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Old 04-29-2014, 03:46 PM   #21
Christopher R. Rice
 
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Default Re: [RPM] Ritual Path Magic Styles?

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There is? Where? The only thing I see there that’s close is “Computerized Ally”, which uses Control Energy and Create Mind to awaken a computer. Arguably, the Path of Mind has more to do with “awakening” than with “the computer”.
On p. 12 of GURPS Thuamatology: Ritual Path Magic in the Transform Mind section is a example of turning a human mind into a digital intelligence. So Path of Mind obviously covers sentience, just not for Spirit or Undead beings.
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Old 04-29-2014, 03:50 PM   #22
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Default Re: [RPM] Ritual Path Magic Styles?

Right. But what about nonsentient digital devices, such as a modern desktop computer or smartphone? For that matter, what about animals that are sentient but not sapient?
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Old 04-29-2014, 03:53 PM   #23
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Default Re: [RPM] Ritual Path Magic Styles?

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But what about nonsentient digital devices, such as a modern desktop computer or smartphone?
Path of Matter. If it has any IQ score at all it becomes Path of Mind.


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For that matter, what about animals that are sentient but not sapient?
Path of Mind.
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Old 04-29-2014, 03:58 PM   #24
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Default Re: [RPM] Ritual Path Magic Styles?

OK; then a Perk to allow a cybermancer use the Path of Mind instead of the Path of Matter where nonsentient digital devices are concerned would still be appropriate — although a VH “Expert Skill” that incorporates appropriate parts from Energy (digital signals), Matter (digital devices), and Mind (digital intelligences) might work better.
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Old 04-29-2014, 04:05 PM   #25
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Default Re: [RPM] Ritual Path Magic Styles?

I could easily see a cosmology in which anything that has any sort of sentience - including spirits and undead - can be affected by Path of Mind. Creating a zombie that lacks any sort of ability to function without very explicit orders would use Greater Create Undead. Creating a zombie that can react to changes, have skills, and so forth would need a Lesser Create Mind tacked on. Creating a zombie that's fully sapient would need a Greater Create Mind tacked on. Similar could be true of creating "elementals" (Path of Matter or Energy, depending) or servitor spirits (Path of Spirit).
For computers, this might mean a simple program requires Path of Matter, an NAI would need to tack on Lesser Create Mind, and a fully volitional AI would need Greater Create Mind.
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Old 04-29-2014, 04:13 PM   #26
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Default Re: [RPM] Ritual Path Magic Styles?

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OK; then a Perk to allow a cybermancer use the Path of Mind instead of the Path of Matter where nonsentient digital devices are concerned would still be appropriate — although a VH “Expert Skill” that incorporates appropriate parts from Energy (digital signals), Matter (digital devices), and Mind (digital intelligences) might work better.
But why? You're already able to affect them as long as they are nonsentient with Path of Matter? Why would you want to use Path of Mind to affect something that doesn't have a mind? Now, I could see a perk to allow the opposite, using Path of Matter for digitial intelligence instead of Path of Mind.

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I could easily see a cosmology in which anything that has any sort of sentience - including spirits and undead - can be affected by Path of Mind. Creating a zombie that lacks any sort of ability to function without very explicit orders would use Greater Create Undead. Creating a zombie that can react to changes, have skills, and so forth would need a Lesser Create Mind tacked on. Creating a zombie that's fully sapient would need a Greater Create Mind tacked on. Similar could be true of creating "elementals" (Path of Matter or Energy, depending) or servitor spirits (Path of Spirit).
For computers, this might mean a simple program requires Path of Matter, an NAI would need to tack on Lesser Create Mind, and a fully volitional AI would need Greater Create Mind.
Yeah, but then you get into a campaign to campaign basis and that gets wibbly.
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Old 04-29-2014, 04:53 PM   #27
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Default Re: [RPM] Ritual Path Magic Styles?

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But why? You're already able to affect them as long as they are nonsentient with Path of Matter? Why would you want to use Path of Mind to affect something that doesn't have a mind? Now, I could see a perk to allow the opposite, using Path of Matter for digitial intelligence instead of Path of Mind.
Mainly because of the mindset involved: cybermancers aren’t particularly interested in matter; they’re interested in information. That’s not the same as Mind; but it’s conceptually closer to Mind than it is to Matter.

But like I said, a VH “Expert Skill” that cuts across multiple Paths while hitting the information-related parts of each might be better.
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Old 04-29-2014, 04:57 PM   #28
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Default Re: [RPM] Ritual Path Magic Styles?

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Mainly because of the mindset involved: cybermancers aren’t particularly interested in matter; they’re interested in information. That’s not the same as Mind; but it’s conceptually closer to Mind than it is to Matter.
I guess if it's just digital control that makes sense, but if you can affect hardware (not just software) I still don't see the point. YMMV, of course.

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But like I said, a VH “Expert Skill” that cuts across multiple Paths while hitting the information-related parts of each might be better.
I'm actually toying with something like this in the campaign I'm making right now. Basically it's a "Racial Path Magic" - it involves a single VH skill that can be used to perform magic commonly associated with or conceptually is a part of a race. So werewolves might have magic to enhance pack bonds, heal their members, and so on. Might make it to a article at some point.
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Old 04-29-2014, 05:40 PM   #29
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Default Re: [RPM] Ritual Path Magic Styles?

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Mainly because of the mindset involved: cybermancers aren’t particularly interested in matter; they’re interested in information. That’s not the same as Mind; but it’s conceptually closer to Mind than it is to Matter.

But like I said, a VH “Expert Skill” that cuts across multiple Paths while hitting the information-related parts of each might be better.
I'd make them Mind/Energy specialists, since electric impulses and stuff usually count as the latter.
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Old 04-29-2014, 08:26 PM   #30
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Default Re: [RPM] Ritual Path Magic Styles?

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I'm actually toying with something like this in the campaign I'm making right now. Basically it's a "Racial Path Magic" - it involves a single VH skill that can be used to perform magic commonly associated with or conceptually is a part of a race. So werewolves might have magic to enhance pack bonds, heal their members, and so on. Might make it to a article at some point.
I've considered similar for adapting RPM for Clerical magic, having a god's "domain" (or whatever it's called in DF) be the Path. Healing would have Sense used to detect and diagnose health problems, Strengthen to bolster natural/assisted healing and disease immunities, Restore for magical healing, Control for... something (teleoperation of medical equipment? wards against disease?), Create to make bandages and salves, Transform maybe for things like skin grafts. Good would have Sense for detecting evil and analyzing how good a target is, Strengthen to bolster just about anything against true evil, Restore for healing Good beings, Control for wards against evil, Create to sanctify areas and summon Good servitors, Transform for... something (giving allies Divine Servitor templates? redeeming damned souls?). The main issue I had was in making such Paths interesting without being overwhelming, so I certainly look forward to what you come up with in terms of racial paths (as I suspect what you discover could be easily adopted for Domain Paths).

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I'd make them Mind/Energy specialists, since electric impulses and stuff usually count as the latter.
Doubly appropriate as many hackers are also accomplished social engineers, for which Path of Mind would be exceedingly useful. An appropriate Talent might be Computer Hacking, Acting, Fast-Talk, Path of Energy, Path of Mind.
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