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Magic for an Overtly Scientific Cabal? (Cabal Now Complete)
Posted: 2006-04-28 02:22pm
by Majin Gojira
I'm designing an Scientific Cabal for a low-level magic universe (Specifically,
C. J. Carrella's "Witchcraft") and am trying to design "Overtly Scientific" "Magical" abilities.
I've thought of a few ideas already, but want to run them by people and gather more ideas on how to design such an organization.
The two good abilities I have are:
"Invention" -- Creating advanced technology that cannot yet be mass produced (IE: Sci-Fi-ish technology), "summoning" simple tools and such and being able to quickly analyse a new peice of technology and reverse engenier it quickly.
"Element: Electro-Magnetism" -- Manipulation of Electro-Magntic fields. Not quite up to "Magneto" level power, but the same basic idea.
So, what are your ideas on the subject?
Posted: 2006-04-28 05:21pm
by SirNitram
Depending on the exact kind of magic, they should employ what they know exists in scientific ways. Allow me to explain.
If alchemy works, they should be able to produce superior materials; modern day or better.
If levitation is possible, why not link together lengths of metal or stones or something, creating a levitation 'track'? You know, a mag-lev train.
Of course, if they're secretive that latter might not work well.
Posted: 2006-04-28 05:24pm
by DPDarkPrimus
White Wolf has already covered the subject quite extensively with the Technocracy.
Posted: 2006-04-28 05:47pm
by Majin Gojira
One of the technological developments I was considering including in the "Invention" ability is the essential re-creation, through machines,the effects off various "Spells", including an "Essence Generator" (IE: Engine that creates "magical" energy) so that anyone (even those who don't have magical aptitude) can perform such feats.
The magic is essentially knowning specific energy patterns for "Essence" (whihc, like a lot of magic, comes largely from living organisms).
The group is largely secretive, but more due to hinderence from other groups than anything else (IE: They want to share their discoveries with the world, but are prevented by a classic "Evil Conspiracy" and their own need to conduct as thurough an analysis as possible so they can present their findings as best they can).
I'll have to do some more research, but what I'm finding tends to label them more as the exact opposite of what I want this group to be. The group will be hated, but largely because they remove many of the classic magical trappings, not because they are driving magic out of existence.
Witchcraft is fairly unique in that technology has surpased magic in many areas--especially in the terms of destruction: By the time it takes the average sorcerer to gather enough energy for a blast of flames, the guy with the gun has already emptied half his clip.
Posted: 2006-04-28 06:27pm
by Tasoth
The essence generator and spell replicators are a good thing to have, since that lets you do all kinds of super science-y things. Alchemy should work, kinda let them pull an atlantean arcana with it in regards to matierials technology. Creating leavitating machines or clock work 'bots would be interesting, as well as the use of crystal capacitors. Really, just having them wear/ingest/use something that lets them replicate one of the many abilities present in the game universe already would be enough, especially if you have access to Mystery/Abomination Codex and the Book of Hod.
Posted: 2006-04-28 09:00pm
by Majin Gojira
I'm actually basing the rules for Item Creaton partially on the Gadgetry rules in Pulp Zombies.
Keeping it from mimicing all Altantean powers on the cheap is going to require some tinkering (Low-cost Thought Ships and power-gaming may be the result if I don't).
Thanks for the tips, all! (and keep 'em coming!)
Posted: 2006-05-03 08:53pm
by Majin Gojira