Sunday 11 October 2009

A sample magical society

Flame Society

Description: One of the most open guilds, the flame society teach a destructive magic that allows wielders to fling fireballs with abandon.

Skill: Fire Magic is a skill that can be used to make ranged attacks against groups of opponents. Thus the Fire Magic skill is substituted for both the Weapon Skill and Strength Skill when attacking with this magic. There are two principle ways of using it: Fire Pilum (speed +0, attack +1, defence -2, damage +2) which targets a single person or Fireball (speed -3, attack +2, defence -3, damage +3) which can target a group upto 10 paces in diameter.

Roll:

Fire Magic is used as a combat skill. On a botch, the caster is damaged by their own spell and takes 1 hitpoint of damage.

9 - light a campfire (fine control does not come easily to the flame society)

Joining Requirement: The only requirement to join the Flame Society is to swear loyalty to Gerast Maximus, the leader and founder of the School.

Aspects:
Aspect - If a member of the flame society can spend roughly five minutes firewalking on hot coals, then they gain a bonus aspect of 'Friend to Fire' that lasts for approximately an hour. Like other aspects, the first invocation of this does not cost a fate point.
Also a member of the Flame Society may go through a ritual that involves permanent scarification with a heated iron. This grants an aspect 'Sacrifice of Fire' which can be used to boost the Fire Magic Skill, and may also grant fate points when the subjects scars are a disadvantage whether by horrifying onlookers or attracting attention.
Inner mysteries: It's rumoured that Maximus has access to deeper secrets of fire magic that he has only taught to those who have earnt his trust.

1 comment:

  1. Any possibility of learn telekinesis from one of these magic societies?

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