Difference between revisions of "Fellowship of the Secret Word"

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Revision as of 14:10, 8 November 2012

Mage.png
Mage.png


Fellowship of the Secret Word

Solum peritorum potest transire

The world you know it is not what it seems. There is something more, something greater out there then the mundane world that most people just can't see. Most of humanity lives in a bubble of lies. Lies created by others to keep them 'safe' from themselves, to keep them ignorant. Lies made up to prevent them from learning the truth of what's really out there, and to keep the masses under control. For those that are awakened to the truth of reality the power to control it is within their reach. They have the ability to grasp it in the palms of their hands, and mold it as they see fit. For those that can see past the lies reality is something that is not only malleable; it is able to be outright broken. These unique individuals that can see past the veil that blinds most others fight for the very existence of humanity as well as for their own beliefs about the shape reality should take. There is a war going on behind the scenes. A war of ascension between three different factions that each strive to enforce their ideas about the world should be. The Technocracy holds fast to maintaining order and peace. They see supernaturals as a threat that undermines the centuries spent tirelessly crafting the illusions that have kept humanity safe as unaware of the true nature of reality. The Traditions on the other hand strive towards a world where the common belief of anything and everything is possible; a world where all of humanity is awoken to the darkness of this life and guided to the light of a new era where true magick is not only accepted, but widely practiced. Nephandi are outside the machinations of both the Traditions and the Technocracy, pursuing their beliefs and serving their dark masters as individuals rather than as an organization. SSome strive for ultimate power, selling their souls to strange, dark, inhuman deities in order to gain access to true enlightenment. Others see the world as a sick and dying place that needs to be purged in order to regrow anew. What path will you choose on your journey to true enlightenment? Will you aid in the conquest to keep most of mankind asleep and safe from the horrors hidden in the shadows? Will you choose to fight for the freedom of thoughts and beliefs, creating a world where anything and everything is possible? Will your journey guide you to power beyond what most can fathom? Will you become a master over not only your own destiny but all others before you? Or will you simply try to survive through the mess of it all? These are dark times. A time to choose which path to take in life has come. You've reached a fork in the road and must make a decision on where you stand, for the fate of reality rests within your hands.

Mage Staff & Sphere
Rules & Systems
Tutorials and Help Files
Setting
- special landmarks -
- NPC's - See 'News' on the game.
Current Plots
  • something happening soon
Links
  • something happening here soon
Society
Character Generation

CG numbers

  • Your character begins with each Attribute at one dot. Priority selection determines how many additional dots you may place in each category: Divide 7 dots among your character's primary Attributes, 5 dots among her secondary Attributes and 3 dots among her tertiary Attributes. You may not raise an Attribute above 5 dots. Freebie points allow you to increase an Attribute in chargen.
  • Assign 13 dots to your primary category, 9 dots to your secondary category, and 5 dots to your tertiary category. You may not assign more than 3 dots to any Ability, but you can increase Abilities to 4 or 5 dots with freebie points later.
  • Your character receives 7 background points to divide as you choose
  • All mages start with one dot in a ‘specialty sphere’. This specialty is determined by the character’s tradition and faction. Then you can spend 5 additional dots in your character’s sphere choices. No Sphere rating can exceed the character’s Arete. Some orphans, especially Hollow ones, have no specialty sphere. They can spend their 6 dots as they please.
  • A normal mage character starts with 1 dot of arete. You cannot raise it above a total of 3 dots with freebie points.
  • Mages start with a willpower of 5.
  • Your character starts with Quintessence equal to his Avatar background rating.
  • Your character starts with no paradox points.
  • Pick one resonance trait: Dynamic, entropic or static.
  • The final step. You now have 15 freebie points with which to round out your character and select Traits you couldn't afford previously. Each Trait has its own price (see the table in the Character Creation Summary on p. 88).


Approval Tips
Some tips on getting your character approved painlessly.

  • Make sure to read up on what you wish to play so that you have an idea of how the game/theme/system works.
  • Have a solid concept. Make sure your stats fit the concept you're going for.
  • Talk to Staff in pages, @mail or via +request if you've got questions, concerns or ideas.
  • Not everyone needs to be a combat centric. Social and Mental rolls will be used liberally here.
  • Use common sense. Gunshots get noticed in the city as are weapons that are considered illegal to carry out on the streets in California.