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Miracles, Psionics, and Theurgy
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This page was getting so heavy that I had to send
the tables containing the various Paths and Rituals' descriptions to separate
pages. Also, good news: several Psionic Paths and Theurgy Rituals
have been written up by Jason Lorenzetti. Jason was also interested
in converting Fading Suns to the 7th Sea system, and we've been tossing
ideas back and forth.
RulesIt is not possible to practice both Psionics and Theurgy.Stigma. Every occultist (Psychic or Theurgist) must have a "stigma", a sign of his or her supernatural differences from common humanity. This stigma does not necessarily have to be connected to the use of her powers, although it is often a metaphor for those powers. Psychic stigma are often spooky, cause revulsion or fear, conform to peasant superstitions: odd-shaped birthmark, eyes of two different colours, pointed ears, double voice, etc. Theurgic stigma are of the miraculous-seeming variety (i.e., they're actually stigmata): speaking in tongues, lash marks appearing on the arms and back, odor of roses, halo... The Dark Side: Urge and Hubris. Both forms of occult power, Psionics and Theurgy, have their dangerous side; the practioner must pay a price for these powers. For Psionics, it takes the form of Urge, a Dark Twin that seeks to form from the Psychic's own stolen energies, a dark entity that progressively becomes more powerful. For Theurgy, the danger is an inner one: Hubris (not to be confused with the Arcana), an overweening pride that creates a rift between the Theurgist and the light of the Pancreator. The temptation of both Urge and Hubris is that they grant the wielder additional power – but there's no such thing as a free lunch. Urge and Hubris are discussed in more detail under Psionics and Theurgy respectively. |
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MiraclesMiracles of the Faith are treated pretty much like in 7th Sea, which means a lot is up to the GM. Miracles are discussed in AEG's 7th Sea GM's Guide, and in the Castille and Church of the Prophets sourcebooks. A Hero with the Miracle Worker Advantage gives his/her Miracle dice to the GM at the start of each story. The GM controls when, and if, these dice are activated. Each die activated causes a miracle to occur. These miracles can be anything the GM desires, remembering that the Pancreator leaves no physical evidence of intervention after a miracle. A Hero receives 2 XP for each unspent Miracle die at the end of the story.It is not necessary to be a Theurgist to perform Miracles, but it is necessary to have Faith and to hold special respect for spirituality and religion. It is also expected, although not absolutely required, to be ordained or at least a postulant. Advantages that affect the use of Miracles include Faith, Miracle Worker, and Righteous Wrath. (Note that in the case of Righteous Wrath, the player can decide to use the miracle dice him/herself.) In addition, a Patron Saint can be invoked in desperate circumstances to assist with Miracles. The supplicant will then owe his or her Patron Saint some form of favour or service (pilgrimage, quest, tithe, alms, retreat, vow, oath, personal sacrifice, etc.) Some examples of miracles (see also under Righteous Wrath in the Advantages section):
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PsionicsPaths. There are four main Psionic paths (FarHand, Psyche, Sixth Sense and Soma), plus one Dark Path. Other Paths are rumoured to exist, but not confirmed (i.e., I didn't write them up, but Jason Lorenzetti wrote several, thank you Jason!)
Finally, Vuldrok characters can use the 7th Sea Laerdom Sorcery as the Psionic Path of Rune Casting, but cannot combine this with any other Psionic Path, not even Bonding. Talent can be major or minor. Cost. The cost of Psionics at character creation is 20 pts (minor talent) or 40 pts (major talent). A minor talent receives 3 Psionic Points and can only take one Path. For a major talent it is possible, though costly, to take up more than one Psionic Path. If taking two Paths, a major talent receives 6 Psionic Points that must be divided equally between the two Paths; it is the functional equivalent of taking "minor talent" twice. However, a major talent concentrating on a single Psionic Path receives 7 Psionic Points to spend on that Path. It is not possible to buy Urge Powers as a beginning Path. Additional Paths. With the GM's permission, it is possible to buy additional Paths with experience in the course of the game. You must find a teacher, take apprenticeship, and pay 50 XP to learn a new Path; you will begin with 3 Psionics Points to spend on the new Path. Mastery Levels. Each Path has 3 levels of mastery: Apprentice, Adept, and Master. To reach the Adept level, a Hero must reach rank 4 in four Psionic Knacks of the specific Path. To reach the Master level, s/he must reach rank 5 in five Psionic Knacks of this Path. Like other Knacks, Psionic Knacks cannot be increased above rank 3 during character creation. Using Psionics. Unless otherwise specified in the description of the Psionic Knack, activation always requires the use of a Drama die. Urge. Every time the Practitioner does something that would require the gaining of a Urge point, the Dark Twin (GM-controlled) receives a point he may put into one of the Urge’s Knacks. The urge must work though the levels of Mastery as does every one else. Using its own powers to drive the Psi user to help it. The Urge must use power dice just as the Psi user must; it starts the session with the same number of Dark Power Dice (not Drama dice) as the user has Power Dice, and refreshes them likewise, or for especially bad or callous deeds of the Character. The Dark Twin does not start out with the Apprentice level of ability. Until it gets a total of three Knacks it is considered a “dabbler”. Gaining Urge Points. The exact way in which a specific character gains Urge depens on her/his personal code, and should be established between the player and the GM at the time of character creation. In general Urge is gained by being exposed to uncontrolled or evil occult forces, suffering great torment, and doing "bad" things. Here are typical guidelines for humans born and raised in the Known Worlds (based on the FS table):
Losing Urge Points. The Psychic can also lose Urge, ususally by accomplishing purifying deeds and selfless acts. Here are some examples:
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TheurgyRituals. The various sects of the Church all have their own Theurgy Rituals, and a Dark Path as well. Really, what's sci-fi/fantasy without a Dark Path to tread upon?
