Sneak Peek: Pillar of Transformation
6 months ago
– Sun, May 26, 2024 at 09:57:01 AM
Hello Outlanders,
By popular vote, let's get a sneak peek at the Pillar of Transformation! This is a small section from the next backer manuscript preview, which will be coming your way on Tuesday! As we've mentioned, anyone backing this project will be able to read the entire draft manuscript before any pledges are processed or payments collected, so you'll know exactly what you're getting into with your support!
By popular vote, let's get a sneak peek at the Pillar of Transformation! This is a small section from the next backer manuscript preview, which will be coming your way on Tuesday! As we've mentioned, anyone backing this project will be able to read the entire draft manuscript before any pledges are processed or payments collected, so you'll know exactly what you're getting into with your support!
The Pillars of Magic
Magic instills fear in the hearts of the meek and wonder in the souls of the bold. As present as it is throughout Gaia, even the most prestigious magic user keeps in mind how dangerous magic can be. As a caster’s skill with magic strengthens, so does their capacity for hubris and great harm. How long before an archmage decides that the swiftest way of finding and punishing a skulking killer is to burn down the city in which he hides with a magic-born inferno? How quickly might a sorcerer lose sight of who she is or was, due to the many augmentations she’s made to her appearance, persona, and psyche?
Magic is therefore studied with care by those who seek to use it responsibly and not lose themselves to its powerful allure. Magisters of old defined magic as emerging from four Pillars — though some occultists claim there are more forbidden Pillars hidden from the sight of who they call “fumbling practitioners” — and those four Pillars have remained the established norm throughout the kingdoms of Gaia. These four Pillars are generally known as Elementalism, Mentalism, Providence, and Transformation, though regional variations on these names exist.
When a character takes their first step toward wielding magic, they select a single Pillar from which to draw their Spells. For some, this Pillar comes naturally as an extension of their person, while others must seek out a Pillar and access it through exertion of will, overcoming a typically symbolic obstacle, or via Job training and apprenticeship.
Each Pillar is in turn divided into multiple Blocks, with the number varying depending on the Pillar. When a character first links to a Pillar, they feel an innate resonance from one of its Blocks, which becomes their Keystone. Spells from a character’s Keystone Block can be refreshed once per session without the expenditure of Energy.
Magical Structure
Magic in At the Gates operates on a cooldown system, limiting the number of times a Spell can be cast without a refresh. A Spell can be broken from its cooldown period through the expenditure of Energy, at a rate of 1 Pool for 1 refresh, regardless of the Spell’s Echelon rating. Without Pool, however, Spells are restricted to one of the following casting periods:
- Dynamic Spells can be used once per round. These Spells tend to be low impact, frequent use magical effects, not requiring the expenditure of Pool to refresh them from one round to the next.
- Elevated Spells can be used once per scene. Once used, the Spell is usable again in the subsequent scene, or before, if the caster expends Pool to refresh it. These Spells are the most likely to see use in strategic ways, such as magical disguises, battlefield Spells, and the manipulation of another’s mind.
- Iconic Spells are usable once per game session. Once used, the Spell isn’t usable again until the next game session, or sooner, if the caster uses Pool to refresh their access to it. Though abstracted as a game session, in Gaia this is a process taking hours, potentially including bed rest, meditation, or a good meal. Iconic Spells are rare abilities or extraordinary displays of power with a broad effect on their targets.
Casting a Spell is as simple as applying its described effects. When a target needs to resist its effects, they roll the dice pool specified in the Spell description (or an appropriate equivalent), with the difficulty equal to the caster’s Echelon.
The Pillar of Transformation
Gaia powers the Pillar of Transformation and empowers the caster to manipulate magic itself. While other Pillars connect to the mind, body, and Soul of others, or even the elements, Transformationists connect to the underlying magic residing in all things, and enact change at a fundamental level. The hallmark of Transformation magic is change. Whether by changing themselves, perfecting or destroying a weapon, or changing the very nature of a material, the caster manipulates the natural order and asserts her own will through the change.
The Advantaged
The Pillar of Transformation utilizes Advantage. Advantage is an additive feature. If a character has access to Advantage through multiple sources, those sources all work together to create the most advantageous outcome. All sources of Advantage stack unless otherwise noted, but the highest Advantage rating any one character can have is 5. Remember, if a character has three or more Advantage over another character, she automatically succeeds on actions against the other character.
