07-23-2011, 06:09 PM | #1 |
Join Date: Jun 2011
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On Magical Planar Travel and No-Mana Worlds
Does anyone have any idea on how a magic-user might observe/travel to no-mana planes, which base rules say cannot be done? And I understand that GM fiat is as valid a method as any, but I'm looking specifically for a method that already exists within GURPS (an Enhancement, optional rule, or what all else).
So, any suggestions? |
07-23-2011, 06:16 PM | #2 | |
Join Date: Dec 2007
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Re: On Magical Planar Travel and No-Mana Worlds
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07-23-2011, 06:25 PM | #3 |
Join Date: Jun 2011
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Re: On Magical Planar Travel and No-Mana Worlds
Well, yeah, the idea of using a non-magical method does kind of stare at you in the face, but I'm trying to use a non-technological paradigm. The idea of "soft spots" is quite sound, but suppose we have a hypothetical plane completely devoid of mana. What methods might be employed then?
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07-23-2011, 06:26 PM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: On Magical Planar Travel and No-Mana Worlds
Could say it was a small mana area where the portal arrives.
Could say the energy comes all from the casters side and the gate is opened but isnt magical or needs mana on the other side. If it violates laws of physics you might have a problem but could spin it as "exotic particles" or "a wormhole" or whatever handwavium you desire that fits. Observing would stretch my credibility more then a gate. |
07-23-2011, 06:45 PM | #5 | |
Join Date: Jun 2011
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Re: On Magical Planar Travel and No-Mana Worlds
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07-23-2011, 06:59 PM | #6 |
Join Date: Sep 2007
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Re: On Magical Planar Travel and No-Mana Worlds
The basic rule is just there on the assumption that you need to have mana on the far end to create the portal in the first place. If you're willing to assume that you can open a portal to anywhere using energy just from the source end (just as you could build, say, a causeway without needing dirt or stone from the destination), then no problem. It's magic, so the metaphysical handwavium is up to you.
One of the first things you'll want to send through is some kind of Mana Enhancer so you can get back. Maybe that's also the portal mage, which gives the PCs a reason they have to put up with his obnoxious behavior while they're trying to not get killed while exploring. |
07-23-2011, 07:11 PM | #7 | |
Join Date: Dec 2007
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Re: On Magical Planar Travel and No-Mana Worlds
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07-23-2011, 07:18 PM | #8 | |
Join Date: Jun 2011
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Re: On Magical Planar Travel and No-Mana Worlds
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Does GURPS have any rules for architecture, outside of the standard bonuses and penalties for certain actions in certain places? |
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07-23-2011, 07:21 PM | #9 | |
Join Date: Jan 2010
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Re: On Magical Planar Travel and No-Mana Worlds
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You have to alter the rules or make special exceptions to explain it. A simple method might be a portal that makes its own low mana zone in the world where it appears by sucking energy from the other side. |
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07-23-2011, 07:36 PM | #10 |
Join Date: Jul 2005
Location: Carrollton, Ga
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Re: On Magical Planar Travel and No-Mana Worlds
In Infinate Worlds, they define three methods of planar travel - Tech (machines), Magic (spells) and Metahumans (superpowers).
Maybe you should summon a hero with worldjumper powers (with tunnelling advantage) to create a non-magical gateway without technology. FYI - to create a magical gateway you have to CREATE the UNIQUE spell to travel to that specific world that you want to go to. If you can go to 20 different worlds magically, you have to have 20 different spells to get to them. Unless you have a magical backfire and travel to a random GM chosen world.
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