Mastery Levels. Each sect's liturgy of Rituals has 3 levels of mastery: Acolyte, Adept, and Master. Unlike the Psionic Paths, the Adept and Master levels of Theurgy give no automatic cool abilities, but they do give access to whole new advanced rituals. Like other Knacks, Theurgic Rituals cannot be increased above rank 3 during character creation.
Learning Additional Rituals. With the GM's permission, it is possible to learn Rituals from another sect with experience points in the course of the game. You must find a teacher, take apprenticeship, and pay 50 XP to learn Rituals from another sect; you will receive 3 Theurgy Points to spend on the new Rituals. In-character requirements are also likely to include great demands such as vows, pilgrimages, quests, or other personal sacrifices of importance. Devotees. Brother Battle fighting monks have access to a particularly specialized form of mastery of the talent. Instead of buying Minor or Major talent as described above, members of the Brother Battle sect may (but do not have to) become Devotees of a specific Ritual. This grants quicker advancement to the higher mastery levels of this Ritual, but no other Rituals may be studied. Devotees pay 30 Hero Points and receive 2 Theurgy Points to spend on the Acolyte level of their Ritual of choice. They advance to Adept level when they reach Rank 5 of the Acolyte-level rite; they advance to Master-level once they reach Rank 5 of the Adept-level rite. Components. Unlike Psionic Knacks, Theurgic Rituals require the use of liturgy (spoken words), gestures (symbols and signs traced in the air), and prayer (meditation and concentration). They may also require the Theurgist to wear special vestments. This means Rituals usually take more time to cast. Requirements are indicated for the various Rituals in the table below. Relics. Some Relics may give free raises or other benefits in the casting of specific Rituals. At the GM's discretion, Relics may be bought as Advantages by multiplying the Fading Suns Benefice cost by 2/3 and round to closest. Using Rituals. Unless otherwise specified in the description of the Ritual, activation requires the use of a Drama die. Remember: That any Theurge character should use his powers for the cause and intentions of his order. Upon gaining a New Mastery Rank, the Theurge must undergo an inspection of his soul by his superiors before he gains access to the new Rites. Each new rite is taught and takes a period of (Knack Mastery) weeks to understand. This is the time required to learn the prayers, spoken and thought. If the Theurge is ever excommunicated or expelled from his order, s/he may not advance to new rites, though s/he is stil able use the ones s/he knows already. Those who are excommunicated and who have access to a sect’s rites may very well be hunted down by the Inquisition, as there is nothing worse than a fallen priest. Hubris. The dark side of Theurgy, Hubris represent a Theurge's growing pride and arrogance, disconnection her/him from the Pancreator who is source of these gifts. Extreme Hubris severs the Theurge from the Pancreator, causing the loss of Faith and possibly the embrace of Antinomy. (to be continued) Gaining Hubris. The progression of Hubris is much less variable thatn Urge because all Theirges of the Church tend to embrace a common set of values, but they may still be adjusted for specific characters. For example, an Amalthean might gain Hubris for failing to provide aid to those who need it, while a Brother Battle Theurge might gain Hubris for failing to protect the faith from a physical attack. Here are the general guidelines:
Losing Hubris. The Theurge can lose Hubris by performing acts of humility and service. Examples:
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