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#1 |
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Join Date: Aug 2020
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Recently I've been looking into using the Cabal in an IW game but the infinite worlds book doesn't actually explain enough of how they move from world to world without being lucky and finding a pre-made path.
Reading their original 3e book didn't help that much either. So, I ask the following; 1. If it is possible to travel via the astral plane (As I have seen mentioned), how does the method work? (IE: Is it just "Plane shift to the astral, travel to the world you intend to go to and just... cast Plane shift again?) 2. If you can do that travel via the Astral, how far apart are different worlds? (Do you need to travel the length of the earth to get to the next one or is it something different) 3. What is the terrain in the Astral like between worlds? Would you need specialised transport? And is there anything obvious I am missing? Things that would help me understand their method of world jumping? PS: Are Cabal characters assumed to be able to use their magic on any world with mana they visit or do they lose access to it if the world doesn't naturally support that type of magic/mana? (Things like using the base magic system in a Monster Hunter setting instead of RPM) Last edited by Boyboy180; 06-11-2023 at 05:52 PM. |
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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These things are not clearly explained in GURPS rules. When I started running Infinite Cabal, I had to decide on them. My answers are too long for a posting, but you can find them in issues 1 and 2 of the fanzine The Path of Cunning, available free of charge from the link below.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#3 |
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Join Date: Jun 2010
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1) The Gates of Thoth.
2) Gate spells. 3) Reality Shards. 4) Captured supernatural creatures with the appropriate abilities.
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My blog: http://tabletoprpg333.home.blog |
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#4 | |
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Join Date: Aug 2020
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Quote:
The one thing that I can't seem to find is rules for if their magic can be used on any world with mana. Is there a general rule that you can use to figure it out? |
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#5 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Quote:
I had a number of no-mana worlds, but never found a reason to create a world that had magic of a fundamentally different kind. I was not running tours of all the GURPS settings, so the issue never came up.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#6 |
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Join Date: Nov 2011
Location: Seattle, WA
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I love Path of Cunning -- any chance we'll see another issue or two?
Relatedly: how much would it mess things up to use RPM for Cabalists instead of the standard GURPS Magic system? I would imagine not much at all. Note that I would keep standard GURPS Magic for everyone else, just reinterpret Hermetic magic to be RPM...thoughts? Too much work?
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#7 | |
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Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Quote:
My current thought is to create a path for each decan, but it's a lot of work |
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#8 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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We have not abandoned it. I had to spend eight months away from home caring for my mother. That was pretty draining; as I was starting to recover from it , I caught COVID-19, and then developed heart trouble, which is now fixed.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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| cabal, infinite worlds, lore, question |
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