Chaosium Digest Volume 10, Number 4 Date: Sunday, April 30, 1995 Number: 1 of 3 Contents: Solar Magic, Part I (Michael Caprio Jr.) NEPHILIM Editor's Notes: MORE BOOKS OF TERROR: Last issue, I mentioned HP Lovecraft's Book of Horror as a cool compendium of old horror. Ishmael Stevens and Chris Jarocha-Ernst both suggested a few more books of stories that might appeal to fans of pulp horror stories. They include: _100 Little Weird Tales_, _Rival of Weird Tales_, _Weird Vampire Stores_, _Fabulous Mysteries_, _100 Creepy Little Creature Stories_ and a whole slew of other _100 xxx Little Stories_. HAWKMOON: White Wolf's third anthology of Michael Moorcock fiction is now out. It's called _Hawkmoon_ (White Wolf, 502 pg., $19.99, ISBN 1-56504-178-X), and contains the four books of the Runestaff Cycle. All told, this book has outstanding graphics, from the good-looking cover, to the beautiful end pages and the nice interior black and white illustrations. Quite nice. MORE WINHELP DIGESTS: Thanks to Joab Stieglitz, new winhelp versions of volumes 5 through 7 of the Digest are now available in the directory /pub/chaosium/archives/windows on ftp.csua.berkeley.edu. These archives are in that new format where an entire volume is in one file. Check out V10.3 for more details. Shannon -------------------- From: mikey@ayup.res.wpi.edu (Michael V. Caprio Jr.) Subject: Solar Magic, Part I System: Nephilim Solar Magic rules v1.0 +-----------------------------------------------------------------------+ | Copyright 1995 Michael V. Caprio Jr. These rules are for personal use | | only, and may not be distributed or reproduced beyond the Chaosium | | Digest without the express permission of the author. | +-----------------------------------------------------------------------+ [This system of Solar Magic for Nephilim originally appeared a few weeks back in the Nephilim Digest. It is reprinted here with Michael's permission. -sda] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ PHILOSOPHY OF A SOLAR MAGIC SYSTEM +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Some players of Nephilim (myself included) have felt a need to expand play in their campaigns to encompass the possibility of humans being able to manipulate the solar magic field in a limited fashion. Even though some are of the opinion that giving humans magical ability undermines the basic tenets of the game, I feel that there's a valid reason to want to include this type of "awakened" (not enlightened) human as a new PC or NPC category - in short, I think doing so expands the roleplaying possibilities of the game, and heightens the conflict between humans and Nephilim (or ego and spirit?) to something more than just an "us vs. the secret societies" level. I've taken the time to sketch out what I think would be a good way to incorporate solar magics into the game; in doing this, I want to say that this in no way means that this is the only way to do it, and that this whole thing is just my opinion and is not associated with anyone from Chaosium in any way. So bearing that in mind, here are a few notes on the internal philosophy of the system: Solar magic is derived from the Sun, the source of Ka. Traditionally, the Sun has also been associated with being the lifegiver, the source of power for the world, etc. We have solar minutes, hours, days, and years; our very world revolves around it. Western Nephilim believe that their Ka comes from the Sun, refracts through the various planets and such, and finally coalesces here into the various magic fields of the Earth. But to date, no Nephilim has ever been able to use the solar ka that they feel they need to achieve Agartha; bonding materially with a human seems to be the only way to access solar ka, and even then, they still have no means of manipulating it. Humans have, in the recent past, begun to explore their inner selves more than in any other period of time. Some say the approaching millennium has something to do with it; others insist that the basis for this "awakening" of humanity is scientific, calling it ESP or psychic power. The 60s introduced the first full-scale, mass awareness of inner human potential through the counter-culture movement; experiments with mind-altering drugs became common, and belief in events that were not scientifically provable became more common than ever. These events, along with a renewed cultural interest in the occult, have brought some scientists to give credence to the claims of "inner power", and today they search for explanations for the unexplainable. (This part here is the metaphor part, my reasoning behind creating the system the way I did. You can skip it if you want to...) My personal view on the "psychic" magic: I think that the whole thing is based on manipulation of reality. Humans are able to do this because they have a direct link to the perception of reality, something different from