Essence
Affinity
Copyright
Rafael N Etges 2000
Like
Divine Status, essence users can also have a rating of how strong is their
connection to essence and magic sources in the world. Essence Affinity
is a ranking system that allows the player and gamemaster to relate the
character's understanding of the true nature of essence magic. When a
spell caster from essence first discovers his powers and starts studying
it, he is granted with level 5 of essence affinity (EA). Whenever the
character advances in his personal studies and gains an intimate relationship
with essence he can increase his condition and raise towards the next
level of affinity. This can be made in various ways, like researching
new spells, studying ancient books with powerful knowledge, trying and
succeeding in exploring different planes both by observation and personal
travel (elemental planes, spirit worlds or different dimensions, depending
on what the GM has to offer) and knowing its inhabitants (entities, elementals,
magical spirits or demons). Also visiting and analyzing earthnodes and
ley lines can be helpful, as these are strong manifestations of raw essence
power in the world.
Each
level of EA is harder to achieve than the past (like Divine Status), and
only after many years of hard work and commitment with the esoteric lifestyle
of the true essence user can one advance to Master level (EA 8), higher
levels would and should take a lifetime. The keyword of EA is
commitment, commitment of the character views of life and the universe,
commitment to view the world with the eyes of a mystic, not a materialist.
The less one believes in magic, the lower essence affinity level. If the
spell user only believes on the rational-mechanical process of spell casting,
mana accumulation (power points) and the desired effects but nothing more,
he is getting away from the real nature of essence. While another who
sees the universe as a mutating whirlwind of mysterious energies that
affect everyone's life is a candidate to advance to the next level of
EA. The GM must pay close attention to how the character is role-played,
and what efforts are made by him to understand how everything is related
to essence in any way before even considering his advancement. Just casting
spells is not enough, the character must endure and study hard (reading,
meditating, looking for better and better masters and sources of knowledge)
in a day by day basis, without regard to exaustion or any mundane interests.
This is no easier than the life of a restless monk in a perpetual search
of a religious truth, only the focus of the quest is different.
The
worst thing that can happen to a spell user is to stop believing in magic,
even in his own capabilities of manipulating it. This can happen in many
ways, but the most common is for the individual to be satisfied with just
the most basic aspects of magic - like his own spells and skills. This
leads him to believe that the effect produced by the spell is the result
of the words and gestures he repeats everytime he casts that same spell,
which is only partially true. But without his emotional involvement (commitment,
again), something important is missing.
To
learn a new spell, the mage (to say any spell caster of essence) must
understand complex philosophical ideas and be able to master unnatural
energies with his soul, willpower or aura, depending on the concept of
magic the GM uses. If the spell effect was produced by gestures and strange
words alone it would be much easier, quickier and common to be a mage,
so, there is something else inherent to the caster that, without it, would
render any spell useless. This something is what lacks in a person with
a low EA.
As
with Divine Status, characters should be allowed to start with higher
or lower EA levels spending background points when they are created :
EA
3 [Major Flaw] 35 points;
EA
4 [Minor Flaw] 20 points;
EA
6 [Major Merit] 30 points;
EA
7 [Greater Merit] 45 points.
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ESSENCE
AFFINITY CHART
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Level
10 [Lord of Essence] Character knows the answers to cosmical
questions and universal mysteries. He passes as much time in this
world as in others, and knows personally other dimensions and planes,
as well as the entities that live there. At least one artifact has
been made in the past, and many other magical items. He can change
the course of history with his powers, but what's the meaning in
such a small thing? Human desires are bellow him, and he cannot
be considered fully human or mortal anymore, and will not age normally.
Ancient spirits comunicate with him to exchange advice, and its
hard for normal people to understand him. Lower creatures may revere
him as a god.
Bonuses:
Any character with this level receives a special bonus of +25 to
all Spell Casting Static Maneuvers, gains +30 to power perception
checks and Spell Mastery attempts, and receives a special bonus
of +8 to his Empathy. He gains back PP at three times normal rate.
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Level
6 [Student] Character has show real interest in the magical
world. He tries to understand and study it whenever he can, ignoring
all exhaustion and disconfort.
