Magic in Fate of Empire in Fate of Empire | World Anvil

Magic in Fate of Empire

Magic is an important element in Fate of Empire not only for its effect on the world, but because it is a political statement. To use magic is to diminish one’s ability to use steam tech, and implies a rejection of the progress it promises. That is not to say that mages may not be modernists; however, the vast majority reject and actively fight this “march of progress”.

To become a Mage requires two criteria or costs. First, an Aspect relating to some magical ability or training must be specified; secondly, a Stunt with the name of the School of magic must be present. The exact game mechanics of how magic works is explained below.

There are four Stunts associated with magic use, and each character may select only one:

Hedge Magician

You are a practitioner of the arts of the shaman, country priest or wise woman. You have access to Hedge Magic.

Sorcerer

You have trained for at least two years to learn magical arts. You are treated as an educated person in society, whether they know of your gifts or not. Sorcerers are not kindly looked upon. You have access to the powers of Sorcery.

Hermetic Mage of a Local Lodge

You have spent the last eight years of your life in intensive study. You are fluent in ancient Egyptian, Greek, Hebrew and Latin, perhaps a few more. You are treated like a PhD or MD, and have access to the Hermetic Arts.

Cultist of the Elder Ones

You have dedicated your life to the appeasement of terrible powers. You might have murdered innocents to prevent the return on the Inhuman Ones, or to facilitate it... but in any event, you have blood on your hands. You are a pariah, forever outcast and shunned, but you may have an alter ego which permits you to move through the foggy London streets.

  Victorian Magic Or, How the Mystic Arts Work   Magic is an important element in Fate of Empire not only for its effect on the world, but because it is a political statement. To use magic is to diminish one’s ability to use steam tech, and implies a rejection of the progress it promises. That is not to say that mages may not be modernists; however, the vast majority reject and actively fight this “march of progress”. To become a Mage requires two criteria or costs. First, an Aspect relating to some magical ability or training must be specified; secondly, a Stunt with the name of the School of magic must be present. The exact game mechanics of how magic works is explained below. There are four Stunts associated with magic use, and each character may select only one: Hedge Magician: You are a practitioner of the arts of the shaman, country priest or wise woman. You have access to Hedge Magic (below). Sorcerer: You have trained for at least two years to learn magical arts. You are treated as an educated person in society, whether they know of your gifts or not. Sorcerers are not kindly looked upon. You have access to the powers of Sorcery (below). Hermetic Mage of a Local Lodge: You have spent the last eight years of your life in intensive study. You are fluent in ancient Egyptian, Greek, Hebrew and Latin, perhaps a few more. You are treated like a PhD or MD, and have access to the Hermetic Arts. Cultist of the Elder Ones: You have dedicated your life to the appeasement of terrible powers. You might have murderer innocents to prevent the return on the Inhuman Ones, or to facilitate it... but in any event, you have blood on your hands. You are a pariah, forever outcast and shunned, but you may have an alter ego which permits you to move through the foggy London streets. There are four Schools of magic. They are: Hedge Magic, Sorcery, Hermetic Arts and Cult Magic. Each School uses magic in different ways, and so the core philosophies, worldviews and outcomes are therefore different. To date, no one has ever adopted more than one School, as their metaphysics are inherently contradictory.   MANIFESTATION Magic always has detectable effects, regardless of the form it takes. For Hedge Magic, the effect is often a soft glow to the mage's hands, or the smells of forest or fields. Sorcery imprints blurry images of arcane symbols in the air that dissipate quickly. Hermetic Arts drain color or other sensory impressions as magic is gathered and cast. And cult magic leaves unmistakable impressions of oppression and decay.

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