Secrets can only be hidden from the mortal eye so long before discovered. Just hope we find them first.
Originally from New Lazlo, this arcane talent pushed south in the hopes of doing some good against the Coalition, which actively threatens the safety of the world, and to uncover ancient artifacts to bring back to safely study in his lab in New Lazlo. While passing through a frontier town, he caught wind of some Dead Boys kidnapping D-Bee women and murdering men without hesitation or remorse. Knowing he could not take them head on in a fight, he waited until they slumbered and barricaded the exits from the building and set it ablaze, trapping all Coalition soldiers inside to die of asphyxiation or burns. He would have escape, except for the lone Scout who had been out on patrol spied him, capturing his image to later distribute to others to hunt this evil magic user. Now, Daylan pushes through the wilds, helping others when he is able, but actively seeking artifacts while staying one step ahead of the Coalition Psi-Stalkers.
Arcanist seeking ancient artifacts
Invoke: I invoke my abilities as a ley-line walker to sense the magic in this object
Compel: As a ley-line walker, I'm drawn to the strange and unusual of the world
The Coalition want me for crimes beyond just magic: I burned a deadboy barracks to the ground
Invoke: I need to hide quickly! Luckily, as I'm Actively Hunted, I can find a way to stay out of sight
Compel: Out in the wilds, I am Actively Hunted by passing Coalition units for "war crimes"
His primary focus of study while learning under master mages was the study of artifacts, relics from ages long past or from the rifts.
Invoke: When investigating an ancient site or ruin, Daylan can invoke this aspect to improve his chances of finding something.
Compel: Daylan finds it hard to ignore the pull and beckoning of magic
Daylan has a nose for the arcane and psychic energies
Invoke: This aspect can be invoked when Daylan believes he is in the presence of the supernatural
Compel: Magical and psychic energies draw this young mage in like a lodestone
Will of Iron
It is difficult to terrify or startle this mage based on his experiences
Invoke: When facing overwhelming odds or a supernatural horror, Daylan can invoke this aspect for a bonus to resist any negative affects
Compel: Sometimes, an iron will can lead Daylan to being more stubborn than most, inducing a near wrecklessness when confronting supernatural evil
World Walker (1)
You may use Arcana instead of Survive in very high magic environments.
I Have The Power (1)
You’re better at channeling power than most mages, harnessing your inner potential. You gain +2 when attempting to overcome an obstacle that requires raw arcane might to deal with.
Strength From Determination (1)
Use Will instead of Physique on any overcome rolls representing feats of strength.
I've Read About That (1)
You’ve read hundreds—if not thousands—of books on a wide variety of topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting.
Danger Sense (1)
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Tireless Tracker (1)
You may use Survival to to track and counter track both animals and people.
Lie Whisperer (1)
+2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
Magic Gateway: Mage (1)
Ley Line Wizard
Lore of the Leylines (0)
The flows of magic and in particular the phenomena of Ley Lines were a complete mystery to humankind when they erupted to live three hundred years ago. Since then, Ley Line Wizards have studied them extensively and while there are plenty of mysteries yet to be uncovered, they’ve learned much. Spells from the Lore of the Ley Lines utilize those lines in any number of ways from communication to teleportation to to protection. In general, though, these spells only work when on or near a line. Since lines can be anywhere from a quarter mile to two miles across and dozens to hundreds to thousands of miles long that’s often less difficult than it seems.
Arcane Fundamentals (0)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Arcane Defense (0)
Whether it’s defense against attack or the elements, Arcane Defense is the study of protecting oneself and others from harm. Some of these lessons are learned in the basic spells that many casters study, but these are different animals all together. Whether putting up mystical walls, sheltering companions from a storm or drawing a circle to keep out supernatural evil the watchwords of this Purview are simple: You shall not pass.