Perfection
Perfection magic is considered the most straightforward application of transformation magic. The Transformationist strengthens his subjects rather than radically altering them. Wealthy clients seek out Perfectionists to endow themselves with strength, wit, and charm, engineers and smiths hire them as consultants, and many Perfectionists assist healers, artisans, and any other professional who needs their body or tools operating at maximum capacity.
Empower
Keywords: Elevated
Jade’s muscles swell as her magic courses through her body, making her ready for her next attack against the void-tainted beast.
When casting Empower, choose one: Speed, Power, Social, or Intellect. Gain +1 Advantage on the next action the character takes that would take advantage of the type chosen. If not used by the end of the scene, this spell’s effects are wasted.
Advancements
Empower Other •• Choose an ally the caster can see in Medium Range to cast the Spell on instead.
Ontological Inertia ••• The benefit lasts up to the caster’s Echelon actions, or until the caster dismisses the effect. If the caster casts the Spell again, the previous cast ends immediately.
Multifaceted •••• Choose two types of actions when casting the spell, the target receives +1 Advantage to both types of action during the duration.
Ascension ••••• The caster becomes a perfected form of herself. She gains +1 Advantage in all arenas until the end of the scene. Ascension is accompanied by an unmistakably magic visual effect while active: the caster glows with a fiery white aura, the image of a divine being appears behind them, their feet hover above the ground, or any similar effect of the player’s choosing. This advancement is used in place of all other effects.
Reinforce
Keywords: Iconic
Teodoro watched as the dragon’s acidic breath disintegrated Jullian’s shield. “Not you, Isidore,” he whispered to his sword as he poured his Energy into its being.
The caster targets a single item within Short range. That item is now immune to all mundane attempts to break or destroy it for the rest of the scene.
Advancements
Harden •• The item provides its wielder with a point of armor, even if it isn’t armor. If it is an armor, this stacks with any tags or Spells already on it.
Metaphysical Integrity ••• The item is now also immune to magical attempts to break or transform it.
Living Bulwark •••• The caster may choose to target a living target within Short range instead of an item. The target gains 2 points of armor and gains gains +2 Enhancement to resist the End Spell or transformation effects until the end of the scene. This advancement is used in place of all other effects.
Eternal Artifact ••••• The reinforced item becomes not only indestructible, but bound to its owner. Only the item’s original owner can lift or wield it. Neither the item nor its wielder can be moved through the use of forced movement, including Tricks such as Disarm, Knockdown, or Throw Person. It also grants a +1 Enhancement to its primary use, which stacks.
Metamorphosis
Transformationists use Metamorphosis to alter not only the physical aspects of something, but also its fundamental function. Where Perfection magic strengthens and alters something true form, and Transmogrify turns one thing into another, Metamorphosis adapts people and items to any situation, changing parts of the whole to make it better, stronger, faster, and different, but not necessarily new.
Shapechange
Keywords: Iconic
With a small gesture, Terra’s facial features shifted and changed. In moments, she looked like nothing more than a regular bat-person, rather than her normal crystalline form.
The caster alters her body in a superficial way, changing her height, features, sex characteristics, and any of her physical aspects for the rest of the scene. Gain +2 Enhancement on attempts to fool others with the disguise, and choose two of the options below:
- Gain 1 additional armor, on top of any armor they’re already wearing.
- Gain a natural weapon with the Worn and Wounding tags.
- The caster gains +1 Enhancement to Survival and Ranged Combat actions.
- Become small and inconspicuous. Gain +2 Enhancement on actions that require stealth.
- Grow tentacles that give the caster the Reach tag.
- The caster may freely move underwater without worrying about breath at their normal speed.
- Wings sprout from the caster’s back, allowing them to fly at up to Short range from the ground.
Advancements
Mimic •• The caster perfectly copies the appearance of another person or creature. Gain +1 Social Advantage when passing themselves off as the person or creature they choose in addition to the +2 Enhancement to disguise attempts. The caster needs to have seen their target either in person or in portraits, but if they can’t see their target when they cast the spell, they manifest a tell, such as the wrong eye or hair color. When the caster takes actions as the person they are impersonating, they suffer a Moderate Complication. Failure to buy it off leads to others investigating her, or trouble arising.
Greater Alteration ••• The caster may choose one additional option, and gains access to the following additional options:
- Add the Poisoned tag to attacks made with natural weapons.
