Realms and Sources of Power
Realms will be designed in the same manner that Shadows are in the
ADRP book. Besides the standard questions to answer (who, what, when, were,
why etc.) the characters will have to detail the Source of Power with in
the Realm.
Sources of Power are the real heart to a Realm. They affect everything
around them and everyone who uses them (ex. Pattern/Logrus). Persons initiated
into them may use their Power to affect cross-Shadow environments, and
creatures of higher reality. Some Realms for whatever reason (post Fall,
war, disaster, accident, tapped out) have no Source of Power. These are
really real chunks of reality but confer no Power with Dominion. Most Cildea
are uncomfortable in these Realms. Some Sorcerer/Wizards utilize these
areas as a defensive stronghold but this is rare.
Primal Sources may manifest as one of three things:
-
A reflection of a single Primal Power - There is a risk with using this
Source since you may end up Bonded to the Domini/Domina of the Powers Source
(ex. Broken Pattern)
-
An interaction of two Primal Powers - The only problem with this Source
is that you depend on both for your Sources continued existence (ex. Ygg
could be viewed as resulting from the interaction of the Pattern and the
Logrus)
-
An ancient Power that existed at the dawn of creation, a more recently
created power, or is a product of Shadow environments. (ex. Pattern/Logrus)
The sources are set up in a standard format (several examples are provided
below for clarification and character use).
Dominion/Iniciate
This determines the level of control and access the character has over
the Source.
-
Dominion does not mean sole access necessarily, but the character can recognize
those that have this power and can control new initiates to the power.
The stronger the Source of Power the more difficult it is to gain Dominion
over it.
-
Iniciate means the character is using the source either as a Sorcerer/Wizard
or a Beholden/Bond Servant.
Focus
This is the physical representation of the Source. In some case it is like
the Pattern, having a permanent physical construct; or it could be like
the Logrus, having the Cave of the Logrus (a focal point, yet not limited
to that representation).
Initiation
These are the requirements and process through which a person gains or
accesses this power. If the character does not obtain Dominion over the
Source at initiation or the owner of the Source does not shield them, this
will possibly damage/change their True Being. If this happens the characters
perceptions of reality may change slightly to fit with the Source's focus
or the owners will. At initiation the owner of the Source may attempt to
Bond you and/or attempt to utilize the Source to affect your True Being
during initiation in other ways.
Sources of Power
THE SOURCES (a few examples, other Sources may be designed at character
creation)
Note: Those of you who have had the opportunity to look over the Sins
of the Father homepage will have noticed that many of these Sources
are very similar to the ones we used in that campaign. The reason for this is simple,
I don't have enought time to come up with the 15 to 20 or Sources I need for
this campaign right now. The Sources listed below, just like in the orignal
campaign are intended as springboards for you creative processes. They
may be used as is, modified, or chunked all together based on what the
characters and the story requires.
- Fount of Eternal Flame -In the Keep of Four World, at the
juncture of four elemental forces, Power awaits you.
- The Spikards -Harness the Power of the Fallen and Fading Cildea.
Learn to tap their potential.
- The Well of Souls -Feel the purity of the well of living light. Is
this the key to renewal?
-
The Cauldron -Beating with the heart and blood of all things. A
piece of everyone within a dark stain of blood.
-
The Crystal Sphere - The power to see the future, destiny within
one's own hands. Destiny can be molded with knowledge.
-
The Lodestone - Interaction and influence between realities,
to see what others cannot.
-
The Shattered Mirror - Illusion and Truth can be one in the same
-
Book of the Dead - The final veil is broached.
-
Anvil of Hell - Learn to love the Pain to yourself and others
-
The Central Void - That which was whole shall be torn asunder.
-
The Shimmering Gate - Tread the pathways of the universe in
different ways.
-
The Great Library - Reality as it is, not the way our frail minds
perceive it.
-
The Black Pool - In the heart of understanding lies healing; in
the hands of the Pool, all is repaired.
-
The Pentacle - Demonic family and friends at your beck and
call. All is within your grasp, or within the grasp of those that serve
you.
-
The Seer's Stone - Seeing beyond our pale senses; knowing what exists,
and what is beyond our hands.
-
The Living Seige - To be devoured by the host and sell your soul
for a price.
Return to Ancient Secrets
Email the GM
Sins of the Father game materials © 1996 - 1999 Scott Acker and Chris Salzer
All other game and story materials ©1999 -2000 Scott M. Acker