10-23-2013, 03:33 AM | #1 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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So, how do you get magic powers?
I've been tinkering with a GURPS Cabal 4e game using the Path/Book magic from Thaumatology rather than straight spells. I've chosen this route for a few reasons: First, Path/Book magic feels more like "real magic" to me, and Cabal feels like an occultist game rather than a sword-and-sorcery game. Second, I expect my players would not enjoy delving into the fantastic complexity of the spell prerequisite trees and sifting through spells like Haircut to get to the actual spells they want.
But, alas, GURPS Cabal heavily assumes that most supernatural creatures use magic. Elementals get innate spells, Djinn get innate spells, Gargoyles get innate spells, and the book assumes that mages will have access to quick-cast, in-your-face magic, if they truly need it. My solution to this is magic powers. Perhaps this is foolish: using two magic systems where one would do, but I think it captures the nature of supernatural creatures well: A werewolf's powers tend to be unique to werewolves, and while a demon and a fire elemental might both have a way to inflict harm on their opponent, they'll follow slightly different rules. Plus fiction often depicts these abilities as inherent: A fire elemental doesn't cast "flame jet," it just blasts people because it's made of fire. This also presents another opportunity: A mage who wants to blast people with flames rather than muck about with Doom spells needs to find some way to gain access to a magical power, rather than learning a magical spell. We could simply allow him to learn the ability, but that strikes me as a missed opportunity. Mages learn spells. They acquire powers. But how do they acquire them? That's where I'm stumped and thought I would turn to the hive-mind for suggestions. Some ideas:
Any suggestions or additional ideas would be most welcome.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
10-23-2013, 03:45 AM | #2 |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: So, how do you get magic powers?
If powers represent the innate magic abilities of supernatural creatures, then making pacts with such creatures (or their elders) for access to similar powers would seem like a starting point. (Basically your pacts with dark gods option).
Alternatively - I haven't read Cabal, but it sounds like the sort of setting where Cabalists might be just as inclined to take the innate powers from such supernatural creatures for themselves - imprisoning those creatures, or killing them and using their 'components' to empower themselves. (The later could be your Crazily dangerous soul-experimentation!) |
10-23-2013, 03:52 AM | #3 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: So, how do you get magic powers?
Sit an entire night at the cemetary, alone, in the dark, at Samhain. Of course, you might go crazy or be eaten by goblins but no serious endeavour is without risk.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-23-2013, 04:16 AM | #4 | |
Join Date: Aug 2013
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Re: So, how do you get magic powers?
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It means a mage may have to constantly roleplay wheedling a reluctant fire spirit, or risk them failing to perform during the next battle! |
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10-23-2013, 04:57 AM | #6 |
Join Date: Jun 2013
Location: Inside a castle built of your agony.
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Re: So, how do you get magic powers?
What if you don't?
That was the basic premise of one of my settings. Magic is too often depicted as the ability to use one's body as a vessel for mana/spirit powers/holy energy/whatnot. What if mana was just an ambient energy that no human can directly tap in - in the same way you can have a bulb, a socket, but it would still be a very bad idea to try and be the wire between the two? What if, in order to tap in mana, humans had to built weird machines? Hence, the magic-dustrial revolution. As for the wizards that actually have tremendous power, well... It comes from technology. |
10-23-2013, 05:51 AM | #7 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: So, how do you get magic powers?
You don't need to. It's a grand kitchen-sink of magic and high weirdness. The only really important thing is that it has strong modern-occult vibes and is full of really ruthless and ambitious people.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
10-23-2013, 06:04 AM | #8 |
Join Date: Jul 2007
Location: West Virginia
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Re: So, how do you get magic powers?
Have you thought of the idea of initiation? The PCs would have to go through ritual ordeals just to see if they were worthy to go through ritual ordeals. Think of it as being sent through hazing by Wizards. Then give the wizards a sense of humor. Muhahahahaha!
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Per Ardua Per Astra! Ancora Imparo |
10-23-2013, 06:07 AM | #9 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: So, how do you get magic powers?
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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10-23-2013, 09:55 AM | #10 | |
Join Date: Aug 2007
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Re: So, how do you get magic powers?
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http://e23.sjgames.com/item.html?id=SJG37-0203 I know you weren't being literal but even though I love Cabal dearly and as my first post in the playtest I proclaimed it "Perfect!" it is quite complex in its' own right (or rite). Indeed, the Decanic Astrological system may be too complex for practical gaming. You may not wear out a copy of Magic the way you would in a straight Magic game but you'll just be wearing out Thaumatology instead. Speaking of complexity, Magic Powers will have you use the full complexity of the Characters and Powers systems and that's quite complex as well. You can't even be certain that only you will have to deal with it as the Cabal has many non-human members. Of course you can restrict available character types but that seems dissonant with a Cabal game. One of the most insightful things ever said about Gurps is credited to a "Dr Rotwang" and it was "Gurps is like a cow. Don't try and eat the whole thing at once.". Maybe your prospective palyers are really into Gurps mechanics but you might need to consider if you've got too much of the cow on your plate. Path/Book without decanic correspondences is about as complex as many players want to deal with.
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Fred Brackin |
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