The Sorcerer Character

A sorcerer is marked from birth, mageblood flows in his veins. But he must also learn the language of sorcery, before the world will listen to his commands. Equipped with Will and Words, he goes forth to make the world bow to him.

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Attributes

Sorcerers are by nature rather cerebral types, though not necessarily very pensive or reflected. An above-average Intelligence is required (IQ 11+) to be a sorcerer (take the Magical Aptitude advantage). Those taught in sorcery from a young age will usually be smarter (IQ 12+), but an undiscovered talent may have had a less stimulating environment, dulling his natural virtue in this aspect.

While nothing inherent in the sorcerer’s constitution prevents him from being strong, healthy and dextrous, in experience, the scholary lives led by many sorcerers, and the sheer amounts of time required for magical studies, keep sorcerers from displaying much physical excellence.

 

Advantages

A sorcerer is a sorcerer in blood and spirit, it is not possible to "learn" to be a sorcerer (though in high mana areas, it is possible for "normals" to cast spells if they know how to do this). It is known that the Magistratus Grimmon Ghoul-Liege conducted extensive experiments to determine if the ability could be created or supressed, but though he never published his results, it seems that he found it impossible.

In the human races, mageblood is twice as likely to be present among nobles as among commoners.

Mageblood is a bit similar to a recessive gene; many people may be carriers of mageblood yet not exhibit its characteristics themselves; Furthermore, a mage’s children may or may not have mageblood themselves, while the offspring of two mages almost always (nine times out of ten) have mageblood.

A mage may gain advantages over the course of play, due to the increased "possibilities" his aura attracts. See Mageblood under Ymirean Special Advantages and Disadvantages.

Three traits define a sorcerer, setting him apart from other beings with Mageblood these are Awareness, Aptitude (Magery), and Power.

Awareness is the capability for seeing the aether. For a sorcerer to be able to manipulate the aether, he must be able to see it. A sorcerer who becomes un-Aware casts spells at -4. Only the first level (15 points) of Awareness is required, but some sorcerers have the second level (35 points) or are so aware that they can see even soul-less, non-magical objects, by perceiving their aether-weave (effectively gaining the 25-points version of Darkvision).

Aptitude measures a sorcerer’s skill, finesse, comprehension, coordination. It resembles the physical attribute of dexterity. The relevant advantage is Magery, which must be bought at minimum 15 points level. Note that Dr. Kromm’s rule for extended Magery is in use in this campaign, making Magery beyond Magery III a possibility, and allowing Magery to be increased in play (at double base cost).

Power is the sorcerer’s brute force, his capability for imposing his will upon the aether and thus reality. Power is measured in Threshold and Recovery (See Casting Spells). Basic Threshold is 30, basic Recovery is 8. These can be increased through the advantages of Increased Threshold, Increased Recovery, and Increased Power (affects both Threshold and Recovery).

Literacy is required for virtually all sorcerer characters.

Some advantages are forbidden to sorcerer characters. These are advantages that relate to fearlessness. A sorcerer may be able to keep his angst in check, but he is always tense. If he were not tense, he would not have the capacity to be a sorcerer. Such a trait may be taken at quirk level ("Cool") but are rather unusual.

Forbidden Advantages: The Collected, Composed, Fearless, Imperturbable or Unfazable advantages.

 

Disadvantages

Sorcerers have a reputation for mental eccentricity and madness. This is wholly deserved. Sorcerers are notoriously high-strung, and most of them have plenty of anxiety and free-floating angst within their system. Furthermore, a sorcerer’s workday is about the most stressful in existence – never knowing when things go wrong, nor being quite certain that they have not gone subtly wrong already.

A sorcerer must take "neurotic" mental disadvantages equal to (points invested in Threshold and Recovery)-[( points invested in Magery)+10], or 5 points, whichever is greater.

Neurotic disadvantages: Capricious, Chronic Depression, Compulsive Behaviour, Edgy, Flashbacks, Indecisive, Insomniac, Manic-Depressive, Migraine, Nightmares, Phobias (especially Agoraphobia) and Post-Combat Shakes.

Apart from this, sorcerers are notoriously conceited. They know that they possess powers unattainable by most of humanity, and they act on it. Bully, Glory Hound, Overconfidence and Stubborn are very common disadvantages. Some are even Megalomaniacs.

As time go by, many wizards grow psychotic with the wear and tear of magic on their minds and souls, acquiring Delusions, Megalomania and Paranoia. Even those free of psychotic ailments, soons come to exhibit a great deal of paranoia, as they never know which of their friends will shout "Umma! Umma!" and summon demons out of their cloaks. There are no requirement for psychotic disadvantages, but those starting an experienced sorcerer might consider acquiring some points worth of such disadvantages.

Furthermore, a sorcerer must take either a Social Stigma: Sorcerer (-10 pts) or Secret (sorcerer) (-5 pts). If the stigma is out in the open, people react at a –2, whereas people who expose the Secret react at a –3, as they suspect that something vile must be afoot, for the sorcerer to hide. This reaction penalty is incurred from all sentient beings, including other sorcerers. Sorcerers do not trust other sorcerers - they know better than that.

 

Some disadvantages are disallowed to Sorcerer characters. These are advantages that indicates an overly conservative, incurious or selfless mindset. Sorcerers are innovative, perceptive and self-aware. Like the forbidden advantage traits, these may be taken at quirk level ("staid", "dull" and "humble"), but only rarely.

Forbidden Disadvantages: Hidebound, Incurious, Obdurate, Selfless.

 

Skills

A Sorcerer taught to master sorcerery (spellcasting), will usually have the majority of his skill points invested into Ways and spell maneuvers.

Other required skills are Thaumatology (theoretical understanding of magic), Logos (the language of magic), and Logography (reading and writing the script of magic, also requires Literacy).

Some sorcerers are also alchemists, others are scholars.

Sorcerers who study the use of weapons, favour balanced weapons, primarily swords and staves of varying size (Broadsword, Short Staff, Shortsword, Staff, Two-Handed Sword). This is partially due to traditions, partially due to the fact that swords and staves can be enchanted to act as extensions of a sorcerer’s reach when casting spells.

 

A sample sorcerer character

 

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