Bonuses:
Any character with this level gains +5 to power perception checks
and Spell Mastery attempts, and receives a special bonus of +1 to
his Empathy.
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Level
5 [Normal] Starting status, and status of most of magic students.
When character first discovers Essence power, he will start here.
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Level
4 [Dissident] Character is somewhat disconnected from essence,
and is forgetting the existance of magic. For now, he receives no
penalties, but he is getting away from the magical bonds of the
world, and may lose more if he doesn't turn back.
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Level
9 [Enlightened] Character has mastered all the knowledge available
by normal means, and has visited more than one elemental plane as
an explorer in search for more to learn. Also, the making of magical
items is not a mystery any more, and his abilities have turned him
into a legend in lands far away. Physical barriers and obstacles
mean almost nothing.
Bonuses:
Any character with this level receives a special bonus of +15 to
all Spell Casting Static Maneuvers, gains +20 to power perception
checks and Spell Mastery attempts, and receives a special bonus
of +5 to his Empathy. He gains back PP at two times normal rate.
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Level
3 [Sceptic] Character is losing interest in the mystical aspects
of the world, he considers his spells and magical abilities as a
mechanical process, without nothing more than repetitive words and
gestures to get a desired effect. Mystical aspects of life are almost
always ignored, and elementals and unicorns are as normal as cats
and dogs.
Penalties:
All characters in this level have a penalty of 10 to all Spell
Casting Static Maneuvers, power perception and spell mastery. They
cannot cast spells higher than their level or level 15, and gains
back PP at frac34; normal rate.
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Level
8 [Master] Character knows intimately the nature of Essence,
and its manifestations in this world, such as earth nodes and ley
lines. The elemental planes start to call his attentions, and contacts
with elemental spirits are common to him. The material plane/world
now is meaningless to him, just as its inhabitants. This knowledge
would take many years to be mastered, and demands patience and perseverance
above normal human standards. Minor magical items have already been
made by him (scrolls, potion or wands).
Bonuses:
Any character with this level receives a special bonus of +10 to
all Spell Casting Static Maneuvers, gains +15 to power perception
checks and Spell Mastery attempts, and receives a special bonus
of +3 to his Empathy. He gains back PP at one and a half times normal
rate.
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Level
2 [Shortsighted] Character is lost in mundane interests and
materialistic views of the universe. For him magic has nothing to
do with philosophy, which is a useless field, anyway. There is not
much he believes besides his own spells and a few other effects,
the rest is just charlatanism or old stories. Other planes are totally
ignored.
Penalties:
All characters in this level have a penalty of 20 to all Spell
Casting Static Maneuvers, power perception and spell mastery. They
cannot cast spells higher than half their level, and gains back
PP at frac12; normal rate.
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Level
1 [Fallen] Character has made his mind up of the falsehood
of magic. His spells were something else he cannot explain, and
somehow he lost them maybe they were never there. There is a small
chance that he can change his mind and be convinced of the real
nature of things but most of the time he will not want to be convinced.
Penalties:
All characters in this level have a penalty of 30 to all Spell
Casting Static Maneuvers, power perception and spell mastery. They
cannot cast any spells, unless they are used to detect and realize
back the meaning of magic itself and re-discover it. He gains back
PP at frac14; normal rate.
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Level
7 [Adept] Character has started to understand the real fabric
of reality, and how to manipulate it. Social interests (unless with
other initiates) start to lose meaning to him, as the mundane world
seems more and more dull and without importance. His knowledge is
known among other mages.
Bonuses:
Any character with this level receives a special bonus of +5 to
all Spell Casting Static Maneuvers, gains +10 to power perception
checks and Spell Mastery attempts, and receives a special bonus
of +2 to his Empathy. He gains back PP at one and a quarter times
normal rate.
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Level
0 [Unbeliever] This character has totally lost the meaning
of magic and essence, and views the universe as a material world
devoid of anything that they cannot see. Deities, spirits or magic
are nothing more than lies. He is entirely disconnected from any
form of essence, and receives no more spells or PP, and is despised
by other members of his former beliefs. The modern man.
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