Sunday, May 21, 2017

Terminologies

Because I’m playing fast and loose with some Cypher System concepts, some notes for players.

Adepts. Adepts tend not to use this term to describe themselves at all. The best one can be considered is adept at convincing others not to kill you out of a fear of magic. (Note: the same can apply to some Speakers, whose abilities can overlap a lot with the adept.) Hedge wizard, learned one, wise one etc. and such terms tend to be used instead, and the general idea is that this person has some scrap of magic to them but it shouldn’t be held against them – that they will be better than others at helping destroy sorcerers and wizards, and if they die in the process it’s less of a loss. In-game, what separates Adepts from others is that they know more about how magic really works and how one becomes a sorcerer or wizard. Not that many of them would ever want to, but know thy enemy and all of that.

They can leverage the fear of magic in their favour – as can anyone with a foci that has a more magic feel to it – but this is generally quite risky as fear can lead people down many different avenues and there always comes a time where fear is a luxury that can’t be afforded any longer.

Sorcerer. Sorcerers, in game terms, have the ability to make a cypher function for them as an artifact. So they can not only use more but also get more bang for their buck – using them as spells they cast rather than physical items. This does mean they get a bit squirrelly over people just casually using and wasting cyphers they could get more use from and the resulting hoarding of cyphers does little for their sanity. Most noble families have one in-house or on retainer to try and get an edge over their enemies but also keep them on very tight leashes and have no compunction with throwing them to the wolves if needed.

This does little to help the sorcerer feel safe. Or sane. How one advances to a sorcerer is a secret, but it often take years of effort and always requires obsessive focus that tends to push away everything else in the eventual sorcerer’s life.

Wizard. In game terms, they are sorcerers but with power-shifts. In story terms, they tend to be quite thin, older and driven by desires that aren’t sane or healthy at all. Wizards are driven by a desire for alien knowledges and powers that have nothing to do with nobility or material gains. They have all paid a deep price for their power and often are trying to find ways around it that sorcerers or old had while also avoiding the attentions of any gods. Very few people have met a genuine sorcerer. Fewer still have lived to tell about it.

Items


Cyphers and Artifacts work as normal. (One-shot or many-shot things that do Weird Stuff). But there are also tools.

Tools are items like the Light Globes uses underground along with the water-powered motorized rudder on skiffs. These items are not used as weapons and most are based on designs from dwarves and the like from previous ages as well as human crafting from the last age. These items can be used for a set amount of time before needing a recharge – so the Light Globe supplies light until it is drained and then needs to sit a few days in sunlight to recharge. Tools tend to be items used by specialized trades, guilds and the like and are not in common usage. While technically magical, they are not considered magical and attempts to weaponize them etc. is immediate dismissal from a guild and the like, often via death.

Generally, the group supplying them also knows how to make more, or repair existing onces, so trade in them between varied groups is relatively common. More specialized ones – like Boots of Silence so no one hears you – are not traded at all and their existence a secret known only to high-end thieves and likely made available to PCs only at higher tiers.

(In game terms, a tool is 1/4 of a cypher in terms of adding to cypher limit or so one two can be used without a problem.)

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