Death mask, a wax or plaster cast of a mold taken from the face of a dead individual. Death masks are true portraits, although changes are occasionally made in the eyes of the mask to make it appear as though the subject were alive. From the time of ancient Egypt they have served as aids to portrait sculptors, and for the last few centuries they have been kept as mementos of the dead.
- the Encyclopedia Britannica.
This is a sort-of hack of Vampire: the Masquerade. I say "sort-of" because I'm not particularly familiar with the ruleset (I've only played Vampire thrice, and used different versions/hacks/homebrews each time), and I hate dicepools, and I'm more spiritually aware of the Lore than I am actually fluent in it. Don't consider this post any sort of quick-start-guide or cheat-sheet or the like. Instead, think of it as a dream of a dream within a dream, like when you wake and remember a past you never had — Interview with a Vampire, and Vampire: the Masquerade, and "urban fantasy", all feeding back into itself. I dunno horse, go watch a 4 hour video essay on Youtube.
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| Source: L'Inconnue de la Seine |
The World
"...Magic, as described by Lino Torres (then only a mortal sorcerer) in the year 1000 A.D. at Saint Pope Sylvester II's Third Synod of Ravenna, is divided into a trivium of Zoúrgy (now called 'life magic'), Skiúrgy (now called 'dark magic') and Torres' proposed Phaúrgy (now called 'light magic').
As this new definition effectively did away with the classical Quadrivium, it received significant opposition from the more conservative bishops and mages of the council. But Torres' magnetic personality, and his support for Pope Sylvester's plans for a European university system (not to mention his significant contributions to Sylvester's papal campaign), brought enough political power to his side that after only 34 short months the Trivium Turris was the official theoretical framework for the study of all magic the entire Holy Roman Empire (c.f. Magia novis est, Sylvester II, 1003)...."
Rapid changes in power-structures and dominance over the past 3000 years has shaken the immortal world to its core. Solomon bin David, righteous prophet and king, destroyed innumerable giants and genii and bound many others with his seal. Only a thousand years ago, the Catholic Church began a campaign of extermination against the yaoguai and devils of the storied peninsula of Europe, eventually bringing the majority of its people under her protection. In the years that followed most westerners had almost forgotten the existence of the predators and patrons that once ruled them. Many even came to call sorcery "superstition".
"The church of Rome has never been either credulous or cowardly, as is abundantly proved by the Machiavellism which marks her policy. Moreover, she has never troubled herself much about the clever prestidigitateurs whom she knew to be simply adepts in juggling. Robert Houdin, Comte, Hamilton and Bosco, slept secure in their beds, while she persecuted such men as Paracelsus, Cagliostro, and Mesmer, the Hermetic philosophers and mystics — and effectually stopped every genuine manifestation of an occult nature by killing the mediums"
- Helena Blavatsky.
This changed in May of 1939 when the wizard Merasimiliano publicly aligned himself and his faction with Fascist Italy, and its allies by extension. Over the next fifteen years, the conflict that would come to be called "Second World War" was fought across Eurasia, Africa, North and South America, on all major oceans, and in several spirit-realms, most of them no longer extant.
The Flesh
The above information is only barely relevant to you. You are not an immortal supernatural being; you are a little guy. If you are a wizard, you are the non-immortal kind. If you are a vampire, you are less than a century a vampire. If you are a werewolf, statistically you are younger than 20 and won't live to see 30.
The Rules
Creating a Magician Character
Magicians are a variety of human, and thus have the five human-standard stats:
- Athletics, used to run, jump, climb, turn cartwheels, knock things over
- Constitution, used to resist fear and pain, survive harsh conditions, bear modifications
- Intelligence, used to peruse, investigate, apply knowledge, fiddle mechanically
- Wisdom, used to perceive movement, detect secrets, react quickly
- Xharisma, used to bend the world and the flesh to your will.
You must also track two stats which normal humans do not have:
- TOWER, how high you dwell above the common man.
- KARMA, measuring how right you sit with the universe.
Unlike other stats, KARMA can be negative. If positive, your KARMA supports you in your goals. If negative, it supports those who act against you. Lying, cheating, stealing, and even murdering are not the acts that change your KARMA — there's no sin in killing the five aggregates, after all. For now, write down that you have 0 KARMA.
All Magicians (all beings, really, but Magicians especially) possess a flare (rhymes with "jeté"). The flare is a field or aura in which your will reigns, and is thus responsible for the link between your mind and your body. For normal people this field extends only to their skin and perhaps another millimeter out; for aMagician, it extends yards or chains beyond that, or to even greater distances for even greater sorcerers.
The most basic kind of magic that a Magician can perform, one that requires no tools or pacts, no rituals or places of power, is called life magic. This magic is fueled by theMagician's own emotions, and produces a useful effect, an object or material, or a damaging elemental blast. Normally, a Magician must be feeling that emotion in order to produce extemporaneous effects, and once an emotion is used up it is dulled and the Magician can't use it for the rest of the scene.
The eight elements are:
- Anger, the direct and destructive element, most-often taking the form of fire.
- Disgust, the permanent and corrosive element, most-often taking the form of ink.
- Sorrow, the immovable and absorbing element, most-often taking the form of ice.
- Amazement, the bright and sudden element, most-often taking the form of lightning.
- Fear, the immaterial and howling element, most-often taking the form of wind.
