Legacy:Warping

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Version 1

Date: 2008-05-24 23:50:28 GMT Author: pm Comment: Initial version


'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to Warping gains [[Warping Points]]. [[Warping Points]] act as �experience points� for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.

= References

* [[ArM5]], p. 88, 167.

= See also

* [[Limits|The Limit of Warping]], [[ArM5]], p. 80.

Version 2

Date: 2008-05-25 00:05:56 GMT Author: pm Comment: Long-term effects


'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to *Warping(g( gains [[Warping Points]]. [[Warping Points]] act as �experience points� for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.As the [[Warping Score]] of a character increases, he accumulates more and more typical traits of the primary source of the mystical effects he has been exposed to. Effects of Warping are expressed via [[Virtue|Virtues]] and [[Flaw|Flaws]].

= References

* Warping, [[Warping Points]], [[Warping Score]]: [[ArM5]], p. 88, 167.
* Effects of Warping: [[ArM5]], p. 168.

= See also

* [[ accumulates more and more ty:ical traits of th

Version 3

Date: 2008-05-25 22:14:28 GMT Author: pm Comment: Typo


'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to Warpingains [[Warping Points]]. [[Warping Points]] act as �experience points� for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.

As the [[Warping Score]] of a character increases, he accumulates more and more typical traits of the primary source of the mystical effects he has been exposed to. Effects of Warping are expressed via [[Virtue|Virtues]] and [[Flaw|Flaws]].

= References

* Warping, [[Warping Points]], [[Warping Score]]: [[ArM5]], p. 88, 167.
* Effects of Warping: [[ArM5]], p. 168.

= See also

* [[Limits|The Limit of Warping]]: [[ArM5]], p. 80.

Version 4

Date: 2010-07-14 14:10:25 GMT Author: Yair Comment: warping for aligned characters


'''Warping''' refers to the effect of change a character undergoes due to being exposed to a mystical effect that is not accord with the character's nature. Mystical effects can be momentary, such as a spell being cast, or medium-term, such as a strong [[Aura|aura]] through which a character travels. Effects like these are always specific to one of the [[Realms of Power]]. An entity that originates from, or is in complete accordance with a specific [[Realm]], is usually considered immune to Warping from that [[Realm]]: a [[Faerie|faerie]] creature would not be considered to be subject to Warping due to living in a strong [[Faerie]] [[Aura|aura]]. A [[Hermetic]] [[Magus|magus]], though [[Gift|Gifted]], is not immune to Warping from the [[Realm]] of [[Magic]], but a spirit, a magical creature, is.

= Quantification

A character that is subject to Warping gains [[Warping Points]]. [[Warping Points]] act as �experience points� for the [[Warping Score]] of a character, that is, it takes 5 [[Warping Points]] to increase a [[Warping Score]] from 0 to 1, and another 10 to increase it to 2. Human beings that are not born in an area with a strong [[Aura|aura]], start with a [[Warping Score]] of 0.

As the [[Warping Score]] of a character increases, he accumulates more and more typical traits of the primary source of the mystical effects he has been exposed to. Effects of Warping are expressed via [[Virtue|Virtues]] and [[Flaw|Flaws]].

= Mystic Traditions

Various mystic traditions partly align their mortal members with one or more of the Realms. Hermetic magi, for example, are aligned with the [[Magic]] realm, and members of [[House Merinita]] are further aligned with the [[Faerie Realm]]. 

Amongst the benefits of this alignment is the fact that such characters don't suffer Warping from residing in a high [[aura]] associated with that Realm.

Furthermore, they develop a particular response to Warping that is unique to their tradition and the Realm. Instead of suffering the normal effects of Warping, they suffer tradition's effects. Hermetic magi suffer Wizard's [[Twilight]], diabolists suffer [[Vituperation]], and so on.

= References

* Warping, [[Warping Points]], [[Warping Score]]: [[ArM5]], p. 88, 167.
* Effects of Warping: [[ArM5]], p. 168.

= See also

* [[Limits|The Limit of Warping]]: [[ArM5]], p. 80.