Nephilim... in my mind, Nephilim _are_ the reality, they are composed of the basic, primal energies of the universe, and Man is just here for the ride - a product of the primal energies, but also a part of them. Humans _perceive_ this reality, and in perceiving, change it. So the guts of this whole thing: Humans interact on four levels with the Universe - through Time, Space, Mind and Matter. Essentially, they do the same thing in each field - they manipulate reality by changing space-time, or changing matter, or what have you. What this means in the greater scheme of the game: I also happen to agree with the book's contention that when a Nephilim and a human (simulacrum) reach Agartha, they unify in body and soul, and become a being that is greater than the sum of its parts, but is still the union of both the human and the Nephilim, even though the human has remained unconscious for the whole ride to enlightenment. I think that right now, there is only one discovered path to Agartha, and the Nephilim know it, so humans can't get there by themselves (not by a long shot). But at any rate, the Nephilim needs the human to get there, and the human needs the Nephilim. Just recently, humans have started on their own path towards enlightenment (one that happens to be approaching from the opposite direction of the Nephilim, so who knows if it'll really work or not), and that's where the solar magic comes in. There really isn't a lot that they can do with it, but then again, they aren't creatures of the magic fields, and they haven't had the eons of practice that the Nephilim have had. So, their potential right now is pretty small in comparison, but it's still there. Those humans that have been awakened are going to seem extraordinary to other humans, and odd to Nephilim. But, they represent a new dawning for human consciousness, and perhaps, a different kind of relationship with Nephilim. Again, this is all IMHO, so you can take it or leave it as you choose. This is just the way I would set up things if I was writing up a Nephilim universe. So... here goes: ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ MECHANICS ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ [For clarity's sake, I include GM and gaming notes in brackets like these.] Central Intelligence Agency Feasibility Study - the following report is labelled TOP SECRET. ----------------------------------------------------------------- Here at the Institute for Advanced Studies of the Mind, we have undertaken a categorization of the various psychic abilities we have encountered among our Subjects. Some of our more romantically inclined scientists have endeavored to classify Subject's abilities according to "spheres of influence" in four broadly ranging areas: Time, Space, Mind, and Matter. It has been shown in our studies that Subject's proficiency in one area is inversely related to their proficiency in its opposing area, according to this diagram: TIME | | MIND------+------MATTER | | SPACE We present the abilities below in order of rarity among our subjects. The more powerful (and thus, rarer) abilities are discussed last, and the more common ones are listed first. In the following power descriptions several terms are used quite commonly to explain their function. In each, the term "Subject" refers to the user of the psychic power, the term "Object" refers to all things affected by the power (sometimes including the Subject herself), and the term "Target" is used in relation to the physical presence of the Object or objects affected. In other words, if a Subject wishes to bend a spoon, the spoon is both Object and Target. However, if they wish to throw the spoon at someone with their mind, the spoon is the Object, and the someone is the Target. Both tasks are valid uses of the Psychokinesis power, as explained below. So, without further adieu, our results... [Gaming note: Solar-ka spells like the ones below are cast on a similar basis to "normal" Nephilim magic: first, a skill roll is made, then a solar-ka check is thrown. Solar magic functions in the same way Nephilim magic does: you can initiate as many spells as you like, as long as you have the energy to do it. In the following lists of powers, the first four are considered to be cast at SolarX3, the next three at SolarX2, and the final three at SolarX1. When using Solar Magic, a Character will need to first make the above Solar-Ka roll, and then make a resistance roll. You'll note that there are some words in each explanation that are in all caps... these are the 9 Factors: DURATION, RANGE TO OBJECT, RANGE TO TARGET, RADIUS, RESISTANCE, SPEED, NUMBER OF OBJECTS, NUMBER OF TARGETS, and ACCURACY. They are all explained further below...] =============================================================================== A) Sphere of Time: Psychics with ability in this sphere are able to interpret, and in some cases