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Untitled - The Secrets of the Mind & Body Shaping

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Initiating Hermetic Magi<br />

During <strong>the</strong> tenth century, a handful<br />

<strong>of</strong> Hermetic magi, recently Gauntleted<br />

in o<strong>the</strong>r Houses, wished to enter House<br />

Verditius and learn its Mysteries. <strong>The</strong><br />

House was reluctant and initially refused<br />

<strong>the</strong>se infrequent requests. Traditionalists<br />

from <strong>the</strong> House thought it irreverent to<br />

<strong>the</strong> old ways, when members worshiped<br />

<strong>the</strong> gods. House politicians thought<br />

including o<strong>the</strong>r magi would undermine<br />

<strong>the</strong> equality <strong>of</strong> its current members. <strong>The</strong><br />

overriding concern was that Hermetic<br />

magi could already cast formulaic spells<br />

without <strong>the</strong> need <strong>of</strong> casting tools, and<br />

if <strong>the</strong>y were accepted into <strong>the</strong> House, it<br />

would put <strong>the</strong> o<strong>the</strong>r House members at a<br />

severe disadvantage.<br />

However, by studying <strong>the</strong> House’s<br />

Outer Mystery, exploring Boethius’s<br />

philosophy, and building upon his vast<br />

knowledge <strong>of</strong> Perdo magic, Primus Turnis<br />

developed a ritual that would change <strong>the</strong><br />

Gift <strong>of</strong> <strong>the</strong> probationer. Upon recovering,<br />

<strong>the</strong> probationer’s Gift would be<br />

permanently altered, with <strong>the</strong> mystical<br />

connection between her heart, head,<br />

and hands destroyed. Forever after she<br />

would be forced to use casting tools and<br />

would never be able to evoke a formulaic<br />

spell <strong>the</strong>reafter without <strong>the</strong>se required<br />

components.<br />

<strong>The</strong>re are dangerous side effects<br />

to this ritual. <strong>The</strong> probationer gains<br />

Warping Points and usually falls into<br />

temporary Twilight. He also develops<br />

<strong>the</strong> Personality Trait Proud 1, and an ava-<br />

which affl icted <strong>the</strong> Founder, is inherent<br />

in <strong>the</strong> magic <strong>of</strong> <strong>the</strong> Inner Mysteries. In<br />

game terms, characters receive <strong>the</strong> Minor<br />

Personality Flaw Hubris and <strong>the</strong> corresponding<br />

Personality Trait Hubris 1.<br />

Hubris is more than merely a<br />

Personality Trait. While it contains all <strong>the</strong><br />

game aspects <strong>of</strong> a Personality Trait, it is<br />

also a measure <strong>of</strong> <strong>the</strong> degree that a character<br />

has succumbed to <strong>the</strong> curse <strong>of</strong> pride<br />

that plagued <strong>the</strong> Founder. A propensity for<br />

pride is part and parcel <strong>of</strong> <strong>the</strong> Mysteries <strong>of</strong><br />

House Verditius. <strong>The</strong> intrinsic magical<br />

link between Verditius’ arrogance and<br />

his arcane crafting caries through to his<br />

descendants. A Verditius magus’s pride is<br />

Mystery Cults<br />

ricious obsession with wealth, equaled by<br />

few in <strong>the</strong> House and reminiscent <strong>of</strong> <strong>the</strong><br />

Founder’s desire for monetary gain.<br />

<strong>The</strong> process <strong>of</strong> Initiating a magus<br />

from ano<strong>the</strong>r House is long and arduous,<br />

and involves more than merely casting<br />

<strong>the</strong> ritual spell on <strong>the</strong> probationer.<br />

Applicants must fi rst prove <strong>the</strong>ir loyalty<br />

to House Verditius. <strong>The</strong>y must sever ties<br />

with <strong>the</strong>ir old House, losing any commitments,<br />

goals, or political advantages <strong>the</strong>y<br />

may already have. <strong>The</strong>y must meet with<br />

<strong>the</strong> Primus, who selects a Mystagogue<br />

from among those members <strong>of</strong> <strong>the</strong> House<br />

who know <strong>the</strong> required ritual spell. It is<br />

<strong>the</strong> probationer’s responsibility to convince<br />

a reluctant Mystagogue to Initiate<br />

him. Very <strong>of</strong>ten probationers must serve<br />

<strong>the</strong> House for a period <strong>of</strong> time, helping<br />

Verditius magi outside <strong>the</strong> laboratory, aiding<br />

in <strong>the</strong> various tasks and endeavors that<br />

interest House members. Probationers are<br />

not allowed to work within a Verditius<br />

maga’s laboratory. Accompanying a<br />

Verditius magus on a dangerous journey,<br />

retrieving a stolen artifact, destroying an<br />

enemy, and slaying a mystical beast for<br />

its vis are all methods used to test <strong>the</strong><br />

probationer’s loyalty.<br />

Once accepted as a future Verditius<br />

magus, <strong>the</strong> probationer spends a season<br />

with <strong>the</strong> Mystagogue, preparing for <strong>the</strong><br />

ceremony, undergoing <strong>the</strong> ritual spell <strong>The</strong><br />

