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Initiate of Fate School; Spells

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1Initiate of Fate School; Spells Empty Initiate of Fate School; Spells Wed Dec 03, 2014 12:25 am

Aqutanama

Aqutanama

Initiate of Fate

Interconnections (Fate •)
Allows the mage to examine anyone in sensory range to determine the interconnections they might have with each other (or even with things and institutions, such as corporate brands or fashions)
Each success yields some information, with more successes yielding more powerful or secret connections. The mage cannot tell exactly what the connections mean, just their intensity.

Note: Successes depend on power and concentration used and the GM will decide the amount of information you get.


Quantum Flux (Fate •)
This spell allows a mage to influence negative effects that might make any of their actions fail. At any time within the spell’s Duration, the mage can spend time “aiming” any action, reducing penalties that influence him in the scene. A maximum of three penalties can be removed. This effect can negate only penalties, however, and may not result in any kind of bonus to dice pools.

The penalty or negative effect doesn’t disappear, but it’s influence is lessened or negated.

Penalties mean negative influences, for example if one tries to hit a remote target and has wind in their face, they can lesser it’s influence (without changing the wind itself) and take aim like there they weren’t hindered.




Reading the Outmost Eddies (Fate •)
The caster knows the outcome of some small random (or mostly random) action in her immediately vicinity. The spell cannot bring about a life-altering change. Nor can it be used to change the probability of an event already set in motion. (A mage couldn’t use the spell on a scratch-ticket she’d already bought, but must use it before buying one ticket out of many.) Nor may the spell create any chance that an impossibility will come to pass.

A simple success results in small turns of immediate or nearly immediate good fortune pertinent to the
willworker’s current circumstances (such as which vending machine will drop that dangling candy bar the last guy paid for and gave up on after it got stuck on the rotating coil). An exceptional
success yields the high end of small good fortune. (Say, turning down the left-hand alley rather than the right one and finding the runaway cat for which the owner has posted fliers advertising a $100 reward).

Successive attempts to use this spell for the same goal are considered vulgar and will bring ill fortune to the user.


Sharpshooter’s Eye (Fate • + Space • and Life or Matter •)

The mage uses Life 1 to get a lock on a living creature or Matter 1 for an object. Each success reduces the penalty due to external circumstances (rain, movement, etc). The shot has to be taken before one loses sight of the target or it the bonuses will be lost.


The Sybil’s Sight (Fate •)
The mage gains the Mage Sight The mage can detect momentous events. The Storyteller decides when and if such an event occurs. The mage cannot have others “fish” for prophecies by having them keep saying things until something registers as resonating with destiny. Such abuses of the gifts of Fate have been known to backfire upon mages with grim consequences. Instead, this ability gives a willworker an idea of when somebody just happens to utter words that are somehow true or important
in a metaphysical sense.
Ex. a child’s assertion that a beautiful woman “looks like an angel” may well resound in the mage’s ears if there is something truly exceptional or even supernatural about her, or if she is particularly holy or touched by the divine in some meaningful way. Naturally, this sense is quite vague, leaving the mage to puzzle out exactly what is meant by the prophetic or otherwise weighty statement.


Winds of Chance (Fate •)
Quantum probabilities affect people’s lives in all sorts of ways at all times. Mages of the Free Council manipulate these probabilities through this rote, creating runs of what most would consider good or bad luck. Nothing life altering, but certainly sufficient to make someone smile or to ruin his day.

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