Wednesday, March 24, 2010

Super Psychic Power Ability Increase Time

Last we left off our discussion we came to one of those difficulties that are, well, particularly difficult. How do you balance between the desire to progress a character and the practicality of retaining some sense of reality? It is easy to simply suggest throwing out reality in this instance or work with something in a more abstract manner to reach the desired practicality. The abstract method at least deals with the issue. This is not to say that leaving the unreality be is unacceptable. Role-playing games are all about story elements and game elements together in the same experience. It is a layered experience where not everything need meet in the middle. That said how do you go about solving our issue of improving super powers and psychic abilities in a manner that deals with both short and long in-game timeframes?

Both psychic abilities and super powers can actually advance in the same mechanical manner as skills with the right story framework behind them. It is pretty much a de facto standard that psychic abilities are a function of the brain--the pituitary in this scenario may effectively be the gas tank, or not. For the purpose of producing psychic effects the brain is likened to a muscle. As blood flows into the sections of the brain responsible for psychic abilities other adjacent, or close by, sections serving a similar function, but so far unawakened power-wise, become activated over time. Thus like skills there is a chance every time the character uses their powers they might trigger a new psychic ability. Some kind of limit might be put on how soon the next chance might be, especially after having already gained a new power.

A similar scenario can play out when super powers are involved. Whether the character is a mutant or an experiment or gains their powers from some other method, the physics of gaining powers is the same--for a setting like this. Powers are caused by elements introduced within the body. These elements can range from chemical compounds to forms of radiation that leave residual traces in the body, to magical substances. They react to other body chemicals secreted during the use of super powers. Again like building bigger muscles new compounds are created that combine with some other chemical, hormone, or compound and result in new powers or further mutation. In either case, super or psychic power, the progression chance could be coupled with points, which are used to determine when a chance becomes available preventing too frequent progression on a dice fluke.

Mood: empowered.
Music: Music: Power Of The Sun by Bruce Dickinson and Main Attraction by Quiet Riot.

Bruce Dickinson: Tyranny of Souls
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Quiet Riot: QR III
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Wednesday, May 14, 2008

Anatomy of a Horror Setting #2-6: Pure Magic

Alchemy at its roots is about purity. The most famous example is the transmutation, or transforming, of base and low value metals into purer, more expensive metals such as silver, and the ultimate goal, gold. The most sought after example of alchemical excellence is the change from the corruptible and limited mortal life to the incorruptible form endowed by achieving immortality. Some Alchemists have even sought to purify the soul or essence or mind. It is in the lower hanging fruit of this school of magic and the spaces between these loftiest goals that most of the practitioners perform their magic. Their foci are chemical, metallurgical, pharmaceutical, horticultural, and enlightenment. Then there is the fusion of magic and the mundane.

Where the Conjurer might benefit from being their own kind of MacGyver, the Alchemist needs to an engineer or a doctor or a scientist. As such the Alchemist works mainly in physical components. Some of those components are of a pseudo-magical nature, others are entirely magical, but these substances and items are tools upon which the magic is focused, emanates, and acts upon other natural, non-magical materials and parts or devices. From an outside perspective, and from looking at the results the magic of, Alchemy does not seem all that magical. That can be changed the more fantastical the results are. Transmutation can be a less than full change too. Something wooden can be given characteristics of metal or stone. Even greater changes are possible.

Why limit Alchemy to changing lead into gold? The alteration of the physical properties of something can extend from density, hardness, and temperature characteristics, to swapping qualities like hot and cold, dry and wet, light and darkness, or solid, liquid, and gas. These more extreme examples can be a stepping-stone to the ultimate low-level alchemical feat, the fusion of magic and non-magic. The Alchemist can instil purity into impure things by imbuing them with magic and elevating them from their humble origins. So, where is the horror in this all? It starts in the mood of Alchemy as an almost fringe science and stems from otherworldliness. It can come from strange glowing trees or from simple incurable poisons or weird unstoppable plagues.

Mood: open.
Music: Time by Anthrax and Peace Sells by Megadeth.

Anthrax: Persistence of Time
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Wednesday, April 30, 2008

Anatomy of a Horror Setting #2-4: Deadly Conjurations, Dark Summons

For the purpose of this setting Conjuration is the creation of something out of the essence of magic, or even by translocation it via magic. On the other side of what seems to be the same coin is Summoning, the translocation of living beings, whether they hail from across the country to across the divides of realities. This is not to say that creatures cannot be fashioned, or drawn entirely from imagination and given form by magic. In fact such a thing could fall under the purview of Conjuration, however such a power might be too strong for a horror setting, despite the obvious perks that would be possible because of it. To digress a moment, a grittier approach would be to modify existing creatures to create monstrosities and other grotesqueries, though that would not be conjuring either.

What sort of things might a Conjurer conjure? Without requiring too much forethought on the part of the Conjurer the first class of things would be items such as weapons. A person conjuring such things might be some kind of assassin, making their tools appear and disappear at will. Such tools need not be processed. A knife may be nothing more than a wedge of some material with a sharp edge along part of its length. Where Conjuration might prove more advantageous in the (figurative) realms of magic is in the hands of a more technical and modernised caster. A strong understanding of chemistry and an ability to 'summon' materials is a deadly combination. Anything from acids, to toxins and poisons, to flammable and explosive compounds would be possible.

A Summoner needs to summon living things and also be able to exert some measure of control over them, at least the unintelligent ones such as insects, and animals. Summoning creatures of this world is easy, because it is easy to know the desired species, or to research them to find the right kinds of traits. To summon a person involves more effort, starting with their true name. While not as difficult to learn as in medieval times the Summoner still needs to know the person's full birth name. The level of difficulty rises again when summoning things from the great beyond. Learning the true names of devils and otherworldly beings can be difficult. Summoning random beings is always a risky business due to their otherworldly powers and--as with humans--unpredictable natures.

Mood: relyriced.
Music: South of Heaven by Quiet Riot and Cryin' by Aerosmith.

Quiet Riot: Rehab
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