Archetype Stunts
To be play a mage, you need the Awakened stunt and either the Sorcerer's Versatility or Conjurer's Summons Stunts.
Awakened
As a mage, I can cast spells and bind spirits. I get the powers of Manabolt, Counterspell, and Minor Telekinesis (see below). I can take additional spells as powers, and Spirits as critters.
Additionally, I can mark or clear my Astral condition as an action. While it's marked, I can see into the Astral Plane and am susceptible to astral effects.
Sorcerer's Versatility
As a mage with a focus on spellcasting, part of my job is to study and prepare the proper spells for a run. Once per run, I can spend an afternoon studying a spell,
creating a matching Stunt. I can use this spell until the end of the run.
Conjurer's Summons
As a mage with a focus on summoning spirits, part of my job is to pull out the big guns when needed. I can Drain to summon a spirit as an action. If I drained a Lasting Condition, the Spirit gains a stunt, or two stunts if I marked a Terminal Condition. The summoned spirit departs after the run ends, if it's Banished, if I fall unconscious, or the next time I use this stunt.
Spells
Spells
All mages, whether sorcerers or conjurers, can cast spells. Every mage gets
the following three spells as a baseline:
-
Manabolt: I can shoot a concentrated bolt of mana at a living creature in my zone or an adjacent one.
-
Counterspell: I can attempt to counter a spell as it's being cast, or roll Crack to dispel an existing spell's effect.
-
Minor Telekinesis: I can slowly move small objects within a few
meters of me. I don't have fine control and it's not very useful in
combat
Beyond those baseline powers, you can learn spells as Powers. A spell typically provides narrative abilities that are on par with what a trained human could reasonably do - lifting something sorta heavy (levitate), sneaking past someone (invisibility), or noticing something hidden (Detect Life).
Each spell also lets you Drain to increase its power. This can be something mechanical (like attacking a bunch of enemies at once) or narrative (like lifting a car). These more powerful abilities should be on par with a stunt that has a usage limit.
Here are some example spells:
Barrier
I can make a block of solid mana that last for a brief moment, just enough to let me defend against an attack.
I can Drain and roll with Create to create a barrier between two zones. Anyone trying to
shoot or move between those zones must beat my roll or be blocked by the
barrier.
Control Body
I can influence another person's body for a moment, making them seize up.
I can Drain and roll to Forcefully Sway someone to gain complete control of their body. On a success, I can control
their next turn, but I can only make them perform physical actions. Casting
this without consent spell is very illegal.
Control Thought
I can influence the thoughts of another person, implanting a thought in their brain.
I can Drain and roll to Forcefully Sway someone to gain complete control of their mind. On a success, I can control
their next turn, controlling their mind and body as my own. Merely knkowing this spell's formula
is illegal.
Detect Life
I can scan an area for living beings - the narrower the scan, the more
detailed the information. It can tell me the number of people in a large
complex, the rough positions of everyone in an apartment, the metatypes and
exact locations of everyone in a room, or the identity of an individual
person.
I can Drain to immediately learn the physical condition of an individual I can see, including their health and 'ware. This creates an aspect Scanned with one free invoke per stress spent.
Detect Thoughts
I can scan an area for thoughts - the narrower the scan, the more detailed the
information. I can detect the presence of thoughts in an apartment, read
general emotions in a room, or read the surface thoughts of an individual.
I can Drain and roll to Forcefully Know to dig into the private thoughts of an individual I touch. On a success I can ask one question, on a success with style I can ask two.
Flames
I can conjure fire at my fingertips and shoot flames up to two zones away. I can Drain to intensify my flames, getting a bonus getting a bonus to a Fight or Crack roll equal to the stress spent.
Alternatively, I can Drain and roll to Forcefully
Fight, throwing a fireball into an adjacent zone, attacking everything and everyone there.
Hallucination
I can create the illusion of something that isn't really there, that only I
and one (living) target can see.
I can Drain to
make it visible to everyone. This is a mana-based effects, so cameras and
other digital sensors don't pick up the hallucination.
Invisibility
I can hide myself from view. As a mana-based illusion, only the senses of the
living are affected. I can Drain to make it a physical effect so
also technological sensors are fooled. Either way, this spell only affects
vision, so I may still be detected by hearing, smell, touch, or astral
perception.
