The Servitors of Mana

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The Emerald Adepts

Skills: Blades, Occultism
Status: Public, Religious
Resources: 20
Region: Drachen

Symbol: A Green Shield with Five Stars

Adepts History

The Emerald Adepts are a knightly order, founded by the wife of Tzepesh Draco hai Naydene, upon the discovery of the lost temple to Mana that existed beneath the city of Threshold. There, Nightfell Draco became touched by the goddess of magic, and became the first Emerald Adept. While Tzepesh tried to organize the Dragon Wrought to oppose Naydene, Nightfell was critically wounded, and was placed in suspended animation within the temple of Mana. From her sleep she guided the knights to protect the city, and to serve the goddess. The Emerald Adepts find those who misuse magic, or magical threats to Kith Kanaan, and destroy them. ‘Misuse’ does not mean ‘use for evil purposes’, the Adepts do not care of good or evil. To them, magic used for sheer destruction – magic which serves no purpose but to do harm without reason – can not be allowed to exist. As such, their gifts allow them to hunt those who use magic, and slay them efficiently.

Order Abilities

Emerald Counter (Emerald Adept Miracle)

The character can attempt to capture and counter a Spell being cast as long as they were one of the targets subject to the Spell. This is considered an Active Defence, but costs one additional point of Essence. The Spell’s Potency is considered reduced by the character’s Might. If this reduces the Spell’s effective Potency to 0, the character succeeds in capturing the Spell, immediately negating it and preventing anyone from being subject to it. On the character’s next Action, they may choose to render the Spell harmless, or unleash it at any target they wish, rolling Spiritual + Occultism. The Spell is treated as exactly the same, though the Adept need not pay the Essence Cost or Casting Time.

Emerald Magic (Emerald Adept Miracle)

The character may use the Evocation or Restoration School as a Miracle using a Full Round Action. The character constructs the Spell as per the normal Sorcery rules. The Difficulty of the Spell determines if the Essence Cost is also drained from the character’s Health as per the normal rules for Miracles. The roll to perform this Miracle uses the character’s Spiritual + Occultism, and gains a number of Additional Successes equal to the number of Actions Sacrificed during the Round. Any item which would augment Miracles may also be used to augment this Spell. When casting an Evocation Miracle, the character may choose a Spell Effect from the Azure Path, or may use the Sacred Effect.

Sacred Arms (Emarald Adept Investiture)

The character may invest one suit of armour, one shield, and one weapon with the blessings of Mana. These items become Sacred, and are treated as equipment for purposes of performing Miracles or other sacred effects. Each item must go through a ritual of purification and preparation which takes 6 Essence and a minimum of one day. When the ritual is complete, the item gains a deep, emerald hue. All three pieces of equipment have their Bulk reduced by the character’s Might. In addition, the armour’s Soak, the shield’s Defence, and the weapon’s Damage use the higher value of (Normal Value + Half Might) or (Might) at all times. As the character’s Growth increases, these items improve as well.

The character may choose to deliberately sever their connection to a Sacred Arm. This is a serious, and if the character has the item with them, costs 1 DP and forces the character to do the ritual again. If the item was lost or stolen, it is a serious dishonour and the character loses access to all Miracles until the item is replaced, or until the character spends 10 DP to sever the connection to the item to make a new investment. When the connection is severed the investment is removed from the original item.

The Mysteries Of Mana

Skills: Lore, Occultism
Status: Private, Religious
Resources: 20
Region: Shire Lands

Symbol: A Blue Flame with Five Stars Arced Over

Mysteries History

The Mysteries are the worshippers of Mana, who specifically follow the path of magic. With their knowledge of things both divine and arcane, they hope to unravel the key of magic, to use this key to unlock the riddle of life, and ultimately to find the answer to all things. They hope that doing this will bring enlightenment to the people, to their faith, and ultimately to the goddess they serve. Mysteries tend to be enigmatic and mischievous, though not malicious or hurtful. They like to create riddles and challenge the perceptions of those around them, partly due to curiosity on their own part, and partly to educate the victim of their attention.

Order Abilities

Essence Mastery (Mysteries Benefit)

The Mystery can control the amount of Essence, drawing every advantage they can from each point of Essence spent. For every point of Essence the character spends, they gain the benefit of spending (Half Might) Essence.

Greater Mysteries (Mysteries Miracle)

The character may use the Divination or Restoration School as a Miracle using a Full Round Action. The character constructs the Spell as per the normal Sorcery rules. The Difficulty of the Spell determines if the Essence Cost is also drained from the character’s Health as per the normal rules for Miracles. The roll to perform this Miracle uses the character’s Spiritual + Occultism, and gains a number of Additional Successes equal to the number of Actions Sacrificed during the Round. Any item which would augment Miracles may also be used to augment this Spell.

Master of Secrets (Mysteries Miracle)

The Mystery can interrupt a Spell being cast by spending one Essence and an Instant Action. The Spell being cast loses a number of Successes equal to the Mystery’s (Might). If the Spell’s failure causes a negative effect, the character can choose to let the effect happen to the caster, or to not happen at all. If the character has any bonuses for performing miracles, each +1 die or +1 Success reduces the Successes of the Spell by one.

Seal of Mana (Mysteries Miracle)

The Mystery can create a Seal or Circle to ward an area. The character creates uses five mana crystals to create this seal and places them in a circular pattern to create the barrier. The maximum distance between each crystal allowed is a number of yards equal to (Crystal Bulk + Growth) x 10 yards. Each crystal must have the same Bulk and the maximum Bulk the character can use is equal to their (Might). The Cost of a mana crystal is (Bulk + 3) Resources. Once a crystal is in place, the character invests an amount of Essence equal to the crystal’s Bulk to prepare the crystal. The character then has 24 hours to charge up the next crystal (giving the character five days to prepare all the crystals). Once the Mystery has invested Essence into the last crystal, if none have been disturbed the Seal is ready. The character may activate the Seal at any time by spending 1 Essence and rolling Spiritual + Occultism against a Difficulty equal to the Bulk of the crystals used. The Potency of the Seal is equal to the Bulk of the crystals + the Successes rolled. The Seal remains in effect for up to a number of Hours equal to the Mystery’s Growth, and the Mystery can re-activate the Seal immediately for another 1 Essence. If the Essence is not paid, the Seal’s protection fades, and the next time it is activated requires a new Spiritual + Occultism roll.

Effect of the Seal The character can sense when someone or something is attempting to pass through the Seal. The character gains a rough understanding of the nature of what is attempting to cross the Seal (Supernatural Type or Race, Magical Ability, Psionic Ability, Miracle Worker) and can attempt to bar passage. The creature barred must have a Resistance higher than the Potency of the Seal in order to pass. Attempting to force through the Seal requires the expenditure of an amount of Essence equal to the Mystery’s Growth and a Spiritual + Integrity roll with a Difficulty equal to the Bulk of the mana crystals used. For each Success, the Resistance of the creature trying to pass through the barrier is increased by one for purposes of passing the Seal. Failure results in the creature being knocked back one yard for every point of Resistance the creature fell short (though the Seal does no actual damage itself).


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