GEMS OF POWER: First in a Series

GEMS OF POWER: First in a Series
RPG System: Magic the Gathering
PASSION GEMS version. 1.0
created by Thaddeus Howze ©1995, 2009
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Since the dawn of time, man has been fascinated with gems, jewels and precious stones. Magi were not proof against such fascination and as a matter of course, use precious stones in the creation of talismans and artifacts. One such set of stones were known as Passion Gems and were created by a puissant enchanter, Divinor the Mind-Seer.

It is said, she created some of these jewels for her retainers and apprentices to better serve her. Others she created for her enemies, to better vex them. And a few she created only for himself, to better wield her power, more surgically, with less stress and effort. Starting when she was an apprentice, she made several sets of these jewels during her career. Other magi, seeing them and pleased with the results, attempted to emulate her success.

Divinor was often questioned about her placement of single emotional states within these gems and her response was to ensure that she could be able to counter their use if they should fall into the wrong hands. The other reason was they were easier to create if they did not have to run the entire emotional gamut. There are rumors that he created stones that had multiple emotional states or ranges but there is no proof to the contrary.

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COLOR DESCRIPTIONS
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STONE COLOR EMOTION OPPOSING
Each magic is associated with a gemstone, a color and emotion and an opposing emotion that can counter the effect.

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PASSION GEMS: Hidden Gifts (Mind 2, Prime 3)
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These jewels would be designed to be worn as close-fitting jewelry and would have the added benefit of having a coincidental effect that would be completely unnoticeable. The would have no effect on anyone other than the wearer. The effect will last as long as the jewel is worn.

A wearer, may exert a willpower point to resist the effects of a gem for 1 scene. These magical effects allow the wearers or users to resist other mind magics that may attempt to effect their altered state. Use the Arete rating in dice to roll for counter magic against changing their altered emotional state. Any normal condition that may cause a change in emotional state, forces the device to attempt to reapply the emotion magic.

This device recharges itself slowly, and constantly, from a primal connection established during its creation. This device does not use quintessence in the normal sense. As a result, it may not reduce its difficulty to control emotions which are always at a difficulty of 6.

Ex: A chamberlain with an Envy/Greed stone on a necklace is confronted with a chance to steal a coveted tome of Law. The ST rolls 3 dice and if there are any successes, the chamberlain will attempt to as quietly and as inconspicuously as possible attempt to gain the Tome. If the chamberlain is frightened by a HIT MARK that was hiding in the shadows, the ST rolls again to see if the chamberlain would forget his envy and greed and run for his life.

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Game Mechanics
Spheres used in creation:
Mind 2, Prime 3

Background Information:
Arete: 3, # of Powers: 3, Continous Recharge

Special requirements: None

Powers:
1. Emotion Control (Mind)
2. Obscure Magical Nature (Mind)
3. Quintessence Recharge (Prime)

Limitations
1. Single Emotion (-4)
2. No Range for Effects (-1)

Background Point Cost: 6
3 – levels of Talisman
3 – Arete
3 – Quintessence: Continuous recharge
2 – 5 points in Spheres
-5 – Limitations

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PASSION GEMS: Radiant Passions (Mind 3, Prime 4)
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These jewels have a radiant area that affects everyone within the scene, including the holder or wearer. Such an effect could be overcome if the mage had his own mind-magic or countermagical capabilities. It could also be overcome with a stone that had an opposing power. The stone’s affects would only be active in the presence of the stone. Such a stone might be worn by a leader or warrior who needed his troops in a certain mindset, or to demoralize or terrify the enemy.

These jewels were made with Prime (4) so that they never need to be energized in any way and could continuously output their emotion modifying magic in a area. They would simply work in the presence of the right circumstances or with the proper control phase or gesture. It pleased Divinor to create several of these gems without any proper controls to see how they are used by enterprising magi.

Examples of how such gems were used and mounted:
Increase moral for warriors with the gem embedded in a sword pommel. Fear and cowardice with the gem hidden in the money pouch of an enemy leader. Apathy in the staff of a senator, placed in a piece of office sculpture.

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Game Mechanics
Spheres used in creation:
Mind 3, Prime 4

Background Information:
Arete: 4, # of Powers: 4, Continuous Recharge and Output

Special requirements: None (Command word or gestures possible)

Powers:
1. Emotion Control (Mind)
2. Area Effect (More than one mind)
3. Obscure Magical Nature (Mind)
4. Quintessence Recharge (Prime)

Limitations
1. Single Emotion (-4)
2. Continuous Effects (-1)
3. Uncontrolled Effect (-3)

Background Point Cost: 7
4 – levels of Talisman
4 – Arete
4 – Quintessence: Continuous recharge, Continuous output
3 – 7 points in Spheres
-8 – Limitations

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PASSION GEMS: Chamberlain’s Keys (Mind 4, Prime 4)
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With Mind 4 used in their creation, the possessor now has the option of causing the emotional state of the jewel in a target creature or creatures. This effect will last as long as the Passion jewel remains in the presence of the targets. This effect will counter any other emotional state except for one directly opposing the power of the jewel. Given to desired
retainers for controlling underlings or to special agents in his employ to sow dissent. With 2 successes the emotion created will last one scene; with 3 successes, a day against a difficulty of 6.

