home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Current Shareware 1994 January
/
SHAR194.ISO
/
games
/
me100693.zip
/
!RULES.#^G
< prev
next >
Wrap
Text File
|
1993-10-05
|
6KB
|
251 lines
:Advantages
Advantages are a game mechanics term
and refer to those items bought from
the advantages table. These include a
variety of social, physical and power
attachments that enhance a character's
ability to perform in the game world.
:Awakened
A character that does not have any
Magical Aptitude score, but who has
experienced Magic in some way. This
includes those who belong to any
non-human race but which do not have
any aptitude or training in magic.
(Sometimes called 'The Aware')
:Awakening
The moment when a character realizes
and accepts that reality can and does
contradict one's previous experiences.
It is at this point that a mundane
becomes of the Aware, or a Sleeping
Latent becomes aware of their own
potential.
:Cabal
One of several terms used among
mages to describe a collection of
mages working together. Other terms
include: Coven, Circle, Guild,
Grove, Family, Brotherhood,
Sisterhood, Association, etc.
A Cabal is usually a group with
a common goal, but not necessarily
from the same tradition.
:Coincidental_Magic
This is magic performed in such a
fashion that it is effectively
from a mundane event. Coincidental
Magic is also referred to as Subtle
magic. It usually takes less energy
and more skill to perform then other
magics.
:COWAN
A term, derrived from Free Masonry,
used by certain groups with Wicca, to
indicate a non-initiate and/or a
pretender to "Real craft". Its often
used as a derogatory term, inferring a
lack of knowledge or understanding.
:Disadvantages
This is a game mechnics term and
represents a life-long problem that
has developed for the character that
will reduce their effectiveness in some
way, but also make them more of a true
challenge for the player to deal with
and overcome in play. By taking these
a player gains additional construction
points to build the character on. They
should fall within the personality and
concept of the character involved.
:Enlightened
A term used by some characters to
describe the state of being a mage.
:Experience
A game term (Never used in this way
by characters) to represent the growth
in ability and knowledge of a character.
Players earn experience to enhance their
character, based on their ability to
play the part.
:Game_Master
Also known as a GM, the Game Master
is the final arbitrator of all rules
disputes, mechanics problems and the
operational decisions. The GM designs
the world base that the game is based
in, plays the NPCs and helps stimulate
and narrate the general story line.
The Gm's job is the toughest, as the
GM must do most of the heavy paperwork
and design as well as financial
investment in the props and tools used
in running the game. Remember that the
GM 's roll is part Lawyer, part judge,
part actor, part storyteller and part
writer (and sometimes artist!). Be nice
to your GM!
:Latent
A latent is an in-game term used by
characters to describe a person with
magical aptitude but without training.
They fall into the categories of:
Rogue Latent
Sleeping Latent
Wild Latent
:Mundane
Some without Magical Aptitude and who
has had NO exposure to magic at all and
is often blind to magic occuring around
them. Player characters cannot be
Mundanes.
:NPC
Non-Player Character - any character
that is not played by a player but by
the GM during play. They can be just
as real and as important as a player
character.
:Paradox
Paradox is what occurs in the wake
of great magics of change. Whenever a
mage casts a spell they release some
residual energy into the world, energy
that will seek to ground itself in
that which is nearby. Usually this has
no visible result on reality, but
sometimes it will produce a side
effect, part of the price of magic,
upon the area, objects therein or
on persons within it or entering
it. The more energy expended in a
place and the more times energy is
used in a place, the more likely the
paradox will build up and occur there.
Players never know when exactly
Paradox level will hit critical and
an effect will occur, only the GM
will record this. Any place with
an active spell (like a Sanctuary)
increases the probability of Paradox.
:Paraphobe
A mage who is desperately afraid of
accumilating Paradox and thus avoids
magics that may be seen by mundanes or
affect the fabric of reality by too
much change.
:PC
Player Character, any character that
is played as a part by a player in the
events of the game.
:Ranks
A means to explain the power level
of a spell in game mechanics terms. It
is NOT used by characters in play, it
is purely a mechanics oriented term.
:Reality
A Relative term, referencing to the
world your character was born to and is
in (aka The Mystic Earth). There are
numerous realities, some with very
different rules of magic and of what we
call science. Alternative realities, in
some cases, brush against this one, and
may infleunce it, and on occasion those
within it may cross to this one, using
passage from the Ethereal or Astral
planes to reach it.
Reality is NOT a constant, not a
solid and unchanging thing, it is in
flux, dynamic and Affected by magics
and other forces.
:Round
A Game mechanics term referred to
primarily in combat situations. A Round
is 6 seconds, or one action phase for
a character. It is NOT referred to by
Characters.
:Sentinel
An awakened Non-mage who serves as
an aide in some way to a mage. Sentinels
can include non-humans but are more
likely human.
Sentinels are often well trained in
a field or have skills in combat to
protect the mage.
:Solitaire
A mage who does not belong to an
organization of any sort and probably
has no or very few magical partners.
Player Mages should only rarely
be Solitaires, unless they are in
transition to form a group or to
join one.
:Symposium
A gathering of mages of a wide
number of traditions to share their
information, studies and undestanding
(often with a goal in mind).
:Warlock
To 'Warlock' someone is sometimes used
as a verb to denote a casting out of
a member in some groups, to declare
them in violation of their oath
of secrecy and trust to the group.
It is primarily used in Wiccan Trads.