08-09-2018, 12:03 PM | #1 |
Join Date: Aug 2004
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Pulp Occultism vs Magery help please
Hello
I am going to run a modern "supernormal" meeting Pulp hero game and I am trying to pattern something from DC Comics. Currently my idea for magic, to fit the Pulp Action theme was to: Esoteric Mysticism: Magic that is just secrets of cinematic skills, like Breath Control, Body Control, and Mediation would be based on Paths [Path/Book magic], with that skill as a Core Skill. The "Trappings" would be befitting of the culture of the mystical techniques. Therefore you could have a monk that learned the "Path of Self Healing", which covers 3 or 5 mystical techniques to increase healing or fight sickness, all under the core skill of Body Control. This may be described as "Psionic, chi, magic, etc" depending on the Core skill, training, and background. Then true magic is only Book Magic [Path/Bok Magic] and is under the core skill of Ritual Magic. There are an limited number of true magical books on the world to learn from. Magery is required, either inborn or gotten later by training or from an artifact. Ritual Adapt is possible as well. Each use of a Ritual requires 1 ER [Magic] to use, or perhaps more. Therefore without ER from Magery you cant cant spells. But DC comics adds another layer that is interesting. Sometimes called mysticism, Occultism is a term used to describe the ability of some characters that have obtained magical or hidden wisdom. Users of this knowledge are called "occultists" and invoke their textbooks to unlock the power of magic. Some use spiritual tactics, like Native Americans. Some use beliefs and invocations, like Buddhists or Hindus. Characters with this ability can use magic without being born with the ability to use magic. So can I get advice on my ideas, and perhaps guidance on how you would also mimic the above? thank you! |
08-09-2018, 12:05 PM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Pulp Occultism vs Magery help please
I'd personally make book/path the trained magic and use sorcery or powers for an inborn system.
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08-09-2018, 12:17 PM | #3 |
Join Date: Aug 2004
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Re: Pulp Occultism vs Magery help please
Add on..
Perhaps "Occultism" would just fall under the mysticism skills, and there would be a small number of Paths that are open to those with this skill. Essentially mystical "tricks" that can be learned. Maybe small illusions, mind over matter, small conjurings, cantrips, etc.? So instead of using the vast cosmic forces of dimensional energies [magic], it uses ambient mana? |
08-09-2018, 10:53 PM | #4 |
Join Date: Feb 2016
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Re: Pulp Occultism vs Magery help please
Alternatively, you could have characters with Occultism gain access to a form of Path/Book Magic that uses the Spirit-Assisting system in place of the Energy Accumulation rules through entering into a spirit contract (with Occultism giving them the necessary information to contact the spirit and to make the contract for their magic). When using the Spirit-Assisting system, the character would use Occultism as their effective skill and could draw up to (Occultism+5) energy points through their contract for their rituals. Of course, the Spirit-Assisting system has its own risks.
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