This device is usually bound to a ring, sword, pendant or broach.

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Game Mechanics
Spheres used in creation:
Mind 4, Prime 4

Background Information:
Arete: 4, # of Powers: 4, Continuous Recharge and Output

Special requirements: None (Command word or gestures possible)

Powers:
1. Emotion Control (Mind)
2. Area Effect (More than one mind)
3. Obscure Magical Nature (Mind)
4. Quintessence Recharge (Prime)

Limitations
1. Single Emotion (-4)

Background Point Cost: 12
4 – levels of Talisman
4 – Arete
4 – Quintessence: Continuous recharge, Continuous output
4 – 8 points in Spheres
-4 – Limitations

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PASSION GEMS: Sword of the Seneschal (Mind 5, Prime 5)
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These most powerful Passion Gems are found only in the hands of the most powerful and dangerous of magi and their servants. At Mind 5, the passion gems can completely overcome the will of the subject. With 2 successes the emotion created will last one scene; with 3 successes, a day; 4 successes, a week against a difficulty of 6.

This emotional state will overcome all other emotions and can only be reduced with the expenditure of a willpower point to temporarily delay the effect for one scene.(In the case of a single scene, it is just delayed, it will take effect next scene.) In the Mind 5 jewel, there is a powerful flaw, if a subject, proves immune,(no successes are made), the subject is completely immune to this jewel and can never be subject to its power ever again. No one is sure why this takes place and can only subscribe it to a flaw in the spell design.

This device is usually worn in a ring or crown. It can sometimes be found bound to a scepter or staff. Any device of rulership can be used as a base for this gem.

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Game Mechanics
Spheres used in creation:
Mind 5, Prime 5

Background Information:
Arete: 5, # of Powers: 5, Continuous Recharge and Output

Special requirements: Command word or gestures

Powers:
1. Emotion Control (Mind)
2. Area Effect (More than one mind)
3. Obscure Magical Nature (Mind)
4. Quintessence Recharge (Prime 4)
5. Usable by Non-magi (Prime 5)

Limitations
1. Single Emotion (-4)
2. Resistance Flaw (-2)

Background Point Cost: 14
5 – levels of Talisman
5 – Arete
5 – Quintessence: Continuous recharge, Continuous output, non-magi use
5 – 10 points in Spheres
-6 – Limitations

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Date: Tue, 19 Sep 1995 09:55:54 -0800
To: wod-l@netcom.com
From: hyperion@aimnet.com (Thaddeus Howze)
Subject: Addenda to Prime version 1.0

This is an addenda that I created to create self-powered talismans and artifacts. I do not think they will unbalance the game unduly. I wrote these to be used with the Gems of Power Series (q.v.) that I am writing. These effects are counted as powers for Prime for the creation of talismans and artifacts.

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Addenda to Prime for Talismans
created by Thaddeus Howze ©1995
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Prime 1:
Needed to hold any extra quintessence

Prime 2:
Limited uses with slow recharge –
This device may recharge by a set standard time such as 6 hours, 24 hours, or 1 month. This period can be set when the device is created. It usually means that the power cannot be used after a set number of uses without allowing the device to recharge. As a example a device may have a limited number of uses that once used, cannot be used again until the period has elapsed. This is a way of creating low powered magic with a major limitation of charges.

Prime 3:
Continuously powered magic –
This device runs continuously with no need to recharge but it cannot get reduced difficulty rolls using the device’s internal quintessence store. This device does not have an internal quintessence storage area. This will power any magic set up to run continuously. At least one success per scene is required. If the device achieves 3 successes it will run nonstop for one
day. If the flow of the device is interrupted, it will attempt to restart its magic in the next scene or as soon as possible. The mage may still use his personal quintessence to reduce difficulty rolls.

Prime 4:
Continuously output magic –
This device is able to output a higher level of magick than Level 3. This is required to perform magick that has an area effect or multiple targets capable of being affected. A conduit to the primal quintessence pool is opened and any active magick is able to be continuously run without use of quintessence. No reduced difficulty rolls are possible, using device’s quintessence since none is actually available to be used. The mage may still use personal quintessence to reduce difficulty rolls.

Prime 5:
Completely self-powered and recharging –
This is a self-powered artifact that is able to be wielded by non-magi. This device will recharge itself at a rate of 1 point of quintessence per day. This device will be able to hold a maximum of 25 quintessence points, that are accessible by the wielder of the device. If the device has any
continuous powers, magick or effects, they will run completely independently of any internal quintessence. This artifact will also be able to use its internal quintessence to reduce any difficulty rolls, but only in the hands of a Magus, non-magi cannot reduce their difficulties.

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