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04:02, 10th May 2024 (GMT+0)

Minor Spheres.

Posted by StorytellerFor group 0
Storyteller
GM, 1 post
Fri 22 Mar 2024
at 16:47
  • msg #1

Minor Spheres

The Minor Spheres are a different approach to magic, more limited in scope compared to the Major Spheres but powerful in their own right.

Ancient Astronaut Hypothesis
“I’m not saying it’s aliens .. but it’s aliens”.
Aliens have been on Earth in the past, experimenting with our species. They kidnap people, contact them through space and time and from other dimensions. There are multitudes of alien species, all vying for a piece of the pie. But by dealing with them power can be granted, by directing them influence can be won, by manipulating them their wrath can be averted.
Associated Spheres: Data/Time/Spirit/Life
Associated Instruments:
Alien Whispers: The mage can recognize alien lifeforms, even when they’re hiding inside human hosts.
••Contact the future/Receive past signals: The mage can sense subtle signals from the future or receive messages from the past, providing glimpses into the cosmic knowledge held by extraterrestrial intelligences. These insights, while cryptic, offer valuable guidance and strategic foresight.
•••Quantum Teleportation: The mage gains the ability to request a personal teleportation by those beyond, allowing them to traverse space and time at will. This power, while limited, grants the mage unparalleled mobility and escape options, seemingly bending the laws of physics through an understanding of quantum manipulation.
Touch the Beyond: The mage can touch, ward off, harm or heal aliens from outside earth reality.
••••Open Portal: The mage attains mastery over the summoning and manipulation of powerful alien entities. These beings, hailing from distant corners of the cosmos, can be compelled to serve the mage's will. The Astromancer can now create stable portals, linking different locations and potentially connecting with other dimensions.
Time Flow: Aliens can manipulate time itself, slowing or speeding up the flow of time, a common occurrence reported during alien kidnappings.
•••••Cosmic Nexus: At the pinnacle of mastery, the mage can establish a cosmic nexus, a connection point between Earth and distant realms inhabited by various alien species. This nexus allows for the free flow of information, power, and entities between dimensions.
The Astromancer gains the ability to create massive, stable portals capable of transporting large groups across vast distances or through different planes of existence.
This message was last edited by the GM at 21:01, Wed 27 Mar.
Storyteller
GM, 2 posts
Fri 22 Mar 2024
at 16:56
  • msg #2

Minor Spheres

Necronaut
“Pick up the phone. Your dead mother wants to speak with you and she sounds pissed off”

The Necronauts spun out of the Electronic Voice Phenomenon" (EVP) pseudoscience. In 1920 Edison invented the Spirit Phone, a communication device much like the telephone but designed to contact the dead. Necronauts peer into the past, talk with the dead,  travel the Deadlands (sometimes in submersible vehicles, sometimes in a suit), command ghost armies, all through the marvels of science.
Associated Spheres: Data/Time/Spirit/Mind

See ecoplasmic entities: Spirit Visor allows the mage to see ghosts.
••Necro-Tech: The Necronaut can build Spirit-Tech, allowing him to build things like a Spirit Phone, visors that allow them to see the dead, headphones that can listen in on ghostly communications.
The mage can create Spirit Guns that can hurt spirits and ghosts..
•••Necrosuit: The mage can create a necrosuit keyed to their own lifeforce, allowing them to leap into the Tempest, create weapons that damage or trap ghosts, even pulling them from distant places in the Shadowland..
••••Necro-Conduit:At level 4 the Necronaut can open a conduit between the Shadowlands and the world of the living. The mage can create suits or vehicles that allow them to transport passengers to the Tempest. Materialize the Dead.
•••••Destroy Ghost. Resurrect the Dead.
Storyteller
GM, 3 posts
Sat 23 Mar 2024
at 01:59
  • msg #3

Minor Spheres

Superhuman
“Superhumans are totally real. Don’t believe me? Watch this”.

Some people are just born genetic freaks, others gain miraculous super powers by falling into a vat of chemicals. And yet others explain their magic powers by pointing at the time some sinister force experimented on them to unlock genetic potential. The Superhuman Mage believes his powers are inborn, part of their genetic makeup, the result of altered DNA granting them powers normal humans do not have. This group tends to have violent awakenings that lock powers within their pattern indefinitely, in the process furthering their alien appearance with permanent Paradox Flaws. If they can get away with it the Mutant mage will cast a Rote permanently. This for many isn’t even a conscious decision, they merely believe they continued to mutate or developed secondary mutations. Barring that they seek to justify their variable superpowers through pseudoscience. As their powers tend to be flashy, obvious, and not helped by their appearance or their Paradox build up they tend to attract Paradox and can quickly burn out, turn Marauder, or find themselves hunted by Technocratic or Traditionalist security forces. Superhuman mages are distrusted by the Science Council. A growing problem with this particular group is the ease with which Marauders can hide within their ranks, pushing for more chaos and conflict between the Superhumans and the other factions.
Associated Spheres: Life/Forces/Prime/Matter

•Sensory Enhancements.
••Regeneration.
•••Superhuman Feats. The mutant mage can create body weaponry such as claws, breath attacks, eyebeams, bio-electric discharges, gaseous excretions. These do either lethal or aggravated damage. Mutants tend to focus on one or two attack forms.
••••Matter Absorption. Energy Absorption. Generate cosmic forces. The mage can now enhance other beings.
•••••The mutant mage can turn into a human bomb, a walking organic nuke that destroys everything in its reach. The mage can assume an energy form.
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