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#1 |
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Join Date: Dec 2008
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I'm brainstorming for a campaign where a high TL9 (the tech level is similar to what the alliance had in Firefly or to BSG minus FTL) fleet of generation ships invades a solar system with inhabitants at TL2 with RPM that had colonized the solar system centuries earlier with the use of magic, but interplanetary travel/communication would be difficult and rare for them. I'm curious for people with more RPM experience that I have to tell me their opinions as to how the war would be fought and who would win. Ideally, I would like the war to have been hard fought but for the TL9 people to have triumphed. What assumptions, for example, on proportions of skill levels would be needed to make this result plausible? Assume that the TL2 civilization outnumbered the TL9 around five to one (or more, if neccessary), a relatively even distribution of RPM paths and that some (maybe 5-10%) of the RPM mages would have Ritual Adept.
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#2 |
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Join Date: May 2013
Location: Ellicott City, MD
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As soon as the mages find out how much damage lightning does to vehicles, bad things happen. Even worse things happen when they figure out how to use Greater Destroy Matter to foul fuel supplies and guns. They'll still lose when somebody decides to nuke the site from orbit, though.
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#3 | |
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Join Date: Jul 2013
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They'd obviously use scrying to determine what their enemy is capable of in a way that they can't block. If they can therefore realise the threat of nuking they may be able to set up defensive circles of mages who can cast Greater Destroy Matter to get rid of radioactive compounds in the missiles either before they hit, or while they're in the ships, they may even be able to start fission. That obviously depends on how long range they can work their magic. |
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#4 |
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Join Date: Mar 2014
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The possibility of getting energy from sacrifices means that very powerful spells would be available to them regardless of skill level. Something would be needed to prevent the mages from just using this to overwhelm the TL 9 force.
Perhaps the mages don't understand the enemy and the structure of their society is such that they can't effectively make use of the information they get from scrying (perhaps they don't trust each other for example). Another possibility would be that they got a critical failure from one of their powerful spells, which caused massive damage to their own side. Or perhaps they are unwilling to use powerful spells due to the danger of critical failures even if it means defeat in the war. |
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#5 | |
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Join Date: Jul 2013
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#6 |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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In order for Greater Destroy to work the mages need either to understand how the machines work (not likely) or get a sample of what they to destroy (more likely for bullets/energy cells).
What I'd do is have it be be a quick blitz for the invaders, shock and awe all around (magic will be a big surprise to the invaders) followed by a terrible occupation. Even with magic I don't think they'd be able to match the edge high tech has... unless every other lowtechie was a Mage with time to prepare and the knowledge of what they were preparing for. Now following the invasion there would be a strong nigh successful revolt (insurgent Mages now know what they are fighting) as magic could make for some extremely effective guerrilla action. The revolt is only ended when the invaders show they are willing to nuke cities. Probably at least one per planet. |
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#7 | |
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Join Date: Mar 2014
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Even a single mage with a large group of sacrifices could cause a lot of damage to the invaders. Some spell effect scale very well with the amount of invested energy. |
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#8 | |
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Join Date: Sep 2007
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Is it possible for the high-tech civilization to detect magic? Or to learn it? |
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#9 | |
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Join Date: Dec 2006
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Why is an interstellar group bothering with conquest; with no FTL and no FTL coms they would have known that the place there were going was inhabited LONG before they got there, and should have steered away (doubly so when they could not identify any signatures of how those people travel interstellar distances, assumption should have been: They have technology way in excess of us, run). Why is interplanetary communication difficult, or even travel for that matter: Once you have enough energy to open a doorway to another world making that doorway stay open for years is cheap. Interplanetary comms is a multi-century spell to make one seashell talk to another seashell- with no FTL this would be a radical advantage that the mage-world has over the tech world. With sub-FTL drives being SO SLOW, why aren't they TL10 by the time they arrive Proposed scenario and time-line In any case, I am going to fill in my own details, and propose a timeline scenario where I think you will have the effect you wish to achieve. The invaders are a violent and xenophobic offshoot of a generally more peaceful society that has moved to slowly expanding through space colonizing asteroids, building space stations, and slowly changing from being gravity well inhabiting bipeds to 4 armed zero gravity space people. The invaders stayed in their planetary gravity well, the concept of vat grown food abhorrent, the liked to see and interact with the animals and plants that they killed and ate. Unfortunately for them, their wasteful (compared to vat grown food, high orbit skyscraper living, etc) lifestyles were coming to an end as the space traveling, genetically modified, vat-food eating majority were going to turn their home planet into a nature preserve and forbid anyone from living on its surface full time. They took some pretty experimental tech (full gravitation rotation, long distance, generational ships) and left for the nearest sun with a roughly equal gravity and solar cycle. On route they would notice that it was inhabited- but by that point its too late, their experimental ships are degrading, their space farms have been slowly loosing biomass the entire trip, they won't be able to go anywhere else without giving up their belief- they can't even turn around and go home, since there is no home to go to- so they spend the remainder of the trip preparing themselves for conquest. Meanwhile in mage land- scrys reveal something horrible coming, invaders from the stars. The many chiefs meet and discuss, and they decide that a great truce must be called to deal with the invaders- all agree except the outermost world. Many lives are sacrificed to scry and understand the invaders. When the invaders arrive it is an absolute slaughter, they are not even in weapons range before their people are going mad, attacking one another, none of their weapons work, luck itself has been perverted to the point that murphys law seems absolute. Losses were over 80% in mere days as the full might of prepared mages came raining down on the invaders. Then the remaining generation ships became scrywalled, and scrywalled nukes hit major population centres on all worlds, all worlds save the outermost. With the prepared spells spent, major population centres in shambles, and the generation ships protected from all but the most powerful scrys they were able to slowly turn the tides literally bombarding anywhere people gathered until the scattered remains had no choice but to surrender. In truth the outermost world had established parley with the invaders, and they have come to an agreement, details to be determined during the course of the game (was the outermost world just greedy, have the invaders been completely co-opted, now just puppets of the outermost, are they allies for some strange unified purpose?) |
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#10 | ||||||||
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Join Date: Dec 2008
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That said, I'd be perfectly fine with having magic use a different scale than this. If I need to say Path skills over 15 require UB and are extremely rare or if I need to have several people with Path skills of 25 to get the results I want, I can do that. In terms of which paths, I'd say that the distribution of paths is pretty even. Quote:
As for grimoires, what I do know is that when I set the campaign (about 50-70 years after the war), I want good grimoires to be rarified: say similar rarity to equivalent places of power above. That said, a lot of grimoires would have been destroyed in the war or afterwards (magic has been illegalized since) and so there could have been many more during the war. Quote:
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I do like the suggestion of having them get scrywalls given to them by defectors, though. I might use that. Last edited by dfinlay; 11-06-2015 at 04:47 PM. |
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| ritual path magic, tech levels, warfare, worldbuilding |
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