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Old 02-05-2014, 10:43 PM   #11
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Default Re: Computer Compatible Magic?

Question: Why does a mage want to both surf the net and go astral at once?
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Old 02-05-2014, 10:44 PM   #12
Christopher R. Rice
 
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Default Re: Computer Compatible Magic?

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Originally Posted by Anaraxes View Post
RPM is nice. But "hacking reality" sounds more like Effect Shaping than Energy Accumulating to me.
I disagree. But I would. I say this as someone who has a player who is doing exactly this and with charm-programs, fireball.exe, and sentient A.I. familiar...well, it's pretty awesome.

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Originally Posted by sir_pudding View Post
You could redo RPM as an Effects Shaping system, too.
Did this. Submitted it. Hopefully it'll get through.
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Old 02-05-2014, 10:48 PM   #13
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Default Re: Computer Compatible Magic?

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Originally Posted by Ghostdancer View Post
I disagree. But I would. I say this as someone who has a player who is doing exactly this and with charm-programs, fireball.exe, and sentient A.I. familiar...well, it's pretty awesome.
I'd be more inclined to do this as Effects Shaping, as well, but it's workable either way.
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Old 02-05-2014, 10:51 PM   #14
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Question: Why does a mage want to both surf the net and go astral at once?
Because the best websites are on the astral subnet. And it's a lot easier to get there when your packets are Insubstantial to the mundane firewalls.
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Old 02-05-2014, 10:53 PM   #15
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Default Re: Computer Compatible Magic?

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I'd be more inclined to do this as Effects Shaping, as well, but it's workable either way.
Yeah, once you hit the high TLs the idea of you taking time is a bit far fetched, and it gets worse if you involve super-science, for example if your riding around in the DeLorean from Back to the Future with it's on-board nuclear reactor ...
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Old 02-05-2014, 10:57 PM   #16
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Default Re: Computer Compatible Magic?

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Yeah, once you hit the high TLs the idea of you taking time is a bit far fetched, and it gets worse if you involve super-science, for example if your riding around in the DeLorean from Back to the Future with it's on-board nuclear reactor ...
It's mainly because coding is already something in which skillful execution directly affects the quality of the output; code-magic ought to be the same way.
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Old 02-05-2014, 11:24 PM   #17
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It's mainly because coding is already something in which skillful execution directly affects the quality of the output; code-magic ought to be the same way.
Sorry, I meant to say taking time to gather energy
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Old 02-06-2014, 12:16 PM   #18
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Default Re: Computer Compatible Magic?

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You could probably use just about any system for this...but I'm going to recommend my favorite. GURPS Thaumatology: Ritual Path Magic would be perfect for this and it even has a couple of sentences on how it could be used under Alternate Core Skills (p. 13 of said book). You've got the free form magic that is just useful with technomagics. I've also put together a pretty comprehensive article that touches on this in the form of digital ritual path magic grimoires and I've got another article that's all about traditions and flip switching for the RPM system. One of the examples is technomagic. No idea when either of those will be out, but really you don't need them to enjoy RPM+Technology. :-)
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Did this. Submitted it. Hopefully it'll get through.
You tease!
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Old 02-06-2014, 12:34 PM   #19
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Default Re: Computer Compatible Magic?

I wouldn't call it source material, but I asked on the forums about some double speak and someone said something about Shroedinger's Dog, which I played with for a while and came up with the following

Imagine a dog that has an infinite number of bones that represent possible outcomes of changing the local codes to tweak subatomic particles. While the dog is always trying to bury the bones, the users, which have a brain implant (the computer accessory with a certain number of points in Thaumatology and various paths) relay codes to a mainframe which then makes the requested (usually) subatomic changes to enact the effect.
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