These skills and conditions generally give a mage power. These sources of power can then be used to power automata (which can be seen as the spells the mage can cast).
The spark is a mutation that enables the mutant to actually tap into the primordial flow for power and influence. Without the spark there would be no primordial mages. In theory you are able to cast spells but unless they are incredibly basic they will require willpower or your blood to power them.
=Condition | The Spark |
=Points | 1 |
=Unique Rule | You have the ability to power automata. |
=Unique Rule | Your somatic component provides 100 power. |
=Unique Rule | Your verbal component provides 100 power. |
=Unique Rule | You can use verbal, somatic, hitpoint, willpower components to power automata. |
=Details | Some people are born with an innate ability to affect the primordial flow around them. |
Power reserve is a condition that gives a person the ability to cast more powerful spells without needing to spend consumable resources. It is also the only way to gain more power without formal automata crafting training.
= Condition | Power Reserve |
=Points | 5 |
= Requires | The Spark condition |
=Unique Rule | You have access to a special "Power Reserve" component. This component provides 200 power and requires just one second of concentration to use. |
=Shared Rule | You can have this condition multiple times. Each time gives you access to another use of the power reserve component during the same activation. |
=Details | Some people have an innate gift for Primordial magic that allows them to use much more powerful automata than they normally would be able to. |
Probably the first skill any mage learns. Automata crafting gives you the ability to create your own spells and gives you access to enough power to cast them trough additional components.
= Skill | Automata Crafting |
=Points | 4 |
=Requires | The Spark condition |
=Unique Rule | You have the ability to craft new automata. You will gain in character documents detailing this process. |
=Unique Rule | Your somatic component provides 200 power. |
=Unique Rule | Your verbal component provides 200 power. |
=Unique Rule | You can use material and focus components to power automata. |
=Downtime Rule | You receive a free Materal Compendium item when you acquire this skill. |
=Details | After learning how to power automata, the second thing an apprentice mage learns is how to craft his own automata. |
Most powerful mages specialize in an element to further their power.
= Skill | Element Focus |
=Points | 5 |
=Requires | Automata Crafting skill |
=Unique Rule | Choose a Particle Type other than Divine. Glyphs that are Dominant of that type cost 20 power less, to a minimum of 10 power. |
=Unique Rule | For every 5 Dominant glyphs of this skill's type in an automata the power reduction is increased by 2. |
=Shared Rule | You can gain this skill multiple times. Each time you must select a different Particle Type and this skill costs 1 point more. |
=Details | There are mages that focus on mastering a single element instead of all at once. They become masters of that element but may not have much control over the other elements. |
A small trick most mages learn to gather additional power from their immediate surroundings by finding sand water or sticks from the ground that hold primordial flow irregularities.
= Skill | Component Crafting |
=Points | 1 |
=Requires | Automata Crafting skill |
=Unique Rule | You can find basic material components using a bit of matter and some energy. Spend 10 minutes crafting a component to get one basic material component. |
=Details | With a bit of time and concentration you can turn any ordinary thing into something you can use to power your automata. |
= Skill | Imbue |
= Points | 8 |
= Requires | Automata Crafting skill |
= Unique Rule | You can assist someone using the Crafter skill to craft items. Spend 1ℜ and 12¢ for each 1ℜ the crafter spends. The item becomes an Imbued <Item> once finished. |
=Unique Rule | You now spend 600¢ per month on your standard of living. |
= Unique Rule | You can reset the automata on an imbued item by spending 1ℜ cleaning and polishing the item. |
= Details | Using specialised glyphs and automata, you can modify items so they become receptive to primordial magic. |
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