- Trust, the strong and binding element, most-often taking the form of silk.
- Joy, the insidious and effecting element, most-often taking the form of music.
- Vigilance, the ready and informing element, most-often taking the form of paper.
More significantly, each element is opposed to another — anger and fear, disgust and trust, sorrow and joy, amazement and vigilance. Magicians struggle to feel the emotions opposed to their favored elements, and cannot use them for extemporaneous casting. They also suffer from the proscriptions— without the full range of human emotions, certain actions are more difficult to undertake. These symmetrical inabilities to participate in otherwise-universal human experiences comprise the most common system of classifications.
The eight classifications (or classes, for short) and their prescriptions are as follows:
- Furious. Proscription: retreat from a fight, or back down in front of an audience.
- Terrible. Proscription: forgive an enemy, or miss an opportunity to settle a score.
- Sorrowing. Proscription: share the good news with others, or act to alleviate your own discomfort
- Mazed. Proscription: wait for the right moment, or remain on-task without supervision
- Timid. Proscription: confront danger on your own, or remain in combat after losing a hitpoint (more on that later).
- Perfect. Proscription: refuse a favor, or leave a friend behind.
- Exultant. Proscription: tell others of your own problems, or look away from something beautiful.
- Vigilant. Proscription: realize that combat has begun before you're attacked, or miss an opportunity to sniff out a secret.
Playing a Magician Character
When you try to do something that you can do, then generally, you can do it. If you have the time and the tools and the skills, then there's no need to roll. If you're missing one of those things, then roll a number of six-sided dice equal to the relevant stat and count results of 4 or better as a success. If you're missing two or three of those things, come back later when you've found what you're missing. I'm not going to explain this "stat check" business in detail — you have already read the stat descriptions, and no normal person would be on my blog, so logically I can assume you must be some kind of TTRPG freak who is familiar with the concept of "stat checks" and already grasped the idea of the stats. A single success is enough for most tasks, though a hard task might require two successes, and a really really really almost-impossible one might require three (again, I'm not going to explain this in detail. You're probably a long-time DM yourself).
As a Magician you can tap your emotions for extemporaneous casting. If you haven't dulled the emotion yet, and you can explain to your DM both why you're feeling that emotion and how the casting would help, you may roll an additional [TOWER]d6 as part of the check, counting successes as normal. If you choose to do this, any failures (results of 3 or less) on the additional dice will dull the emotion for you, rendering you unable to cast using that emotion for the rest of the scene. This means that more powerful Magicians are more likely than less powerful Magicians are to dull an emotion when casting.
(Some examples of extemporaneous casting: using anger to kick a door down in a blast of fire, using disgust in an attempt to dig up dirt on an enemy with automatic writing, using sorrow to sit in a corner weeping while a bomb goes off, using surprise to accidentally open the correct door in a scummy motel while searching for a missing person, using fear to jump the Hell over a moving train to avoid pursuit, using trust to reinforce a rickety bridge for long enough to cross, using joy to heal a grievously wounded old lady, using vigilance to ward a room against an evil ghost)
When attempting to break your class' proscription, roll TOWER and Xharisma. Subtract the number of Xharisma successes from the number of TOWER successes: for each success remaining, you must choose an emotion to dull. If you run out of emotions to discard, then you must give up on this attempt to defy your fate.
Ah, before I forget — when you get hurt, you lose a hitpoint. When you lose all your hitpoints you're out of the scene, probably unconscious. Anyone can kill you or rob you or curse you when you're out of hitpoints. You regain a single hitpoint between sessions.
Increasing your Power
After every session, write down two memories and the element they made you feel (I saw a lot of corpses in the vampire den and felt Fear, I saw a dumbass cop and got Angry, &c &c). These are your memories, and as a Magician you spend these as a resource to improve your stats, buy friendship, craft implements, and improve your domain. You don't forget memories when you use them, but they stop meaning anything to you.
Price List:
- 2 memories: improve one of your stats, up to a maximum of 5.
- [TOWER+1] memories: improve your TOWER, up to a maximum of 5.
- [hitpoints] memories: improve your hitpoints by 1, up to a maximum of 5.
- 1 or more memories: create a tool (a magic rope, a wand, a knife, a cup, a coin, a book, &c), which can do something interesting and gives you an extra die in related checks.
- uncertain number of memories: improve your domain. This is a whole thing and I'm a bit too sleepy to expound.
I promised I'd explain something about KARMA and I suppose I'm wrapping the post up, so I'll say — your KARMA is your meta-currency, and you start each session with that many points which you can spend any time to add 1d6 to a check (only once per check). As a fledgling Magician the simplest and fastest way to improve your KARMA are to take one of the classic vows:
- Name. Pick a name. Someone who knows that name can summon by it, adding your TOWER to their spell and dulling one of your emotions. You know when this happens and you get a sense of what the fucker's up to. Oaths you swear on your own name bind you.
- Tongue. You may no longer tell an untruth. If you accidentally say something false, you can save yourself by dropping whatever you're doing and rushing to make the falsehood true.
- Hands and Feet. You may no longer cross a threshold uninvited. You may not harm an innocent person (that is, someone who has no TOWER and neutral or positive KARMA) who hasn't harmed you first, and you may not harm them disproportionately.

















