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Everything posted by kenod
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Not sure how well that works for a general plot line. It seems like an interesting story, but seems more like a one-shot type of thing, not as a longer story. Maybe it would be interesting as a side-plot?
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Sounds interesting. I can probably do a classification for animals. Also, can they use Investure crystals or hotspots to enhance their powers (if they have any)?
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Could be fun as well, especially since it means we can work out Ritual magic as we go. We might want to have students be in second year though, to allow them to have at least some degree of power already. We should probably create a basic concept, and then either appoint a gm who will work everything out further, or we'd just let everything develop in a more organic way, like the main alleyverse (though probably with a bit more planning, and in a more centralized way, taking a look at the Reckoners rp here). Also, I'll probably be creating a character who is a Flesh-Crafter who had an encounter with a folklore being when younger and changed their body to match them. They'd probably study healing magic, but also have the ability to use it in more offensive ways.
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It would be balanced by the level of concentration required, and the fact that even with a lot of training most mages would only be able to do it with a few specific spells they specialize in, which would be very simple as well. People who could cast any spell this way would be archmages or something. On the other hand, I expect that the photographic memory skill would be rather expensive too, since they could just have this entire library of spells memorized, ready to go. I was thinking of this more in a way that both would be possible, just tools that some mages use. For example, one mage might have trained themselves to associate a specific word with a specific symbol, using incantations to quickly create a visualization, while a different mage might use them like a mantra, to block out any distractions to prevent them from messing up their visualizations, while a third might use throwable talismans that are made to activate with a specific trigger word, allowing them to be activated at the right distance.
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I think we should also nail down the specifics of Ritual magic a bit more, such as the different disciplines and usages, and the methods for casting magic, and how they interact with natural magic. A few examples of things I'm wondering about: I write down a spell on paper, and activate it. Does the ink just disappear or can I activate the spell again if I make sure there's still enough fuel? What is the range on my spells? Can I create a massive spell in my base, and create a small spell where I am to change it's coordinates and activate it, launching a massive spell in front of me? Can I link spells together, creating two different sets of symbols where one is the main body of the spell and one controls variables? Can someone create a spell simply by perfectly visualizing it (given how complex spells are, this would be quite difficult)? If both of the above are possible, could experienced mages prefer to simply write out the body of their spells, and take care of exact variables mentally? If I use body modification magic to give myself a body the same as some kind of mythical creature, do I get some of it's powers through natural magic? We've got enchanting to give new properties/abilities of objects (I think). Would this work for people as well, and would this require fuel to use active abilities? How would we call creating magical tools by inscribing spells on them and leaving a slot of fuel? Something like "Artifacting"? Would using incantations be used as concentration aids or trigger words to activate spells?
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My suggestion would be that Investure flows through the land along leylines, with crossing points being Investure hot spots. These hot spots would also have more power available for things like natural magic, and may cause excess Investure to coalesce into Investure crystals that can be minded and used as fuel, or simply used for magic directly. However, every place in the world has some energy available, and while too small to use for real spells (at least useful ones), this energy doesn't run out (energy used by Rituals simply returns to this place), and a special spell exists for artificially distill crystals using this energy. Distilling crystals would be more efficient when tapping into a leyline or hot spot though.
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What aspect of lovecraftian magic? There's quite a lot of it going around, and including aspects of lovecraft's mythos could have a big impact. I know we used it during the SDW, but the alleyverse has changed since then, so this might be something that would have to be put up for voting, and would probably require a lot of details, since not everyone here is familiar with it (I personally only know the basics).
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You kind of need to either have a fuel source or some specific limits to the size of Rituals, otherwise someone could create a Ritual destroying a whole planet or city by removing all bonds between atoms in specific area. Edit: There's also the fact that you need a way to explain why your symbols don't immediately take effect while writing them, or how you can note down symbols to keep records of spells. Fuel works nicely for this, since you can have all the symbols you want, but they won't do anything without fuel.
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It seems good, though I do expect Ritual magic to have a number of hacks and tricks for using magic in combat situations, ways that allow for magic usage in a way that doesn't require you to spend 20 minutes drawing every time you try to cast a spell. Also does the perfectly visualizing symbols to cast them still exist as an alternative to drawing them?
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So we won't have anyone able to use magic quickly from what I'm gathering? In that case, I think there will probably be a bunch of hacks around to deal with that.
