I have a friend trying to convert Earth Dawn and Shadow Run to GURPS, one thing hes trying to get is pattern items and thread magic. Trouble is the description I am given is not helpful towards building a system. So I asked him if he ever read Madwand by Roger Zelazny as that might be where they got the idea. I read this book as a teenager so hopefully remember it well enough. Here is my attempt to describe that system.
Magic is both a force and a material. Magicians can see it as threads floating in the air and will it to move. Sophisticated mages can even learn to tie it in knots and anchor these threads to objects so they can carry the threads with them and not be so dependent on what happens to be nearby. Later on in the book the protagonist learns to perceive and shape the threads as clouds and possibly other shapes, granting new ways to use them. Some of my inspiration for converting this system is The Stuff of Raw Magic (GURPS Thaumatology, p. 277-229)
Magery (Thread)
Magery allows mages to see these threads and manipulate them. Roll Per + Magery to see threads and Will + Magery to move them. Threads come in different colors, essentially aspected mana with different colors having different capabilities.
The problem is the threads are common but not ever present and they need to be in contact with something to achieve an effect. Threads can be moved at Magery/yards per turn.
If other magic systems are in the setting this can be purchased as an alternative ability to other forms of Magery.
Thaumatology
Thaumatology allows a mage to skillfully manipulate threads to achieve various effects. Anyone with Magery (Thread) can see and move threads around, even activating them. But that is child's play. Real magicians learn how to tap the energy in a thread to actually cast spells or move them around.
Bind Thread (Raw Mana)
This advantage allows the mage to bind and store 1 point of raw mana or a thread per level. It costs 5 points per level and a mage is limited to Thaumatology/2+Magery in levels. See Raw Magic Store, GURPS Thaumatology, p. 228.
Using a Thread
A thread is essentially stored energy and can be tapped for many effects. Each thread is aspected and works best for similar effects.
A single thread can do one of the following things...
- Provide 5 energy to power a spell or magic working.
- Fixate or stabilize and enchantment by providing 100 energy to an appropriate enchantment or the duration of an appropriate spell.
- Grant a +3 skill bonus to casting an appropriate spell.
- Directly affect a subject it is in contact with. Each thread counts as a Thrust attack (ST5 +Magery) or effect effect for the purpose of manipulating something or doing damage to it. The exact effect varies by aspect.
Threads of Many Colors
Every thread has its own color, which tells the mage what aspect it has.
- Black is water aspected and can extinguish fire, cool, or even freeze things.
- Blue is air aspected and manipulates the air, it does damage as a gust of wind and can clear things, its especially suitable for area and cone attacks.
- Brown is earth aspected and can physically crush or move objects without harming them.
- Green is life aspected and especially suited to healing. Treat damage as healing.
- Red is aspected towards fire and can do burning damage
- Yellow is spirit aspected and can manipulate emotions. Treat as a QC between its effective ST and the Will of the subject to incite or inspire a given emotion.
These are obviously just a small list of examples and what aspects are available in a setting is up to the GM. The frequency of appearance of threads is also an important choice. In some settings they may be everywhere, in others they may only appear in certain areas or distilled from magical beings or items and need to be carried around for use. As a rule of thumb each thread should be worth about 5 character points in effect and cost a FP to activate for a single turn. This is envisioned by mages as causing the thread to pulsate. Multiple threads can be bound together to create more powerful effects, but cost 1 FP per level used.
Dueling With Thread
Mages can move threads they see towards someone and once the thread touches them activate it by spending 1 FP. Since non mages cant see them until they pulse this can be a nasty surprise! However once a thread is pulsed or energized it beeomes clearly visible and can be dodged, blocked, or even parried. The threads have a physical form and will not pass through things, though they appear weightless.
Mages can fight each other over a thread, this is a Quick Contest of Will + Magery (Thread) with the winner moving the thread as they desire up to the lower of margin of success or Magery.
Experienced mages have learned that slowly moving threads around the battlefield, while subtle and hard to defend against is rather slow and awkward. Mages can thus learn to bind threads and swing them as weapons, typically using Whip, Lasso, or Net to hit. They can also be bound into an object such as a sword or staff and pulsed for extra effect when they strike a target.
Summary
This is obviously a bare bones magic system but it does have an interesting flavor and can be used with other magic systems for more variety. The Raw magic Store advantage allowing threads to be used as temporary attacks (or relying on one just happening to be where you need it) is a nice perk but probably not over powered. Essentially your using them as limited attacks of about the same point value at the cost of 1 FP/use and have to spend points on other abilities such as Thaumatology and a specific variant of Magery. Pretty equivalent to a use of alternative abilities and Abilities at Default from GURPS Powers. This also factors in the the cost in time and effort in find and capturing the threads in the first place.
In Madwand threads were the initial use, but later he could see and manipulate them as clouds and perhaps other shapes. This can be represented by adding Area Effect or treating threads as nets.
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