Embrace <strong>of</strong> Boethius, and recovering from its<br />

effects. Once <strong>the</strong> season ends, <strong>the</strong> magus<br />

is an Initiate <strong>of</strong> <strong>the</strong> Outer Mystery <strong>of</strong><br />

mystically coupled with his Gift, and as<br />

his Hubris increases so does his ability to<br />

instill greater amounts <strong>of</strong> magic in items<br />

that are similarly connected to him. A<br />

Verditius magus can add his Hubris score<br />

to his Lab Totals for creating a talisman,<br />

enchanting casting tools (Minor House<br />

Inner Mystery), binding magical animals,<br />

making automata, and creating attuned<br />

items (Major House Inner Mysteries).<br />

For roleplaying purposes, <strong>the</strong> specifi c<br />

fl avor <strong>of</strong> a magus’ Hubris should be noted<br />

in paren<strong>the</strong>ses after <strong>the</strong> Personality score.<br />

Hubris does not manifest in all magi<br />

exactly <strong>the</strong> same way. Some are overly<br />

proud, some arrogant, some pompous.<br />

119<br />

Verditius and a member <strong>of</strong> <strong>the</strong> House.<br />

He receives <strong>the</strong> Minor Hermetic Virtue<br />

Verditius Magic and gains a Reputation,<br />

Convert 1, in <strong>the</strong> House, a slightly disparaging<br />

title to older members <strong>of</strong> <strong>the</strong><br />

House. Lastly, <strong>the</strong> effects <strong>of</strong> a possible<br />

temporary Twilight must be calculated.<br />

This is a unique Initiation and does<br />

not follow <strong>the</strong> rules <strong>of</strong> regular Verditius<br />

Initiations. Only a few Mystagogues<br />

know <strong>the</strong> necessary spell to complete<br />

<strong>the</strong> Initiation, although copies <strong>of</strong> it exist<br />

in <strong>the</strong> major covenants <strong>of</strong> <strong>the</strong> House.<br />

Characters undergoing such a transformation<br />

start <strong>the</strong>ir new career with a clean<br />

slate regarding future Initiations, and do<br />

not receive a bonus for undergoing this<br />

specialized Ordeal.<br />

eMBrace <strong>of</strong> BoetHius<br />

PeMe 35<br />

R: Touch, D: Mom, T: Part, Ritual<br />

Req: Vim, Corpus<br />

This spell damages <strong>the</strong> target’s mind,<br />

heart, and Gift, destroying a part <strong>of</strong> his<br />

understanding <strong>of</strong> formulaic spell casting<br />

and forcing him to rely on casting tools.<br />

This highly irregular spell was developed<br />

to initiate Hermetic magi <strong>of</strong> o<strong>the</strong>r Houses<br />

into House Verditius, and is only used in<br />

that rare instance. Because <strong>of</strong> <strong>the</strong> bizarre<br />

nature <strong>of</strong> this spell, <strong>the</strong> target receives 7<br />

Warping Points and must check to avoid<br />

temporary Twilight.<br />

(Base 15, + 1 Touch, +1 Part, +2<br />

necessary requisites)<br />

Characters that already have <strong>the</strong> Minor<br />

Personality Flaw Proud have <strong>the</strong>ir Hubris<br />

score automatically increased by 1, and<br />

those with <strong>the</strong> Major version <strong>of</strong> <strong>the</strong> Flaw<br />

increase <strong>the</strong>ir Hubris by 3.<br />

Hubris increases over time, building<br />

like an Ability. Hubris cannot be deliberately<br />

changed by <strong>the</strong> player, unlike o<strong>the</strong>r<br />

Personality Traits. Specifi c situations<br />

grant experience points that are applied<br />

to a character’s Hubris score. If a Verditius<br />

magus receives recognition, fame, money,<br />

or vis for his magical efforts, his Hubris<br />

score increases. While a degree <strong>of</strong> pride<br />

is inevitable for every Verditius magus,<br />

a completely conceited nature is avoid-

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