
Origin / Arcane Civilization
Arcane Civilization
Glittering spires of crystal and light define these worlds. "Magic" flows through conduits, powering entire cities. Scholars and mages shape reality through will and ritual, their knowledge preserved in living libraries that breathe and whisper to those who listen.
Society is structured around study and experimentation. Libraries float above the ground, powered by their own collective memory. Apprentices wear spells like jewelry. Logic, art, and magic intertwine until they are indistinguishable.
Here, science and sorcery are one. The weave is law, and the mind its highest priest.
Start
Technological Cultural Spiritual
Arcane enchantments are spreading slowly.
You start with 1 Tuning Baton, 1 Arcane Vestment, 1 Warming Stone
Knowledge is currency.
Gain advantage on Social Rolls when interacting with academics or scholars.
Magic is not a tool, it is alive.
While you cannot pinpoint the location, you can sense anomalous artifacts that are within 500 feet of you.
Level 1
The inscription of glyphs and runes as a way of channeling magic is invented.
You can inscribe 1 Tuning or Harmonic ability within an object. The wielder can use the ability, using your attributes for its effects. It can be used a number of times equal to your INT, before you must inscribe it again.
Education becomes universal and revered.
You gain a +2 to your choice of Lore or Technology rolls.
Those that breathe arcane feel its light shielding them.
You can choose to substitute your END for INT when determining your GP.
Level 2
Arcane Batteries spread and become commonplace.
Gain 1 Arcane Battery.
Magic power now defines social rank.
You gain instant knowledge of a persons INT and any abilities governed by it and treat them accordingly.
Meditation strengthens the connection between people and the arcane.
The recharge rates of Abilities governed by INT are reduced by 1 for you.
Level 3
Elemental generators power entire cities and have affected their residents.
You gain resistance to one elemental damage type.
You gain 2 Elemental Edge mods.
The arcane plays favorites and has its chosen.
You may spend 4 AP or RP to enter a brief ethereal form, becoming intangible and immune to all damage for 1 Round. The Recharge Rate for this is 19-20.
Scholarly competition grows, giving way to a tournament, held to determine the most creative mage.
You can choose up to 3 abilities instead of 2 when combining.
