View Single Post
Old 01-11-2019, 01:59 PM   #130
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Conditional Spells, Local Mana and Places of Power

Quote:
Originally Posted by Icelander View Post
That's another way to do it, but a sliding scale of penalties is more useful in distinguishing between people who have all the requisite knowledge, but are unable to effectively cast adventuring-type spells while in mana levels that are typical for most of Earth, and people who simply can't cast spells at all.

Plenty of occultists can't really go around casting spells on the well-lit streets of modern cities, but would be extremely competent at it if they dared to enter a Vile Vortex and found a confluence of much higher mana than exists in the rest of the world, around a Place of Power.

Not to mention the possibility of spirits or other preternatural beings granting power and guiding low-powered occultists to higher mana areas. Hell, it seems every other cultist and crazy person is wielding magic at much higher levels than friendly occultists can manage, but that's because if you take the easier path to power, you can get around the problems of a) Not actually having the talent for Magery, b) Needing a lot of bonuses to even be able to contemplate using magic, and c) Not having the discipline to actually study magic.

There are always plenty of spirits and other beings ready to make a Pact. It's just that if you do, you might regret it.
I'm ruthless when it comes to deals with the devil (literally or figuratively). My article "How Very Tempting" was based in a system I used for my games for just that purpose.


Quote:
Originally Posted by Icelander View Post
As the PCs probably won't dare to get on airplanes*, the issue of fast travel is something the players are very concerned with.

Penemue will be able to cruise at speeds that would be extremely impressive for a modern superyacht** and the fuel efficiency will be (supernaturally) good despite running the engines at near full power, but that's still 'only' 35-40 knots cruising speed, with max speed maybe around 50 knots. Damn impressive for a luxury yacht of mostly traditional hull design, ponderous indeed for long distance travel for people used to airplanes.

They are eager for the setting to allow some form of dimensional travel. I might, might consider letting sailing along ley lines, at the appropriate times and with the preternatural tides just right, allow the Penemue to make a long trip in half the time or something like that, by entering another ocean, adjacent to our own. But such doings would be a desperation maneuver.

That being said, maybe a subtle effect could allow travel times to be slightly shortened from what the physical speed would indicate. Magic that made it more sea-kindly and allowed the hull to glide more effortlessly through waves would minimize the effects of bad weather on travel times (though they'd still get seasick, no doubt) and allow every trip to be made in good time, with fortunate conditions.

That way, what should be at least a two or three day trip for a yacht at full steam, from Galveston to the Windward Islands at the far side of the Caribbean, might be made in less than 30 hours. It's not physically impossible, magic is just aiding their passage enough to net them a trip where everything goes just right.

*Even though I've told them that despite their powers no doubt increasing the chance of catastrophe dramatically, they can afford an increase of a few orders of magnitude before flying becomes really dangerous.
**I found real 1960s vintage yachts with speeds that still beat most modern yachts. Modern engines are more efficient and it's easier to get the high top speeds now, but 1960s technology still allows for extremely powerful diesel engines.
I have some more Tellurgy spells you might like in the coming months. :-)

That said, you may wish to allow ley tunnels as a method of travel. In Ceteri I have the Autumn Road - which is a fae-created network of ley tunnels to allow rapid travel - if you know what you are doing. Teleportation is also possible for spirits and those not made of flesh - the living end up greasy stains when they try.

Quote:
Originally Posted by Icelander View Post
I'm not gonna lie, Tim Powers is always a huge influence on any secret magic campaign I contemplate.

He is the Ideal and Ken Hite is his Prophet.
Heh.


Quote:
Originally Posted by Icelander View Post
I do this for most adventuring skills. Apply the harshest penalties possible to doing stuff that in the real world is almost impossible, outside of some extremely talented people under controlled conditions, and then allow PCs to be one of the few people who can, if the players choose to spend enough of their points in that area.

Cinematic results, without actually using cinematic rules. The 25 point normal people and the PCs are using all the same rules, it's just the PCs will be at the top of human potential in many, many things.
I mean, I see where you are going. It just seems weird to me. If you want to run a cinematic game then do it - the PCs are the special ones, no one else is. No need to jack up point totals or penalties in that case. Though I suspect we're coming at the same problem in two different ways.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote