipment.
In the shadow city of Shadegate, located in the world of Shade where Vagarsville was located on Earth, the Mars family was well known. Both parents were lucky enough to have been blessed with outstanding ability to use mana, and trained to the peak of use without undergoing trials. But through their genetics, training, and sheer luck, their son Ethan was somehow blessed with the ability to use magic at a rate that only those that had taken trials could normally achieve.
That morning, Ethan got up in Shadegate and headed to the kitchen, where he saw his father…
[X] Alexander: …switching his gaze between a plumbing textbook and a small illusion of a pipe hovering over his hand. (Alexander is an Illusionist, and taught Ethan some illusion spells)
[X] Alexander: …holding a frying pan with eggs in it in one hand, and holding a fire with with his other hand underneath it. (Alexander is a Fire Mage, and taught Ethan some fire spells)
[X] Alexander: …looking down at a series of cards on the table, deep in thought at the results. (Alexander is a Diviner, and taught Ethan some information gathering spells)
[X] Alexander: …disappear from one end of the kitchen and appear in another as he got water for the teapot. (Alexander is a Teleporter, and taught Ethan some teleportation spells)
[X] Alexander: …swagger, hungover for a moment, before his eyes flashed blue and clear as he dashed for the bathroom. (Alexander is a healer, and taught Ethan some health spells… including, yes, a hangover spell)
[X] Alexander: …glaring at a bottle of blue liquid, before waving a hand and turning the liquid into clear water. (Alexander is a Dispeller, and taught Ethan some spells to destroy non-internal magic effects)
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
[X] Alexander: …examining a bullet, which Ethan noticed had a ring of runes engraved on it. (Alexander is an Enchanter, and taught Ethan some spells for improving simple tools)
[X] Alexander: …grinning as a cell phone just… suddenly fell apart in his hands. (Alexander is a Breaker, and taught Ethan some spells for making things fall apart)
[X] Alexander: …sitting with his eyes closed, holding a human skull in his hands. (Alexander is a Necromancer, and taught Ethan some spells regarding the dead)
[X] Alexander: …examining a bullet, which Ethan noticed had a ring of runes engraved on it. (Alexander is an Enchanter, and taught Ethan some spells for improving simple tools)
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
Illusionists tend to be masters of illusion. They are able to create visual illusions in the palms of their hands with no effort, and by channeling mana, they can weave greater images that look and sound like the real thing. Traditionally seen as tricksters, Illusionists have been known to trick enemies into walking into danger, though today, they are generally seen as entertainers. There are stories of mages in the past who took a ruined village and made it seem like nothing was wrong until after the kingdom's knights had departed.
Fire Mages are those that use mana to produce fire. Simple uses include cooking meals and providing a 'spark' for fire to burn on its own. More advanced uses include setting a person on fire, causing explosions at a distance, and making it harder for fires to be put out. The 'flashiest' of the elemental mages, Fire Mages have run the gamut of professions. There are legends of a mage in the past who, upon being rebuffed for supplies from a king, burned a kingdom down in a week.
Diviners are those that use mana to gather information. Where an object is, what killed that man, where a person will be, what might happen. Though not always accurate about the future, past or present they can usually get some clue as to what happened, as long as steps aren't taken to obscure the target. On the mundane side, they usually pose as fortunetellers, and on the magical side, they are used to get warnings of danger, as well as occasionally being called to nudge investigations and searches in the right direction. There is a story of a Greek diviner who foresaw the rise and fall of the Roman Empire, before deciding to die before they outlived Ancient Greece.
Teleporters tend to teleport from place to place, the most powerful being able to teleport a few feet without effort. The greater the distance, the more likely they are off from their destination, be it feet or miles. Today, Teleporters are generally viewed as local transportation and delivery. There are stories of a Teleporter taking a squad of mages from the eastern edge of Russia all the way to Germany in but a few minutes.
Healers are those that take the body and try to put it back into working order. Closing wounds, reattaching limbs, purging diseases and poisons, all fall under the territory of the healer. In Shadegate, they are most often employed treating the Guards and Huntsmen, who tend to get hurt by demons, and to deal with hangovers. There are stories of a Healer in the past who had his family butchered, leaving only heads barely alive, and the Healer was able to regenerate bodies from those heads.
Dispellers are those that turn magic against itself, breaking down the attempts of others to cast spells. As long as it is not life-bound and passive (like with most internal magic users), a Dispeller can break it down (though it might prove difficult in combat without practice). Traditionally a criminal school among mages, it does have accepted use with Huntsmen, disposing of dangerous magical objects, and braking down lasting enchantments to make way for new ones. There are tales of a mad mage who burned a kingdom to the ground, only to be stopped from burning the next one down to by the lucky presence of a Dispeller in said kingdom.
Manipulators are those that use magic to alter minds. The simplest trick of a Manipulator is to draw a single target's attention to themselves, while more potent uses are those that making a target view the Manipulator more favorably, or what they are doing is ordinary. A common skill of Manipulators is to modify memories, which is looked to as a favorable way of maintaining the masquerade without bloodshed. There are tales of a king who, having angered a Manipulator, was forgotten about by his entire kingdom, and then written out of mundane history.
Enchanters are those that use magic to near-permanently improve (most) non-living objects. The most common use of Enchanters is in the field of construction, making sure that all parts of structures, from walls to plumbing, don't break down easily. Traditional uses also included making magical weapons, though this leads to the disposable bullets in the current age. It was only in the past half-century that objects were incompatible with magic were discovered. Those magic swords in faerie tales? An Enchanter of some sort was almost always behind them.
Breakers are those that use magic to break down objects. Depending on the skill and will of the Breaker in question, they might break objects into individual components or just into an salvageable mess. If something needs to be taken apart or destroyed outright fast, a Breaker is the mage that one needs to see. Legends tell of a Breaker who walked into a castle, walked out, and then the castle collapsed completely a week later.
Necromancers are those that use magic in regards to the dead. Although they cannot resurrect someone, they can use remains to discover how one died, manipulate the flow of mana in a person, and even create undead. Raising skeletons might be possible, but Necromancers have a nasty reputation of forgetting when to stop. There are confirmed stories of a lich just over a millennium old who found an alternate method of staying alive after a group of crusaders broke his phylactery.
There are other 'professions' of external mages, from Plant Mages, Summoners, Alterers, to others not even listed here, and its rare that a mage doesn't know a spell outside their area. The selection made here is just what one starts with in regards to spells known, and what Ethan's first teacher can teach.
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
So, I think that this will help us with our Faerie Code stuff (If I understand this well, it could help us with the 'Invitation' part, if nothing else, and it could help us with the part of 'Not being able to lie' by helping to make influence anyone interrogating us), and it would help to be able to keep the masquerade alive without need to kill anyone.
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
[X] Alexander: …disappear from one end of the kitchen and appear in another as he got water for the teapot. (Alexander is a Teleporter, and taught Ethan some teleportation spells)
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
Ethan found his eyes drawn towards his father, waiting…
…waiting…
"Do you need something, dad?" Ethan asked.
"Ah," he replied, closing his eyes and drinking from his cup of coffee. "So, you're ready for the new school year?"
"Yes, dad," Ethan responded, still not quite able to turn his eyes away from him.
"Mom learned something from the pub last night," the man warned. "She's sleeping it off, but apparently, a Huntsman family moved into Shadegate last week, with a son your age. He'll be joining you in both Vargarsville and Shadegate High today. All I know is that the boy's name is Roman Michel; don't piss him or his family off."
"Got it, dad," Ethan stated. He made no promises here; there was always the chance that he might do something wrong, and he might anger the family on accident. The message was received, and though it was unsaid, Ethan currently had no intention of angering them on purpose.
The Huntsmen were, well, a mixture of feared and respected. They were generally combat mages, focused on killing target mages that broke the rules that were followed. Most of the time, it boiled down to enforcing the masquerade, but sometimes there were a few outliers of mages that broke (or risked breaking) some other part of the code. And then there were some Huntsmen that did not approve of certain areas of magic, and cut down those that violated them too.
They were feared, because they were permitted to occasionally kill mages as long as they could excuse it (either breaking the general or personal code) and they didn't bring the mundane authorities down on them, and respected because some mages posed risks to everyone and needed to be removed.
"Err… dad?" Ethan asked, still not quite able to tear his gaze from his father.
"Oh, right," the man realized, and the pressure in Ethan's head, a command of 'look here!', finally vanished. "Sorry."
Finally freed from his father's attentions, Ethan turned towards the refrigerator to pull out the milk.
The Mars family were descended from manipulators, those that used magic to 'alter' the minds of others, be it through changing of perceptions or changing of minds.
The simplest spell was simply to draw the attention of one other person to themselves, which is what Ethan's father had pulled on him moments before. On its own, it wasn't much, but one needed to speak with a person, 'Attention' was easily used without putting stress on the mind. And if one worked as a team, it could allow another to sneak by with the target's attention was stuck elsewhere.
