10-17-2017, 06:41 PM | #11 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Magitech Space
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10-17-2017, 07:01 PM | #12 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Magitech Space
So Dune then... and you could even have the Spacing Guild and their secretive (Elder Thing) Navigators that fold space (teleport)...
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10-17-2017, 07:53 PM | #13 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Magitech Space
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10-17-2017, 08:18 PM | #14 | |
Join Date: Dec 2007
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Re: Magitech Space
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10-17-2017, 11:34 PM | #15 |
Join Date: Dec 2006
Location: Meifumado
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Re: Magitech Space
If we're thinking about Banestorm: 2300 or the like, we could think about some crossover and cross-pollination from other sci-fi timelines as a way to jumpstart Yrth's space program. As a forex only, Yrthians learn about space travel when the Banestorm drops a non-functioning Enterprise into orbit, so they reverse engineer it with magic.
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10-18-2017, 08:05 AM | #16 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Magitech Space
In Yrth, Meteors cause high mana. Which is to say zones where everyone can cast magic. I bet that's why they first went into space.
I'd want a short-cut for enchanting if I ran Yrth in space. Otherwise its just so labor intensive to make the boats fly, let alone provide them with life support. Perhaps powered meteor provides a shortcut? The other option, I think, is draw power, but that is useless for non-mages even in a high-mana zone.
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10-18-2017, 09:12 AM | #17 | |
Join Date: Aug 2007
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Re: Magitech Space
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High Mana is more interesting to people using Items with the Power Enchantment as yield gets doubles. That can take you from 500+500+1000+2000 to get 4 pts of energy to just the 50o+500. You could even see a specialized version of Power for High Mana that went 250+250 and so on. That makes a big difference for Q&D. I believe the ruling is that Items with full Power bypass any "Mage Only" notes in their description. Obviously important for Sunbolt pistols. So you probably want at least some sort of cottage industry mass production for swords and Sunbolt pistols and some other Items which anyone in the setting can then use. Add an Artificial Gravity spell (and Enchantment) that works the way they do in Traveller where they provide both gravity and inertial compensation and your ships can use actual rockets while still looking like ships. You could also colonize asteroids once you had the artificial gravity as creation of air and water is already covered by Gurps Magic. I would favor some system of material magic for enchantment particularly the Raw Magic rules from Thaumatology. Perhaps some Alchemical distillation of the Aether with a decent Alchemist being able to produce enough Raw Magic for 100pts worth per day. Conceivably this could even bypass the need for Enchantment spells if a known Enchantment is laid out in a rote process for the Raw Magic.
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Fred Brackin |
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10-18-2017, 02:16 PM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Magitech Space
Asteroids being made of Raw Magic gives a major incentive for space mining.
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10-20-2017, 09:42 PM | #19 |
Join Date: Aug 2008
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Re: Magitech Space
How about using Astral/ Hyperspace for between worlds travel? Normal deep space could be Low Mana, while Astral (away from the planets) is Normal or even High.
More fun could be had with there being various 'levels' or 'moonpaths' or some such. Different zones of Astral (levels of Hyperspace) give different Mana levels and aspects of mana. This zone here gives a bonus when traveling from Mars to Venus but a penalty when doing the reverse. Thus deep space navigation requires constantly updating the maps used by Pilots (different thing from captains) and a near encyclopedic knowledge of Astronomy and Astrology. Of course there *are* things that live in these pockets. |
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