|
Post by bruixa on Apr 26, 2014 18:53:34 GMT
COMBAT Combat on tyrannicides is freeform. Although certain aspects of the games are utilized, such as skills, talents and spells, (see the SITE STORE for links to a more detailed breakdown of what exactly those are) this is not a stat-based RP and the translation of those mechanics from game to post is generally left to the imagination of the player within reason. Each mage might have a different way of casting a fireball, after all.
Of course, god-modding and power play are against the rules, and malicious intention in doing so results in an instant ban. If you write a fight with an NPC in your own post, feel free to do as you'd like--when in a battle with another member, be sure to communicate clearly and thoroughly to avoid inadvertent issues. While fights should make sense--a ten year old girl fighting a darkspawn is going to be a very short scene unless she has some latent magic--no one is guaranteed victory or should expect as such. Lose with grace and win with even more grace.
The end purpose is about everyone coming together to tell a good story, not who can be the "best" or rack up the most wins.
|
|
|
|
Post by bruixa on Apr 26, 2014 18:54:34 GMT
MAGIC Magic is present inside every living being in Thedas. Only a few, however, have the ability to manipulate and control magic. They are called mages.
Mages aren't born with the ability to use magic. The talent surfaces around puberty, and no two mages express their unfolding power in the same way. Signs may be as subtle as changing eye color or as extreme as accidentally starting a fire. Regardless, when a magical talent first presents itself, it is a confusing time for the mage in question. Some keep their power hidden. Others use it to act out, often with dire consequences. Outside of the Tevinter Imperium, unsanctioned magic is cause for alarm. It is not unusual for the discovery of a new mage to be met with fear or violence, and stories of a young "witch" killed because of recent crop failure are all too common.
A mage may specialize in one or several kinds of magic. Some wield the elements. Others may tap into the Fade, dominate minds, and manipulate spirits. A skilled minority are healers, able to seal wounds and shield allies from harm. The rebellious or evil few dabble in the dark art known as blood magic.
A mage draws upon a personal reservoir of mana to cast all spells. As breath is to breathing, mana is to magic. When a mage's mana is depleted, the mage must rest to recover it. Overexertion may well lead to death for the untrained or overly ambitious.
Outside forces are capable of bolstering mana. Various postions and artifacts, as well as learned techniques, can speed up the process of mana recovery. The mineral lyrium is an especially potent magic booster, able to strengthen a mage's power beyond what anyone might naturally muster.
Lyrium is the only non-living thing known to contain the essence of magic. A priceless blue-green crystal, it is found beneath the ground and highly sought for its natural properties. But it is also notoriously dangerous. If living beings are exposed to lyrium in its raw form, it will drive them mad. It may also cause physical maladies such as deafness, memory loss and nausea.
The more magically sensitive one is, the more dangerous the exposure to lyrium. Most mages would not dare come close to raw lyrium, for they would risk death before the madness even took hold. Dwarves are largely inured to magic and thus can mine lyrium safely, although still with great caution. Once refined--that is, dissolved into a liquid or heated into a power--lyrium is safe for all to use.
Regardless of its state, lyrium is addictive. The more one uses lyrium the more one wants to use it, and always in greater quantities.
|
|
|