
- Extromancy
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- A bleeding-edge school of
magick that has rapidly gained many followers within the last
twenty years, Extromancers (who call themselves X-Mages) push
their bodies and minds to the limits, risking injury and even
death for the ultimate thrill -- the power to re-shape reality.
X-Mages call this "The Rush."
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- A superstitious, insular lot,
the X-Mages dwell within their own sub-groups, rarely associating
with other sects. Each Adept chooses a so-called "extreme sport"
and pursues mastery of it, whether it's surfing through the air,
skiing down pristine cliffs of snow and ice, or speeding along the
asphalt at 70mph on a street luge. Each sect has its own slang,
etiquette, legends and formula spells. Despite subtle variations,
there are several spells that all X-Mages have in common. The
division of Extromancers into sects is a personal and stylistic
choice and has nothing to do with the magickal principle of
Obediance -- an X-Mage may proficient in any number of extreme
activities.
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- Because of similar interests,
many Extromancers have ties to the Velomantic and Acceleromantic
schools.
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- Blast spell: Extromancers
are forbidden to shed blood and most abhor violence. X-Mages have
no blast spell.
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- Generate Minor Charge:
Perform a stunt or take part in a race of some kind (example
stunts include street luge racing, skydiving, free rock climbing,
deep-sea skin diving). The only qualifier is that the stunt must
involve a high degree or risk and performing the stunt must test
the limits of the X-Mage.
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- Generate Significant Charge:
Engage in an extreme sport with one or more Extromancers. This is
risky to both mages because of the chance that either one may
incur an injury (a common event in the X-Mage's world) and both
may break taboo if one of the mages is at fault. Note that this
doesn't have to be a competitive act. Winning is not important,
doing is.
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- Generate Major Charge:
Become "the best." This is best exemplified by winning the gold
in the annual X-Games, the Olympics of extreme sports and the
mecca of Extromancers everywhere. To even participate is a dream
of every X-Mage, but there can be only one winner...
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- Taboo: As said above,
X-Mages cannot shed blood, either their own or that of another
(even if it's an accident). Life to them is a precious, sacred
thing...even more so because they risk it every day in pursuit of
The Rush.
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- Random Magick Domain: Speed,
motion, and reaction are all important to this school, as is
endurance, concentration and determination. Extromancy also
combines magickal effects similar to the flesh-warping of
Epideromancy and the chaotic magic of Entropomancy.
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- Starting Charges:
Extromancers begin with 3 minor charges.
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- Name: Vertigo
- Cost: 1 minor charge
- Effect: This basic spell
causes the X-Mage's target to experience dizziness and loss of
equillibrium. If cast in combat, the target will suffer a 10%
shift to his die roll for each minor charge used as he fights to
keep his balance.
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- Name: No Fear
- Cost: 1 minor charge
- Effect: This spell instills
the X-Mage or a target with an unshakable confidence. For the
duration of the scene, he feels supremely capable of his abilities
and will not falter. He can automatically ignore the next stress
check he has to make (he doesn't fail it, nor will he acquire a
hardened mark) and he gains a -10% shift to his next die roll.
Once either of these events takes place, the effects of the spell
end.
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- Name: Bad Blood
- Cost: 2 minor
charges
- Effect: This spell turns the
X-Mages blood into a volatile toxic substance. Although it doesn't
hurt the Adept in any way, this Bad Blood will burn like acid upon
exiting the body. The blood will quickly eat through organic
substance in a manner of seconds, doing damage equal to the sum of
the Adept's magick roll (a 37 will do 3+7, or 10 points of
damage). The blood is not powerful enough to destroy stronger
substances like steel but it will noticibly corrode and weaken
them. This spell's effects last for the duration of the scene.
Of course, shedding the Bad Blood will drain the X-Mage of any
remaining charges.
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- Name: Newton's Apple
- Cost: 1 significant
charge
- Effect: Besides being the
name of an eighties PBS science program, this spell can be used to
temporarily negate gravity or to dramatically increase its
effects. With Newton's Apple, the mage can alter gravity's
effects by 1 G-Force, effectively making himself (or someone else)
weightless. By increasing gravity by 1 G, he can double his
weight or the weight of another person of object.
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- Name: Mirage
- Cost: 1 significant
charge
- Effect: Mirage causes the
victim to experience visual hallucinations. The Mirage can be of
virtually anything but the projected scene cannot change in any
way (for example, the X-Mage could make his victim think that the
Adept was holding a gun on him but he couldn't cock the hammer
back or fire illusonary bullets). This effect lasts until the
victim is led to believe that the item or scene in question is a
Mirage.
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- Name: Cosmic Balance
- Cost: 3 significant
charges
- Effect: Cosmic Balance will
cause things to even out for the mage. If he is mugged and has
his wallet stolen, he will win back the money in the lottery (or
some other event). If his girlfriend leaves him, he'll meet
someone else. More importantly, if the mage is injured by
someone, that person will receive the same amount of damage to
himself (this doesn't violate taboo). Conversely, if this spell
has been cast and something beneficial happens to the Extromancer,
it will be followed by an equal and opposite reaction (the X-Mage
punches someone in the mouth and he himself gets a broken jaw).
This spell's considerable effects last for one day.
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