affect, the currents of time. ------------------------------------------------------------------------------- 1) Premonition - This ability is a kind of early warning device for the Subject. The Subject may "turn on" this ability, and it will act as a kind of radar against currently unknown threats to the Subject. Obvious limitations of the power: DURATION the power is "on", RADIUS that the danger is sensed in. 2) Temporal Reading - Subjects use this power to determine the relative "age" of an Object. The term relative is used since, in some cases, the Object may have been affected by another temporal power in some fashion. This power can be used in a limited way to "alter" the temporal "appearance" of an Object, making it seem older or younger than it really is. NUMBER OF OBJECTS, and ACCURACY are concerns for the Subject. 3) Psychometry - Reading past events by touching Objects present at those events. This power is one of the more popularized talents of the psychic, but is limited by similar constraints as the Divining ability (see below), with the necessary addition of the Object being read acting as the focus; it is obviously necessary for the power to work (it is simply the other direction the Subject is forecasting... or is it rearcasting...?). 4) Divining - This is an actual talent for forecasting future events. In general it requires a focus such as Tarot cards, crystal balls, runes, etc. Events can be of a personal nature, or on the nature of any object/person the psychic concentrates on. The talent is also subject to no mean amount of randomness and spontaneity; results are not always what the Subject counts on. Some are able to use the talent as an advantage in combat, to see briefly into the future to anticipate opponent's moves. Obvious limits on the ability dependant on strength are: DURATION into the future, presence of focus (use w/out incurs +5 difficulty), and desired ACCURACY of prediction: difficulty increases directly as desire for ACCURACY does [This is a player chosen modifier from +1 to +20; the GM will then make a judgement on exactly what information the player gains]. 5) Chronal Shield - The Subject seems to be able to create an area of "null time" in front of or around him or herself. An object that attempts to penetrate the null time zone becomes "stuck" or trapped in it. This zone has no effect, however, on the speed or momentum of the objects trapped inside it; once the shield is down, normal time resumes for those objects. DURATION and RADIUS of shield are central Factors. 6) Temporal Blinking - This power is best described as the Subject being able to "hop" outside of the normal flow of time, jumping forward in it at will, but never backward. So far, no psychic talent for traveling in the past has ever been evidenced... but in this case, the power to move forward and "blink" out of reality has its uses, especially when the Subject is a Target. The Subject does not reappear in another area from where they are, they merely appear later in the same spot. DURATION into the future is the most important Factor, and is also considered to be at double cost, like the Speed power. 7) Speed - The Subject is able to make him or herself move forward along their relative time flow more rapidly than normal, thus creating a "speeding up" effect. Their subjective viewpoint is that the rest of reality is moving much more slowly then they, while they move at normal speed; obviously, others experience the opposite effect. DURATION cost is doubled for the Speed power: refer to the Factor Chart for base costs, and multiply by two. 8) Advance Time - This power is self-explanatory; it seems to be an extension of the Speed power, except that the Subject is able to affect all objects (including themselves) within a certain RADIUS. Relative DURATION must be calculated - essentially, for every second of the Subject's relative time, Objects experience however much time the Subject chooses. In other words, if the Subject wishes several hours to go by, it will only seem as several seconds within his own time frame [and result in a difficulty potential of around 12 or 13, plus whatever the radius to be affected is]. 9) Time Dilation - This effect is the opposite of the Advance Time power; the Subject instead slows time in a certain RADIUS rather than speeding it up. See the Advance Time power for details, and reverse the flow of time so that the subject experiences the chosen DURATION of time for every second of real time that passes. For example, the Subject can let three hours pass in just a second [also incurring the +13 or more modifier]. 