Journals

Verdant Pyre Tradition

Verdant Pyres possess a mastery over the arcane energies known as witch fire. This emerald fire is magic at its purest state. It take a brave soul and strong will to attempt this tradition of magic and many die before receiving the coveted Witch’s Mark.
Verdant Pyre Tradition cost: 8
Requirements:
Minimum Willpower: 20

Drunk update

Official Kagan bluebook

More Mnima

May have posted this already:

The Shadowmancer’s Tale

If the sun has ever risen,
As indeed a great Sanctor did question.
Why upon the land does it fall
Only to die.

Across the greatest lands,
Evren, Bishantyll, Formora,
The crystal spear
Falls into warm homes and hollow halls.

But beneath,
A Sorrow Land swallows the light
And burns it away
Like water on a hot stone.

Lost Mnima passages

I found this in some old files.

The people before you,
In armies and starry reflections
Are the salt in your blood,
So let it not spill unless to defend their honor.

Technomancers

Blueprints, wiring diagrams, source code, calling plans, napkin scribblings, misspelled blog rants, & other arcana are the province of those strange industrious mages known as technomancers. These are the builders of engines, the designers of complex siege weapons, and makers of bizarre traps. Their faces are covered in soot, and their hair is blown back wildly from years of steam-related accidents. Unknowable tools hang from their belts like the acronyms that mark their speech. The sciences are their passion, technical knowledge their province, clockwork devices their closest companions, and steam is their bitch. What the modern world would consider mad science is mad magic in Midian. These non-mystical wizards craft their bizarre iron & steam-powered abominations, analyse the alien Extrinsic magic items, and create technomantic devices both large & small.

If you are looking for a plug-in class where you add "2D4 damage" from one chart to "requires 3 rounds to cast" from another to make your character's inventions, then you are out of luck. If on the other hand you want a class that gives you an excuse to unleash your unholy designs on the campaign, where your response to the Game Master saying "You can't do that because it wasn't invented until the 1900's" can be "Here's my own schematics--suck it," then you just might be in the right place. It takes a certain kind of player to explain how a steam-powered flail might work, or to draw up plans for a submersible boat with giant claws, or to think up little ways to make oil lamps more powerful & fuel-efficient. Are you that player? Do you have what it takes?

Mind Mage magical tradition

Mind mage skills:

Force Shield Apprentice or Deflector Shield Apprentice (select one) [new skills]
Psychology Apprentice (lore) [new skill]
Alter Attire I [new skill]
Concentration I [new skill]
Aura Perception Apprentice
Intuitive Reflexes
Analysis I
Glare I
Inner Fury Apprentice [from Famine]
Sense Weakness I [from Famine]
Find Remains or Grave Sense (select one) [from Death]

Quality of bars, taverns, pubs, inns, and other wretched hives of scum and villany

Roll 1D20. This is in rough order of acceptability.

1. Hellhole
2. Scary
3. Horrendous
4. Horrible
5. Terrible
6. Miserable

25 Shields

Note: This is very much a work in progress. Some of this isn't even in sentences yet. I wanted to give another sneak-peak at the behind-scenes creative processes. That, and to add a whole bunch more shields to the game.

Right now it's just basic categorisation stuff. Block bonuses, cost, weight, et al. still need to be done.

Mages without traditions

Mages without traditions

Many spells assume that a mage has a tradition, and that elements of that tradition are used for rituals. Many apprentice wizards--especially those created only using the Codex--are without a magical tradition. At least, this may be true up to level IX when they gain one for free.

Arrowed!

Hammerhead
Attack: up to +3 against armour
Damage type: Stabbing
Damage: 1D10 + bow, partially ignores damage reduction
Features: Partially Ignores Armour, Flexion, retractable blades
Size: 3 feet long; two pounds
Cost: 20 guilder each

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