I've revised some things about the previous post, and thought some more about how to reach my original design goals.
Edge is renamed
Insight; it has most of the same game-mechanical effects and a few others. It is the attribute that makes you a Mage (Sidereal Archons also have it; some Planetary Archons do as well, in which case they are Mages
and Demons both at once.)
You gain
Insight from Vision Quests (only) - not everyone who goes on a Vision Quest gains Insight, but without it you are unable to usefully or consciously interpret the visions. People without Insight who show up on a vision quest for whatever reason do not know what is happening to them. Insight also means that you do not count as a mundane observer for magical effects.
Having a Potency above 0 causes you to become an Archon of some kind - you either become a Planetary Archon/Demon (and lose some portion of your moral capacity), or a Sidereal Archon/Guardian Spirit (and gain sponsorship of some aspect of the world which becomes your protectorate.)
Additional things that Insight Does:
[*] You can add your Insight to any test of magic knowledge; these are effectively-large specialization bonuses for the Research skill and for any Backgrounds you have that cover magical stuff.
[*] You gain a number of Foci equal to your Insight, but Invocations (generic spell casting) for each Tradition counts as 2 Foci. For the 3rd and 5th points of Insight, you can choose a Focus from any tradition, but not Invocations.
Character Type | Origin Story: Insight / Potency / N+Vp | In Media Res: Insight / Potency / N+Vp / D | Notes
|
Mage | 3 / 0 / 25 | 4 / 0 / 30 / none | Human - learned magic via vision quest.
|
Sorcerer | 3 / 0 / 16* | 4 / 0 / 20* / 1A | Human - tutored by archons, after vision quest.
|
Thing Once Man | 2 / 1 / 11* | 3 / 1 / 15* / 1A | You are a planetary Archon - tradition determines type.
|
Risen | 2 / 1 / 20 | 3 / 1 / 20 / 4B+3A | You are a planetary Archon - tradition determines type.
|
Dragon | 2 / 1 / 20 | 3 / 1 / 24 / 1A | You are a sidereal Archon - tradition determines type.
|
Fae | 2 / 1 / 11* | 3 / 1 / 11* / 4B+3A | You are a sidereal Archon - tradition determines type.
|
* As a Sorcerer, Thing Once Man or Fae, you get +1 to each Verb and -1 to each Noun, which also gives you more permanent magic slots and makes Foci which work via the Archon-intermediary/Conjuring rules (which don't use Nouns) more desirable.
In an Origin story, you have to wait until your Vision Quest happens to gain your Insight (and thus Foci), and N+V points. In an Origin story, the Archons start out magical but haven't yet had their vision quests.
For Attributes, Active Skills, Backgrounds, Resources, Motivations and Advantages/Disadvantages, refer to the Origin Story and In Media Res entries in After Sundown character generation. Noun/Verb costs are triangular, and the maximum score in any Noun or Verb at character creation is 3 in an Origin story and 4 in an In Media Res story; Sorcerers can start with Verbs one point higher than normal.
In the table above, a Basic Discipline is rated at 0.5 N/V point, and an Advanced Discipline at 1 N/V points; an Insight is rated as equal to 1 Potency. Archons of each tradition get roughly 6 Basic and 3 Advanced powers just for signing up; Mages and Sorcerers of each tradition get 2 basic powers, so the various Archons get 5 fewer N/V points. You get 5 more points in an In Media Res story which is more than the +3 points you get in After Sundown (but you also have a lot more points base.)
The Disciplines, Foci and Noun/Verb points are defined below for individual traditions.
Planetary Archons use most of the rules for Supernaturals in After Sundown. Dragon and Fae don't; they have pretty similar rules though.
Each tradition includes six entries for Disciplines. The Disciplines in After Sundown are all available, and additional Disciplines (Metamagic, Wards, Power Lines - these need different names) are added.
Note that being Insight 2 means you can (and want to,
maybe not if you are a Sorcerer) start with Magery and Nouns. Insight 1 means that you can't start with Magery and want to stick with Sorcery instead.
Thus Things Once Men and Dragons are Mage-like; while Risen and Fae are Sorcerer-like in terms of their expected choice of Foci.
[Mage] Foci are noun- and verb-dependent, they use the general engine for describing spell effects.
[Sorcerer] Foci are verb-dependent only, they use the general engine for interacting with Archons.
[Science] I'm still thinking about these. Does the Technocracy get N/V and Insight scores, or not? I'm considering - Technocracy mages are still mages and get one of the traditions below, which are pan-cultural in scope?
Enlightened Sciences are Foci that only use Nouns, and deviate more heavily from the Spells rules. They aren't obviously magical. I was going to make them NPC only but... why do that to people? The Technocracy is really into them, naturally; but player characters may just want to have them.
Regardless of Focus, any combination of effect, target, duration, and range is a
Spell.
A potion recipe is a Spell, a particular pattern of symbols that binds demons is a Spell, and so on. You can make up new spells as needed if you have the requisite sphere ratings and time, but you also have spell formulae which you know, that provide additional bonuses for a specific e/t/d/r combination.
Each tradition has a drain/risk mechanic which applies, regardless of which focus you use; but these can all be avoided by spending power points, if you have any. You have to decide before rolling, though. Some powers can't be used without power points.
Either way, PCs will have gotten some magic powers from vision quests.
Traditions:
A:
Guardians of Purity: A mashup of Zoroastrian mages, Shinto priests and African rain-makers (another ritual-purity based magical tradition.) I'm sure there are other folkloric sources.
Inner Furnace Disciples: The central conceit is that they perform internal alchemy, which is a very Chinese thing. Are there other magical traditions to draw on which focus on replicating natural or organic forces inside your own body? Other than generic crazy people who think they should eat metal - although that is certainly part of the schtick.
J:
K:
New Aprocraphists: Heavily influenced by the purists from Shadowfist - as well as numerology of various stripes from around the world.
Qnord: Chaos mages, deal in comedy. "Does random shit" is not a focus, so instead they get foci that deal with the unexpected, with culture and entertainment. Should I remove this tradition because of the risk of Fish Malking?
U:
V:
Wild Hunt: An ecstatic/possession tradition that acts more like H^3. Lots of folkloric support.
X: Secrecy mages; may be lots of organizations, has lots of temporary names that they discard. Having a lot of points in Obscure is obviously useful but everyone can get that - their unique angle is their magic gets special targets of people who do not know what you're doing or why, focuses that depend on ignorance, and so forth. Gnostic and some geas-based folklore (Graegerach? The Pictish guys, however it's spelled) feeds into this.
Young Chaos: Chaos mages. "Does random shit" is not a focus, so instead they get methods that either feed on or create havoc, disorder, rebellion, etc. All Chaos mages are worrisome for fish malking.
Z Group: Businessmen. They get foci that heavily involve the making of promises and actual cash payments; there are several folkloric traditions with elements of this.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek