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How are Psychic abilities different from Magical abilities?

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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...

Magic Chapter - Rescaled Goals

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Photo by: Baccus Giacone, Abandoned Louisiana Despite the madness of yesterday's issues, today worked out a little better. After I pecked out my post using my phone, I managed to work on some of the editing in the magic section. Actually got a good bit accomplished.  As a means of balancing certain abilities, their status effects have been locked into one of three categories: instant, countdown, and duration.  Abilities operating over a short, fixed time frame usually have damaging abilities labeled 'Duration'. Their damage or effect remains fixed at an unchanging level and vanish once the spell effect disperses. Suppose a character casts a Sappy Spray at Rank 4 and delivers Hinder to the target of that spell. Hinder will occur at Rank 4 for the fixed 3 rounds of that spell's duration. The effects of Hinder will not vanish unless the character manages to break free of the spell's effect. With certain skills, the effect occurs as a single blast of damage and are r...

Magic as a new Physics

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One aspect of Tortured Earth making it different from other systems is the ability to fuse magic spells to create new combinations. Although the concept isn't new, the application is a bit novel. The concept has been built into the game system from its inception. Mechanically, the system has been a bit vague. However, the work in the new version will hopefully iron out some of the mechanical issues and provide GMs solid guidance as to how these fusions are to take place and maintain balance within the system. Our current proposal is two fold: Formula Spells and On-the-Spot fusions. Formula spells represent new areas of point investment once certain critical thresholds have been met. Once a player has attained a specific rank in two abilities, a formula ability will unlock. This ability does not demand point investment if the player doesn't wish it. However, the opportunity for new abilities will become available.  Suppose a character has attained Rank 10 in Acrobatics and c...