10) Time Stop - We believe that this power is akin to the Chronal Shield power, except that the Subject has the ability to choose which objects are and are not affected by the power. This power also affects a certain RADIUS, and literally brings time to a standstill. DURATION here means the amount of time for which the Subject wishes to make Objects in the area stand still. =============================================================================== B) Sphere of Matter: Psychics who harness this ability are able to interact with matter on a level normal people cannot. They can affect change on material levels with a complexity that mechanical means cannot mimic. ------------------------------------------------------------------------------- 1) Psychokinesis - This ability has been observed under laboratory conditions as one of the more prevalent among psychic talents. Somehow the subject is able to move objects from one area to another or bend them through sheer exertion of will. Factors dependant on strength of ability are RESISTANCE of object to be affected (usually this is weight, but can depend on other physical things like momentum, etc.), RANGE TO OBJECT, SPEED, and possibly RANGE TO TARGET. 2) Psychopyresis - Subjects are able to counteract thermodynamic principle and increase disorganization anywhere in an object they choose. Result is to create heat within the object, and ultimately cause its combustion. Several spontaneous human combustions have been attributed to this phenomenon. Factors dependant on strength of ability are size of object (RESISTANCE), SPEED of combustion, RANGE TO OBJECT, and also possibly RANGE TO TARGET. 3) Adrenal Boost - Some subjects are capable of consciously increasing their adrenal flow, sometimes creating a heretofore unexpected increase in strength, agility, or dexterity. Obvious factors in this case are SPEED of chemical response, and DURATION of episode. Also, there may be a measure of RESISTANCE involved if the body has been exerted recently. 4) Rapid Healing - Subjects with this ability have shown that they can more rapidly mobilize body resources to healing moderate to severe injuries. Usually the Subject does not have the strength to undertake any other activity, and sometimes when injuries are very serious, the Subject goes into a trancelike comatose state only waking when the injuries have completely healed. Factors dependant on strength of ability are severity of injury (RESISTANCE), and DURATION of healing time. Some Subjects have shown the ability to heal others as well, but only at double the cost of their normal use of the power for themselves. 5) Slowed Breathing - This ability allows the subject to survive in some very adverse conditions. One is capable of holding one's breath for unusually long periods of time, or even appearing as if one was dead, breathing at such a slowed rate that one cannot detect life within the Subject. Factors dependant on strength of ability are DURATION lacking oxygen and rate of activity of Subject (RESISTANCE). 6) Tolerance Adjustment - Subjects can actually readjust their levels of nervous tolerance: i.e. sensations of pain, pressure, or temperature. Typically this is most casually demonstrated in Asia, where fire-walking and piercing the body without causing bleeding are commonplace. Subjects can typically only suppress one type of sensation at a time. DURATION of suppression and RESISTANCE to sensation are important Factors. 7) Mass Adjustment - Subjects with this ability can somehow temporarily alter the mass of any object, increasing or decreasing it to whatever point they choose - making a lead weight as light as a feather, for example. Mass of Object (RESISTANCE) and DURATION of adjustment are the Factors involved. 8) Decay - Some advanced subjects are actually able to make objects increase their entropy to a very great degree, breaking down molecular bonds and actually causing objects to decay to a state unrecognizable from their previous form. DURATION of Decay time, and RESISTANCE (usually size) of the decaying Object are important. 9) Reconstitution - It is also possible for some subjects to somehow detect how an object was originally constituted and "repair" it to something of its original state; it is essentially the opposite of the Decay power. Important Factors include ACCURACY of reconstruction, DURATION of reconstitution time, and size of the Object (RESISTANCE). 10) Force Field - A subject with this power is actually capable of projecting a "wall" of pure force in front of themselves, sometimes actually all the way around him or herself in a kind of "sphere". In addition to being a defensive action, some users of the ability have found themselves capable of projecting the force, almost like a kind of "invisible fist". RANGE TO TARGET and/or RANGE TO OBJECT, SPEED of the field if moving, RESISTANCE of the opposing forces, and of course the RADIUS of the field are all significant. [continued in V10.5] -------------------- The Chaosium Digest is an unofficial discussion forum for Chaosium's Games. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.berkeley.edu. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.