How are Psychic abilities different from Magical abilities?
Within the Tortured Earth multiverse, there is a categorical line separating magic from psychic abilities. Magical abilities require the use of knowledge of a previously unidentified force, its mechanical operation through the use of symbols (either written or through movement), and foci to shape the final expression of the is energy in the material world.
If magic is viewed as a new physics, the spell is the equation by which the spell is shaped and understood. It also provides the 'math' under which the spell behaves as a predictable event rather than a random occurrence. As the mage increases in rank, it is assume the spell equation becomes more complex, allowing the caster to produce more devastating effects. It is important to note, a caster may always underpower a spell or effect without penalty. However, they cannot overpower an ability beyond the point of their investment in the skill.
To assist in these 'calculations', foci offer a means of shaping the spell and allow the caster to achieve the desired effect. As the caster improves in various crafting skills, they also gain the ability to provide spell substitutes or alternatives which achieve the same effects. Of course, wands and staves are available within the system and are not consumed through spell use. The are permanent foci which may provide additional modifications to a spell beyond the spell's original description.
Rather than draw from outside sources of energy, the psychic uses the power of their very mind to cause change in the world around them. In addition, psychics alter the world through the use of one or more of four major disciplines: Astral Projection, Chronokinesis, Telekinesis, and Telepathy. To refine the properties of their psychic energies and provide stability for their mind, crystals may be employed as a means of focusing and refining their abilities.
Like staves and wands, crystals offer a means of altering the psychic projection beyond the abilities original description. Each crystal type is outline in the new edition and provides the player with a means of changing the psychic projection without further point investment. Unlike magical abilities, the use of a crystal is not analogous to that of a foci. Crystals are viewed more as filters to abilities rather than a component used to shape the outcome.
Adding to the variation of crystals is the use of crystal ink. These compounds may be applied to the crystal and add to the status effects applied to the psychic projection. Dyes are layered onto the crystal one layer at a time. This means a crystal may only offer a single additional status effect. However, due to the layering process, a maximum of Rank 3 status effect may be applied to a crystal.
A telekinetic wishing to use psychic beam may project the beam normally with an unmodified glass crystal. However, they may apply a dye which causes the character to project a beam dealing both Kinetic and Fire damage. Another crystal may have a dye allowing Kinetic and Cold damage, and so on.
Unlike foci, crystals are innocuous and may be hidden in innocent pieces of jewelry, loose stones in a pouch, or imbedded in the skin itself. When a critical fail occurs, the crystal takes the backlash of the ability as IE damage. Once the IE reaches zero, the psychic crystal detonates, dealing damage in a PBAoE from the stone. So, imbedding a poor quality stone in your skin may not be the wisest option to follow. However, it is still and option.
The final factor separating magic and psychic abilities is setting. A science fiction campaign may look poorly upon a magic user constantly casting spells. However, psychic abilities are often acceptable. A creative GM will simply allow magic to occur as normal, citing NPCs interpret the use of magic as a quirky form of psychic expression.
Thanks for reading!
K. B. Kidder
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Character Species released for review: Allorn, Dwarf, Elf, Eoceph, and Goblin.
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