A common spell that actually cost some effort was 'charming' a target. Those that were charmed were friendlier to those that had cast the spell on them. However, despite making friends, those that were charmed still held true to what they were doing (a charmed guard might let their new friend go as long as they weren't carrying anything they were not supposed to and hadn't crossed into the area they were guarding, but he would still fight if the charmer had gotten where he wasn't supposed to). And of course, charming the wrong target could end up with interesting effects.
Of course, that wasn't always a bad thing; it just meant that instead of charming his way out of a beatdown from a group of delinquents, Ethan's father was suddenly in a 'friendly' brawl with just the leader. And once she realized he was a mage due to more powerful spells failing to take hold, she decided to stop holding back.
Afterwards, she had dragged his sorry rear to the local hospital and started dating him. Thankfully, she eventually calmed down, and he dropped any attempts to use manipulation magic on her in the future.
The spell that failed to grab her was a simple 'suggestion', a spell that gave an 'idea' of what a target could do, and an inclination to follow that idea. With careful wording, one could get a target to decide to leave an area to do something of importance elsewhere. Of course, the problem was that the idea had to be reasonable; only a very strange man would think that swimming in lava would be a good idea.
A spell that Ethan's father forced himself to develop was a 'Sleep Touch' spell, designed to put a target to sleep. A couple of hours was the expected duration of the spell, worth a quick nap, but with his magic potential, Ethan's father had been able put an infant Ethan to sleep for a good six hours a few times. Thankfully for Ethan, the Kwok family had a daughter of their own, and informed his parents that the crying for food was normal in the middle of the night. With reluctance, the Mars adults gave up on full nights of sleep until Ethan was grown enough to not wake up every few hours.
Ethan himself knew all four of those spells, and was more powerful with them than his father was (putting him to sleep for seven hours after a bad day proved that). There was one more spell that was a manipulation spell that his father knew but Ethan didn't, and that was a spell to manipulate a target's memories. It required a good chunk of setup, and a lot of time to cast for any effectiveness, but done well, a caster could not only wipe out any since instance of noticed spellcasting, but practically re-write an entire person… in theory.
With Ethan's own magic power, though, despite being a potential tool to help enforce the masquerade with few corpses, his father had been reluctant to pass that spell on. It didn't help that one needed a subject to practice on, and what might have been 'acceptable targets' for Ethan's father were possibly not quite so for Ethan.
But even with his father not showing him such magic, there was another teacher that Ethan could access that knew the spell.
Ethan cast a glance at the tiny man on the counter, dragonfly wings fluttering as he watched Ethan in turn. He had appeared a few days beforehand, having sought Ethan out to teach and guide him. The man came and went at will, invisible to all but Ethan.
...What was his name again?
Spirit Advisers grant a bonus in Rank to certain skills equal to half their Magic Ability (rounded down, minimum 1), but also reduce another skill's Rank by one-third of their Magic Ability (rounded down, minimum 1 reduction, to a minimum of 1 Rank in a skill). Finally, they also give a Disadvantage that may make those that follow them take certain actions.
[X] Spirit Adviser: Chieftain
Chieftain is a wise sage, a knowledge about matters of war and diplomacy, like a leader should be. Honorable, Chieftain looks at the actions of others, studies them, and then overcomes them through using strengths and exploiting weaknesses. Although he cannot provide as much aid as other Spirit Advisers, his demands are less likely to cause his followers to act destructively.
Improved Skill (Special): Rapport (Only at one-third of Magic instead of one-half)
Declined Skill: (None; in exchange, the Improved Skill is weaker than normal)
Disadvantage: Whenever the character acts dishonorably or without courtesy (whether accidentally or intentionally), the character takes a -1 dice poll modifier until they atone for their behavior.
[X] Spirit Adviser: Creator
Creator is always making useful things, but they never hold fast to their gains, unable to turn away from those in need.
Improved Skill: Crafts
Declined Skill: Resources
Disadvantage: When someone sincerely asks for help, the character cannot refuse without succeeding at a Will check against their own Magic.
[X] Spirit Adviser: Endurance
Endurance is stubborn. They tend to plan long-term, and once set on a course of action, Endurance and their followers find it very difficult to move away from their plan, even when better opportunities arise.
Improved Skill: Physique
Declined Skill: Deceive
Disadvantage: The character must make a Will Check against their own Magic to abandon a planned course of action, or to do something without a plan.
[X] Spirit Adviser: Fiend
Fiend is all about deals; whenever someone wants something, Fiend is happy to provide it, as long as the price is met. Although willing to part with wealth, it is always at a cost that just might screw over one of the parties.
