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These
templates are OPTIONAL. They are for character use
and may be adjusted as needed or desired; in no way are you
expected to use these exactly as written or even at all if
you do not want to. Use of these templates is strictly voluntary
and is intended as an aid for the use of Paradigms and for
advancement of Talents.
These
templates are for OOC purposes only. Only the Paradigm should
come into play In Character.
BATTLEMAGE
The
Battlemage is adept at using his powers for battle; everything
he does can be used as a weapon. A battlemage's paradigm usually
involves visual perception, because it is easier to picture
your enemies falling like blades of grass than writing a mathematical
formula about it.
Talents:
A Battlemage's primary talent is usually Elemental, as it
can be the most destructive...however, any talent can be used
for battle if you have the right mindset. In addition, he
favours Force for its use in directing missle weapons and
illusions, and Form for its ability to heal wounds or create
weaknesses in a structure. A Battlemage with four talents
may choose just about any other talent for his fourth; they
are all equally useful, though at low levels this is usually
a mentalist talent because one can do more than simply 'sense.'
Advancement:
A battlemage usually advances as follows:
ADEPT:
Elemental
MAGE: Elemental, Force
JOURNEYMAN: Elemental, Force, Form
APPRENTICE: Elemental, Force, Form, Transferance
DRUID
A
Druid is one whose primary concern is for the balance of nature
and the interaction of humanoids with their surroundings.
Her paradigm is usually one of 'tapping life-forces' and most
of her skills are mentalist in nature.
Talents:
A Druid's primary talent is usually Animism due to its ability
to communicate with plants and animals, though some prefer
Form for the ability to shapeshift. In addition, she favours
Elemental for its weather-and-nature abilities, Form (if it
is not her primary ability) to heal and shift her shape, and
Transferance to gauge the health and general 'feel' for a place.
Advancement:
A Druid usually advances as follows:
ADEPT:
Animism (or Form)
MAGE: Animism, Form
JOURNEYMAN: Animism, Form, Elemental
APPRENTICE: Animism, Form, Elemental, Transferance
HERMETIC
A
Hermetic mage is one who seeks the correspondances between
all things and the way to manipulate those connections. His
paradigm is almost always one of equation and ritual; he sees
magic as a series of symbols and mystic connections that he
can manipulate through a series of precise actions.
Talents:
A Hermetic is often best with Alchemy, as his paradigm helps
him discern the best focuses for casting and binding spells.
Force, Elemental and Time are all equally useful to him, as
he makes predictions and connections between all these forces
that he can manipulate and these have the most obvious 'connections.'
Advancement:
A Hermetic usually advances as follows:
ADEPT:
Alchemy
MAGE: Alchemy, Force
JOURNEYMAN: Alchemy, Force, Elemental
APPRENTICE: Alchemy, Force, Elemental, Time
MEDIUM
A
Medium is often the subject of fear and rage; her ability
to allow herself to be possessed or to command spirits has
caused people to become enraged at her for disturbing the
dead or fearful for her control over demons. Her paradigm
is often one of a contest of wills against her target, or
of absorbing spiritual energies.
Talents:
Obviously, Spirit is a Medium's primary talent. A pure Medium
often doesn't bother with other talents, but when she does,
ones she finds useful are Alchemy (for its ability to bind),
Time (to help ghosts that have lost their way) and Transferance
(to alert her to a hidden spirit or help her discover a spirit's
feelings if it is incommunicative.)
Advancement:
A Medium usually advances as follows:
ADEPT:
Spirit
MAGE: Spirit, Alchemy
JOURNEYMAN: Spirit, Alchemy, Transferance
APPRENTICE: Spirit, Alchemy, Transferance, Time
MYSTIC
A
Mystic is one who desires to strengthen his mind as much as
possible; despite his focus on the mind, Sentient Thought
is not often his primary focus, because controlling others
is not his goal. His paradigm is often a use of internal energies
or an act of will.
Talents:
A Mystic's primary talent is usually Force; he believes he
flies or turns invisible as an exercise of will. In addition,
he finds Sentient Thought, Spirit, and Form to be useful talents,
for communication, spirituality and healing, respectively.
Advancement:
A Mystic usually advances as follows:
ADEPT:
Force
MAGE: Force, Form
JOURNEYMAN: Force, Form, Sentient Thought
APPRENTICE: Force, Form, Sentient Thought, Spirit
NECROMANCER
Feared
and loathed, the Necromancer spends a good deal of her time
in graveyards or haunted areas, for good or for ill. Her abilities
to control the dead enable her to create minions to do her
bidding...or to put the dead to rest. Her paradigm is similar
to the Medium's...a contest of wills and exercise of spiritual
energies.
Talents:
The Necromancer's primary ability is Spirit; it is essential
that she communicate with the dead spirits she wishes to command
or cajole. Depending on her intentions, Form is the other
important ability; if she wishes to command, Form must take
second place; if she wishes to heal or request, Form allows
her to form a better host for the spirit. After these two,
Transferance and Alchemy allow her to control the energies in
binding and summoning the dead.
Advancement:
A Necromancer usually advances as follows:
ADEPT:
Spirit (or Form)
MAGE: Spirit, Form
JOURNEYMAN: Spirit, Form, Alchemy
APPRENTICE: Spirit, Form, Alchemy, Transferance
PRIEST
The
Priest is the servant of the people, their tie to the Gods
that aids them in their daily lives. His paradigm is almost
always one of 'miracles' and of invoking his deity, and often
he believes that he can't do anything that opposes the interest
of his deity.
Talents:
The Priest will usually choose Spirit as his primary talent,
as the spiritual welfare of his flock and the ability to converse
with gods and the spiritual servants of the gods is his most
important task. Transferance allows him to consecrate areas to
his deity's interests...note, however, that the ability to
CREATE resonance makes some few priests choose this talent
as their primary ability in order to further spread their
god's influence. Form is often his third choice, as the ability
to heal is also very important. Alchemy is sometimes useful
as well in order to determine the extent of a curse.
Advancement:
A Priest usually advances as follows:
ADEPT:
Spirit (or Transferance)
MAGE: Spirit, Transferance
JOURNEYMAN: Spirit, Transferance, Form
APPRENTICE: Spirit, Transferance, Form, Alchemy
SHAMAN
A
Shaman's primary concern is the well-being of his tribe; he
believes that all ills come from curses and spiritual powers,
and his paradigm involves effigies and spirits.
Talents:
A Shaman's primary ability is either Alchemy or Spirit; the
ability to curse or revoke curses is equally as useful as
the ability to speak or command spirits. After these two,
Elemental is a common choice due to its ties to nature, and
so is Form for its ability to diagnose and heal illnesses
(though he will still see it as the influence of a spirit.)
Advancement:
A Shaman usually advances as follows:
ADEPT:
Spirit (or Alchemy)
MAGE: Spirit, Alchemy
JOURNEYMAN: Spirit, Alchemy, Elemental (or Form)
APPRENTICE: Spirit, Alchemy, Elemental, Form
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