Levitate
I can lift a human-sized object into the air and move it at a walking pace in
any direction. I can Drain to lift a car-sized object instead, or to move a human-sized object at sprinting speed.
Manabolt Mastery
When using Manabolt, I can choose to make it nonlethal. If the target is taken
out, they're only unconscious instead of dying.
I can Drain and roll to Forcefully Fight to unleash the mana as a blast targeting every
living being in an adjacent zone.
Mind Link
I can communicate telepathically with people I'm physically touching. Alternatively, I can Drain to establish a telepathic bond with a
half dozen people, with a range of a few dozen meters.
Pulse
I can zap electronic devices that I touch, potentially causing data loss or total failure.
I can Drain and roll with Crack to zap every electronic device in the room like an EMP.
Spirits
Spirits
Spirits are astral entities, bound into service by a mage's magic.
Practitioners of the different traditions have argued for decades whether
spirits are created by the mage or if they're merely called forth from the
astral.
Spirits by default are purely Astral entities, much like a mage during
astral projection. They have two Conditions:
-
Physical (Special) - While marked, the spirit manifests a physical
body, and can affect (or be affected by) people and objects in the physical
world. You can mark or clear this condition with an action.
-
Banished (Lasting) - A spirit that sustains too much damage retreats
into the depths of the Astral plane to recover. It'll take at least a few
hours to find it again.
When you take your first spirit, choose a theme for your spirits, such as:
- Elemental beings, made of water, earth, fire, or air
- Manifestations of different animals, like a bear, an owl, or a shark
- Shapeless blobs of emotions, like devotion, wrath, or grief
Elemental Spirits
Fire Spirit
Aspect: Playful blob of living flame
Conditions: Physical
(Special), Banished (Lasting)
Skills: Fight +2
Stunt: Because the fire spirit is
made of fire, when it Succeeds with Style on an attack, apply an
On Fire Aspect on the target with one free invoke.
Earth Spirit
Aspect: Like a wall with legs
Conditions: Physical
(Special), Banished (Lasting)
Skills: Endure +2
Stunt: Because the earth spirit is like a mobile wall, as long as its manifested I have a 2-box Spirit Wall Current Condition.
Wind Spirit
Aspect: Shy, sneaky, gust of wind
Conditions: Physical (Special),
Banished (Lasting)
Skills: Move +2
Stunt: Because no one notices a tiny gust of wind, it gets a +2 to Sneakily Move to infiltrate a location.
Animal Spirits
Bear Spirit
Aspect: A big fluffy tank
Conditions: Physical (Special), Banished (Lasting)
Skills: Fight +2, Endure +2
Eagle Spirit
Aspect: Keener eyes than any eagle
Conditions: Physical (Special), Banished (Lasting)
Skills: Move +2
Stunt: Because the eagle spirit can see spot a rabbit from miles away, it gets +2 to Know rolls to notice minute details or motion at a distance.
Scorpion Spirit
Aspect: Creepy crawly the size of a car
Conditions: Physical (Special), Banished (Lasting)
Skills: Fight +2
Stunt: Because the scorpion spirit's sting is incredibly venomous, when it Succeeds with Style on an attack, apply a Poisoned Aspect on the target with one free invoke.
Emotion Spirits
Curiosity Spirit
Aspect: Curiosity killed the cat, but lack of intel killed the mage.
Conditions: Physical (Special), Banished (Lasting)
Skills: Know +2
Stunt: Because a curiosity spirit always wants to learn, I can send it to independently research a topic during legwork, creating an Aspect with one free invoke to represent the intel it gathers.
Joy Spirit
Aspect: This thing revels in everything, wanton bloodshed included
Conditions: Physical (Special), Banished (Lasting)
Skills: Sway +2
Stunt: Because a joy spirit can infect others with its reckless ecstasy, it can attack with Sway instead of Fight, knocking people out as their brains overload on emotion.
Vigilance Spirit
Aspect: You're being watched. Always.
Conditions: Physical (Special), Banished (Lasting)
Skills: Know +2
Stunt: Because a vigilance spirit can see anything and everything, as long as it's manifested, I always know whether I'm being watched. If it's a living being looking at me, I know where they are. If it's an electronic sensor, I know where what kind.