Improved Skill: Resources
Declined Skill: Empathy
Disadvantage: Whenever there is a loophole in an agreement with the character that would allow them to gain an advantage, the character must make a Will Check against their own Magic to avoid exploiting it. Also, the character must make a Will Check against their own Magic when making agreements to avoid creating such loopholes.
[X] Spirit Adviser: Greed
Greed hoards what they perceive as theirs, almost never letting go of their wealth without expecting something in return. Their 'hoards' are usually material wealth of coin and bill, but some have extended it to other things, such as people.
Improved Skill: Resources
Declined Skill: Rapport
Disadvantage: The character must succeed at a Will Check against their own Magic to give away something they own or be charitable in some way.
[X] Spirit Adviser: Hero
Though called many names, Hero is seen as a fun-lover who takes an interest in everything their self-perceived 'family' does. But like they play hard, they also fight hard, fighting beasts that threaten those they care about. In the older days, these beasts were monsters such as werewolves, non-human humanoids, and even dragons, but today, the beasts include crime, pollution, and corruption. Though weaker than most other Spirit Advisers, Hero is unique in that they alone strengthen Will.
Improved Skill (Special): Will (Only at one-third of Magic instead of one-half)
Declined Skill: (None; in exchange, the Improved Skill is weaker than normal)
Disadvantage: If the character breaks a promise they made, whether by choice or by accident, they take a -1 dice pool modifier to all rolls until they make good on their promise.
[X] Spirit Adviser: Owl
Owl is a scholar, always seeking to learn more about the world. Researchers by trade, if one wants to know something, ask those that follow Owl; they'll know, or at least help one in their search.
Improved Skill: Lore
Declined Skill: Fight
Disadvantage: When confronted with a particularly difficult question that they don't know the answer to, the character must succeed on a Will check against their own Magic. Failure means that they must, at first opportunity, perform research to find an answer to that question. This research lasts for a maximum of hours equal to their (Magic – Will Successes), at which point the character has silenced the question in their mind for the time being. They can also end research early by finding an answer to the question before then.
[X] Spirit Adviser: Rabbit
A keeper of knowledge, particularly of the medical arts, Rabbit struggles against the ails of the world. Their work is never done; while those who have followed Rabbit have made great strides in medicine, they, along with the times, have exposed many more problems that need to be dealt with.
Improved Skill: Lore
Declined Skill: Resources
Disadvantage: Whenever someone under the character's care takes damage to their Physical Damage Track in the character's sight, the character must succeed at a Will Check against their own Magic to avoid making a Fight or Shoot attack against the attacker with their next action.
[X] Spirit Adviser: Rage
Rage is a berserker, always eager for a good fight. Be it with steel, words, or spells, Rage will fight their wars without fear, and will fight them alone with those they guide if need be.
Improved Skill: Fight
Declined Skill: Deceive
Disadvantage: Whenever someone strongly disagrees with the character, the character must succeed at a Will Check against their own Magic to avoid striking out at the offender. If the check fails, the attack can be in any form, as long as it is thrown with the intent to deal damage to the physical damage track.
[X] Spirit Adviser: Survivor
Survivor simply seeks to live, even as others may fall around them. To Survivor, the best way to survive is simply to avoid being noticed by the greater powers in the first place.
Improved Skill: Stealth
Declined Skill: Empathy
Disadvantage: When in a combat situation, the character must succeed at a Will Check against their own Magic to avoid fleeing.
[O] Spirit Adviser: Tempter
BAD IDEA
[X] Spirit Adviser: Trickster
Trickster is up for laughs, pulling pranks that make those that suffer unhappy. That said, they don't cause them; Trickster merely knows an opportunity when he sees them.
Improved Skill: Deceive
Declined Skill: Fight
Disadvantage: The character must succeed at a Will Check against their own Magic to avoid exploiting someone else's misfortune to the character's own advantage or amusement.
This took longer than I'd have liked, but its here at last.
If you want to rename a spirit adviser to fit more with a certain vision, that's fine; just put (Rename: (Write-In new name)) after original name.
I've also taken the opportunity to remove the option of the Tempter Spirit Adviser from the list of choices, since the drawback would likely get everyone in trouble (though it is present on an enemy).
Next, due to rule changes I paid no notice to before, I'm going to need to be more thorough with images when I start throwing them up in the thread. Identify origin (if any), identify location, and identify artist.
Finally, due to personal reasons related to the delay, I might be going away for a bit. I have no idea how long, but when I return, I hope to continue where we left off. I hope it will be soon.