- When the caster is in control of a grapple, their grappled opponent must spend an extra hit to Overwhelm or Disengage from the grapple.
- The caster’s wings harden and may appear to thicken or crystallize. The caster and any ally within Close range is protected as if behind Light Cover.
Internal Shifting •••• The caster may purchase the following Tricks on Defense actions.
Formless Dance (1 hits): This Trick may be purchased multiple times. For each purchase, increase the cost of the Establish Grapple Trick against the caster by 1 hit.
Hidden Organs (1 hits): This Trick may be purchased multiple times. For each purchase, increase the cost of the Critical Trick against the caster by 1 hit.
Final Form ••••• The caster may choose two additional options, and gains access to the following additional options:
- The caster’s skin hardens to stone. Gain +1 Durability Advantage.
- The caster grows in immense size and strength. Gain +1 Power Advantage.
- The caster’s sense become incredibly enhanced. Gain +1 Intellect Advantage.
- The caster’s natural weapons become jagged and sharp. Gain +2 Enhancement to attacks made with natural weapons.
- The caster’s wings become extremely powerful. The caster can fly up to any range band from the ground and has +1 Speed Advantage while flying.
Transmogrify
The act of transmogrification is not simply transmuting one substance into another. Instead, the Transmogrify Block takes a substance, or person, and changes them into something wholly different and new. Practitioners change the magic itself, making old into young, big into small, solid into liquid and so many other permutations that there are whole schools of magicians devoted to the study of Transmogrify.
Animate
Keywords: Iconic
The pool of water swirled and rose into the air before Ophelia. She nodded once in satisfaction as the small water creature took form and opened its eyes to look at her.
Target a single object to bestow life to for the scene. This can be any kind of physical matter, solid or liquid. The animated entity acts has the Adept template (p. XX) with two Qualities of the caster’s choice. The caster may give the animate commands as a simple action.
Advancements
Independence •• The caster may now give the animate commands as a reflexive action. In combat, it only moves and attacks enemies the caster also attacks.
Greater Animate ••• The caster may choose two additional Qualities for the animate, as well as a single Art which it can use a number of times equal to the caster’s Echelon.
Monstrous Creature •••• The animate now uses the Elite template (see p. XX) instead of the Adept template.
Enlightened Being ••••• The animate now acts of its own accord without commands from its master, and it gains access to a second Art. This spell no longer ends at the end of the scene and the creature persists until killed. At the end of the scene, the caster no longer has any connection to the animate, though it will start with a positive attitude towards her.
Lightspin
Keywords: Dynamic
Lucien pulled at the air and the light bent to follow his gesture. As he moved, the light wove into patterns until he carried a gleaming hammer, ready for use.
The caster creates a mundane object out of pure light that can be used for a single action. Any item created this way grants +1 Enhancement for its primary use, and gains a single tag appropriate for its type. Objects created with Lightspin glow as brightly as a torch with an inner light.
Advancements
Imbued Light •• The created item now lasts for a number of actions equal to the caster’s Echelon.
Motespin ••• The created item is considered magical. It now grants +2 Enhancement to its primary use and has 3 tags.
Soulspun •••• The item is bound to the caster’s soul. If it is a weapon, reduce the cost of Combat Tricks by 1 hit to a minimum of 1. If it is an armor, increase the cost to purchase Combat Tricks against the caster by 1 hit. If it is an item, reduce all Complications associated with its use by one rank.
Arsenal of Light ••••• As an iconic spell, the caster creates a gleaming armory of shimmering weapons and armor out to Short range that lasts for the scene. Any enemies in Short Range are immediately pushed out to Medium Range. If an enemy comes within Short Range they must make a rolled movement action with a Major Complication. If they fail to buy it off, they are knocked prone and suffer 1 damage. Any enemy within Short range suffers a Moderate Complication on all physical actions, if not bought off, they suffer 2 damage. The caster or any allies within the Spell’s effect may take a weapon and wield it as though it were created with Motespin. This advancement is used in place of all other effects.
We'll have the complete draft manuscript version of Chapter 6 out to backers on Tuesday, leaving our final chapter of amazing Antagonists coming our way on June 4. Before we get to that we'll have two final sneak peeks. What should we look at first? (I'm pretty sure I know the answer, but let's see how many votes we can get by Wednesday morning so I know how much information to share about Daemons!)