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The Book of Knots - Jags

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<strong>The</strong> Magicians<br />

Who are these Magicians? Who gains entry to the Invisible World? Why<br />

does one come to magic at all?<br />

Throughout the ages, magic has been sought in the role <strong>of</strong> a religion. It is<br />

not. Magic <strong>of</strong>fers no inner peace, no spiritual solace, and no absolution.<br />

Others have come to magic for power and wealth. It is no sure route to<br />

either. Magic is subtle. Magic, even for real Magicians, is trickery. It<br />

does not <strong>of</strong>fer as sure a way to slay an enemy as a blade. It does not <strong>of</strong>fer<br />

as simple a way to gain money as theft.<br />

Magic has been sought for knowledge. It <strong>of</strong>fers knowledge but the truths<br />

it exposes are mad truths. It does not deliver the beautiful revelations <strong>of</strong><br />

science or medicine or art.<br />

Those who have become Magicians traditionally fall into three broad<br />

categories:<br />

• Con Artists. Magic <strong>of</strong>fers advantages. Magic can trick, fool, and<br />

manipulate. Magic can put the odds in your favor, reveal hidden<br />

cards, and get you out <strong>of</strong> a tight jam with a little work. If you<br />

wish to be the power <strong>of</strong> the throne it is no sure method … but<br />

behind the throne? Magic can help.<br />

• Seekers <strong>of</strong> deeper truth. <strong>The</strong> purest <strong>of</strong> the Magicians, the seeker<br />

comes to magic willing to know what is. Magic does reveal<br />

the lower realities. Magic does reveal the Caretakers (called<br />

“Entities” by Magicians who, for the most part, do not truly<br />

understand the Chessboards below Four). <strong>The</strong>se seekers want to<br />

plunder the depths <strong>of</strong> creation and are satisfi ed to know things,<br />

even if those things are ugly.<br />

• Libertines. Those who have felt that nothing should be forbidden<br />

them have always been drawn to magic. Magic opens a door to<br />

such a place. Magic <strong>of</strong>fers a method to near ultimate license with<br />

one’s fellow man. Magic, by its nature, is somehow counter to<br />

the laws <strong>of</strong> nature and man.<br />

For people within the extremes <strong>of</strong> any <strong>of</strong> these categories magic is out<br />

there. When these people encounter even the vestiges <strong>of</strong> magic it is said<br />

they are resonant with its hidden possibilities. It is said that the secret<br />

that Magicians keep is seen clearly by those who seek.<br />

Three Truths<br />

<strong>The</strong> Initiate is a Seeker: Magicians are almost never recruited. In<br />

many cases the training runs in families. In some cases students are<br />

sent to private tutors or even schools to learn the trade—but successful<br />

Magicians who progress beyond the beginning mysticism and the early<br />

ordeals are always (it is said) looking for something.<br />

Making a Magician<br />

If the GM allows characters<br />

to be made as Magicians (or<br />

become them in the game) a<br />

number <strong>of</strong> Archetype Points will<br />

be allocated to the characters.<br />

<strong>The</strong>se will be spent on:<br />

1. Magical Expertise<br />

2. Mastery Level (if the<br />

character is infected<br />

with normal Wonderland<br />

Infection)<br />

3. Twists (if the Magician is<br />

infected).<br />

Additionally the Characters will<br />

have to have Occult Skill (Level<br />

1 if Initiates, Levels 2 through<br />

4 if they are actually competent<br />

Magicians).<br />

<strong>The</strong> GM should work out what<br />

Lodges they belong to and<br />

what politics are going on in<br />

their world. Since most PCs in<br />

a Wonderland game will either<br />

start Infected or become Infected<br />

the GM will need to fi gure out<br />

what the ramifi cations <strong>of</strong> that<br />

will be to the characters (they<br />

might be outcast from their peers<br />

for having transgressed too far—<br />

they might be part <strong>of</strong> a sect that<br />

pursues power in that regard …<br />

but since not all Magicians have<br />

Survival Traits, the ones that<br />

take this approach are risking a<br />

great deal).<br />

101<br />

<strong>Book</strong> <strong>of</strong> <strong>Knots</strong> - Magicians

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