Sorcery

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Below I have revised the Sorcerous Heritage and the Dracheneisen advantages below, and have an old PDF here.

Scaled Sorcery Advantages

This simply gives the potential to cast magic, but no guarantee about the skill with which that sorcery is wielded, or even wielded at all. Wouldn't it be fun to play the bastard son of a Montaigne noble who despises his Porte powers, and thus has never once touched them? Or maybe an amnesiac Fate Witch who was once one of the highest ranking Sisters, but has now lost her talents due to some cruel twist of... fate.

The knacks would be treated as advanced knacks, much as Swordsman knacks are. (And NO, you can NOT play a half-blooded Castillian with a noble's education to get Sorcery knacks for only 1 HP at character creation!) This allows for something a little less constricting than the "3 points of knacks at character creation, regardless" rule.

If you'll crunch some numbers with me (better than granola!), you'll notice that a half-blooded sorcerer (11 HP) with 3 points in sorcery knacks (9 HP) spends a total of 20 HP, a twice blooded sorcerer (22 HP) with 6 points of sorcery knacks (18 HP) spends a total of 40 HP, and a full blooded sorcerer (19 HP) with 7 points of sorcery knacks (21 HP) spends a total of 40 HP. This is parallel to the player's guide pricing, but obviously the immediate gratification enthusiast will notice that the same restrictions apply to full blooded and half blooded sorcerers, and none of the full blooded benefits are immediately available. This will in effect make real sorcerers quite rare and also quite impressive.

Half Blooded Sorcery

[11 pt. Advantage]

Must be purchased twice for twice-blooded.

Weak Blooded Sorcery

[15 pt. Advantage]

Although you were born of two sorcerers, your potential is simply not what it should be. You cannot advance to the highest mastery level, but you may become an Adept. Additionally, you may not advance your sorcery knacks above 4.

Full Blooded Sorcery

[19 pt. Advantage]

Much like half-blooded, but you are sacrificing a Trait (8 HP) for the potential to be a great wizard, and to avoid all that sticky business of trying to explain your heritage. A big investment, this one.

Scaled Dracheneisen Heritage

[10 pt. Advantage]

Start with only 1 Dracheneisen point, as per the table on p. 160, and any further Drach. points are 2 Hero points apiece. Thus, if one wanted 6 Drach. points at CC, he or she would have to spend 20 Hero points to get that panzerhand (or whatever), and if one wanted 16 Drach. points, the cost is raised to 40 HP. Sound familiar? However, the nice thing about this is: If one ONLY wants a pistol, or a helmet, or whatever, one can get an appropriately scaled advantage, without wasting precious Hero Points. Also, items not on the list (such as a mirror, a plow, a llama, etc.) are 1 Drach. pt. apiece, as they are just like the normal steel equivalent, only FAR superior in strength. Worried about players starting with 24 points of armor? Well, they would have to spend 56 Hero points in order to do so, and anyone making that much of a commitment to something as trivial as armor deserves to take it to their grave.

 

Last updated: April 1, 2004
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