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Old 04-08-2022, 09:02 PM   #34
Prince Charon
 
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Default Re: [Thaumatology] Specialist Magic-Users

Notes

When people hear the phrase 'powerful Necromancer,' the image in their heads is generally not a cute little girl playing with homemade dolls, even if the dolls move on their own. Her Reawakened memories (mostly manifesting in the form of dreams) appear to come from some sort of alternate GURPS Technomancer setting. It's possible that this is all happening because the fae think it's funny.

While a little girl with a knife seems odd to modern eyes, things worked differently a thousand years ago. A knife is a standard tool that everyone has unless they're too poor to afford it (in which case they might steal one), or rather younger than Sally is. Her equipment list lacks shoes because those were fairly expensive, especially for a small child who might rapidly outgrow them; in winter, she would be likely to use simple footwrappings, and might fashion disposable shoe-like or snowshoe-like items from bark or basketwork (part of Housekeeping and Survival). Her Wealth, or lack thereof, is likewise because she is a child; her father, as the village miller, is rather better off; she'd have him as a Patron if he weren't less powerful than she is.

An older Sally might be a cunning woman, midwife, or a nun or other church figure.

Children with Alcohol Tolerance or No Hangovers are not too uncommon (there is no drinking age, and practically everyone drinks at least small beer), though they're not extremely common, either (the water isn't as bad as you might think, and fruit juices and such are sometimes available). 'Good with Churchfolk' applies to priests, monks, nuns, deacons, and others who make their living or do significant volunteer work for the church (rather important for medieval cunning-folk). Soothing Touch is a Psychic Healing perk from GURPS Psionic Powers p48, here powered by magic instead of psi, but working the same.

I use 'Eleventh-century Germanic' for England before the Norman conquest because the people were to the best of my knowledge culturally closest to the Northern Germans and the Scandinavians (mostly Scandinavians), and 'Eleventh-century Anglo-German-Scandinavian' seems a bit clumsy. I considered using 'Eleventh-century Christendom,' but that would be much too broad in this era. One important religious and cultural difference for England specifically is that the business of government and the church (including prayer and religious instruction) is done in Old English there, not Latin. This seems not to have been the only difference between Anglo-Saxon church practices and what the Pope wanted, though I'm unclear on the details.

'Recover Energy' as an advantage is suggested in this post, with the first level being 5 points and being equivalent to the Recover Energy spell at skill 15, and the second level being 10 points and being equivalent to the spell at skill 20. The Energy Reserve in these settings is derived from the lower of Will and HT, oddly enough, and seems to be based on drunkeness - spending points of ER is like drinking beer or wine, resulting in penalties to DX & IQ (but not Will or Per) when ER gets too low - at 1/2 ER, the caster takes a penalty of -1 to both IQ and DX, and may appear a bit tipsy; at 1/3 ER, the penalty is -3, and any failed roll on either (or skills based on same) will have you seem drunk to observers; when ER is reduced to 0, the penalty is -5, it is no-longer possible to fake sobriety without a very good Acting roll, and you must roll Will or HT to avoid losing consciousness.

Both this worldline and the one that Sally's 'magic dreams' come from use the Spell Defaults rule (GURPS Magic p202), with some modifications: Spells in a style or large substyle default to each other as defined for colleges on that page, and the colleges from Magic are the default, absolutely-no-frills set of interconnected magical styles (or you might call them one huge style with a lot of substyles) available in most places on the worldline which Sally's memories come from - though some specific spells within those colleges are unknown, secret, or legally quite restricted. Also, if you are a mage, the spells which have no other spells as prerequisites will generally default to (IQ+Magery)-6, unless you already know a spell or spells in a style which includes that spell; if you're not a mage, spells only default to other spells in the same style. Unknown or secret spells normally have no default, as you haven't been told that they are possible or been taught anything about them; at best, you can make a Thaumatology or IQ+Magery roll with a penalty set by the GM to theorize about the spell, and if successful, get the default from there.

Celtic Tree Magic (GURPS Thaumatology pp42-47) is a relatively no-frills set of interconnected magical styles native to this worldline, common in Celtic Europe, though it is belived that the Druids used a more advantageous version of the style (the Consonant Tree spells and Vowel Tree spells are known, the Mixed Tree spells are not, and the Druids had a number of perks and other secrets which they did not share with non-Druids). Northern Europe, especially Scandinavia, has a few rune-based interconnected styles (each rune is roughly like a college, but Futhark and Futhorc are subtly different sets of styles). The Jewish Diasopra and some Christian communities also have interconnected styles based on early Jewish mysticism. Narrower, less interconnected styles are more numerous, including the surviving styles of some Greek and Roman mystery cults (now mostly named for saints and angels), and various minor styles associated with the teaching lines of individual village cunning-folk. The British Isles have a broad mix of the Celtic and Germanic styles, and those teaching lineages and other narrow styles (including some of the Christianized mystery cults). The Village cunning man follows a teaching lineage with a few Animal, Plant, Food, Weather, and Healing spells, mostly fairly low-level ones - though he does get to Cure Disease and related spells easier than the Healing College (instead of Major Healing, the prerequisites are Minor Healing and Relieve Sickness).

Enchantment works somewhat differently from the standard system in these worldlines: Slow And Sure Enchantment, while still done ceremonially, isn't 'one point per mage-day,' instead being 'eight points per mage-day' and 'one point per non-mage per day.' It is thus significantly faster, while still being slower and safer than the Quick-and-Dirty version. Some spells in the Enchantment College/substyle have altered prerequisites or other modifications: The Enchant spell's prerequisites are Magery 2 and Temporary Enchantment. The prerequisites for Temporary Enchantment are Scroll and one spell each from nine colleges other than Enchantment. Scroll itself has its usual prerequisites, but scrolls are enchanted at one point per hour, rather than one point per day, and the FP cost can be added to the scroll if the caster is willing to take the extra time. The prerequisite for Manastone is Temporary Enchantment, and the prerequisites for Powerstone are Manastone and Enchant. Finally, the prerequisite for Spell Stone is just Temporary Enchantment.

Critical failures on both worldlines are rolled on the Comedy Table from GURPS Thaumatology p257 (despite not otherwise being Comedy Parallels), save that the small beings that appear on a twelve are usually pixies or gremlins, and the being that appears on an eighteen will be a faerie of equal or greater power to the caster. Ordinary failures are sometimes accompanied by tinkling laughter from no visible source.


What do you think?
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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