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There's also the fact that the actual scientific method wasn't invented until Descartes came along, before that the general idea was to just assume a theory was right if it sounded right, without ever running experiments to see if it was wrong. This meant people were using Aristotelian physics for about two millenia.
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Not sure, I thought any medium would work for symbols, so all of those would work I guess.
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It isn't, it's in the hybrid sector. Connection, Fortune, Investure and Identity are in the spiritual sector. On the other hand, magic abilities are encoded in the spiritweb I believe, which is why hemalurgy can steal them.
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I actually see it as something more powerful, but much more difficult to use, since you're changing an object's nature. If you want tools with basic magical effects you could just inscribe the symbols on a tool and add fuel in the right slot.
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Um, genetic manipulation can do that I think, it's just that we can't predict protein forms yet, so we can't predict the effects new genes will have. That would be a good analogy though, you can theoretically create spiritwebs that are exactly the way you want them to be, but you won't know what it'll do, and it'll probably result in a failure that kills the subject in a horrible way, with worse things also being possible, so the only usable method is to copy parts of the spirit webs of other things instead. As for how difficult it would be, creating a single modification from scratch would probably require you to kill half the world's population to figure it out. Getting a complete theory on how stuff works through trial and error would take killing everybody in the world above a certain age (after they get children) for about a few millennia to finish.
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That depends. I agree that pure hard sci-fi isn't everything, and that bending some laws of physics might be interesting. That was what I was suggesting as well, to limit STL travel speeds, and add a way for FTL to happen as well. On the other hand, pure hard sci-fi can create some really bizarre settings as well, such as moving stars or building planets with a radius of a light year, build around a black hole for gravity, or intelligent supercomputers the size of whole solar systems. That's something a lot of people miss with hard sci-fi, that with a good amount of time and resources, you can create things that most sci-fi authors would see as impossible, even though it's completely possible (again, suggesting you check out Isaac Arthur or Orion's Arm). There's also the fact that hard sci-fi is also used to refer to settings which alter only a few laws of physics, but stick to known science for the most of it. For example, Schlock Mercenary has gravity manipulation and matter energy converters as its only divergences from standard physics, but can create great plot lines and worlds all the same.
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Yeah, it would probably be best if rep characters weren't counted towards the limit, but they would need to be limited to their rep jobs, only moving into threads related to it. This would also be necessary because of how the government meetings seem to drag on, locking up characters for a long time without them being able to do anything.
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I mean that time dilation at actual lightspeed would basically make it so no time passes for those traveling at the speed, which means you don't really know when to stop. Also, how would it work out when it comes to energy costs, since an object with mass requires infinite energy to accelerate to lightspeed. It would probably be better to create an explanation for ftl travel instead, since it would cause less headaches. That or limit travel speeds to just a fraction under lightspeed. Of course, at that point you'll also need deflector shields to deal with dust and micrometeorites.
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That depends on the type of sci-fi. If you go full hard-science there are many other options for travel that don't require ftl travel or lightspeed travel. Also, how would traveling at actual light speed actually work, with time dilation kicking in?
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Because the different threads affect each other, and things that happen in one thread will impact the overall world. For example, Hellbent's and Devaan's mutual knockout changed the structure of one guild, was affected by a different Hellbent incarnation in a different thread (counting them as separate characters here), created a power vacuum in the Den of Thieves thread, presumably impacted the power structure of the GB to some degree, and created a new character, who I'm assuming will also have a large impact on the world. On a more meta note, seeing the same person write replies to you and have a large impact on the plot no matter what thread you're in can be regarded as overcrowding as well. Also, it's not just your characters I'm talking about here. I'm also talking about Darth having three characters in a single thread, which is probably a case of overcrowding, even if your characters aren't.
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The issue is that affects everyone involved, not just those who would lose characters. We're the ones who have to interact with your characters, and who are affected by the large number of them you have. This is why the rule was created I believe, not to punish people who create large numbers of characters (since of course those who would lose characters would be against it), but to help the majority who don't do this have a good experience, and to help with the story in general. This means that if you want to put it to a vote, which suggesting both of you are against it implies, everybody should have a say, since everyone is affected by it. My suggestion, keep the characters, but change them a bit and ship them off to one of the new settings that are being developed. This would allow you to keep the characters without overcrowding the current setting.
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It was, that's why we have the index.
