Re: Pre-Session Zero - Character Brainstorming
Everly, sounds most intriguing!
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Wynternight - alas that real life much impinge upon our games.
While you flog Shadow into submission, shall we try to help you with finding some character options that sound cool to you? The Orders are the easiest to pick, and probably the easiest to explain briefly, so let's start there:
The four (no, five) Orders are:
Vances - Particularly scholarly, they have specific spells that they learn (or tame, as they sometimes see them as living things that one wears or collects). They have a very defined structure, duties, and responsibilities. You prepare your Vance spells, and then can cast your Vance spells without cost, but then they vanish from your mind. If you wish to retain them, you pay Sorcery to do so. As you go up in level, you can retain more spells and get better at certain spells. You will have many people above and below you in your hierarchy, so you can call upon those ranking lower to assist you, and those above you to mentor you. Conversely, you will guide and teach those below you, and assist those above you.
Makers - Makers create things, and their organization is less rigid than the Vances. Each tier initiates a Maker into new mysteries of the organization. Their magic is in locating and using various components to create items both for their own sake and to do what they (or their clients) desire. Creating something new is a great joy to them. They are called upon to assist higher-ranked Makers in their work, and can ask assistance from lower-ranked Makers.
Goetics - Goetics treat with otherworldly beings for power, knowledge, protection, and other services. Their organization has elaborate, byzantine titles, rules, and hierarchies, which somewhat reflects the elaborate contracts they can use to deal with the powerful beings they call upon. Goetics can have a number of titles and duties in the course of their career, but some are so obscure they might not know they have them until someone calls upon them! Some Goetics treat with angels, some with demons, others with ghosts or other members of the Pale, some with various other beings from different Suns.
Weavers - Weavers are organized in small, independent cells, each with its own agenda. Their magic is extemporaneous. They pick a number of aggregates (or "threads") and weave those together for a magical effect at the moment they need them. This makes Weavers very versatile. They are in a cell to begin with, but eventually start and run their own cells of Weavers.
Apostates - These folk don't have an particular organization they belong to, and their magic is more versatile. They have more general spells, and a range of abilities they can choose from as they gain Crux. While they don't have responsibilities of the organizations, neither can they draw upon those resources. You could also pick Apostate if you wanted to be a member of a much smaller organization (either one from the Path or one you've made up).
This message was lightly edited by the GM at 04:23, Tue 07 Jan 2020.