There are a couple of abilities I would be interested in pursuing over the course of time, and I wonder if you all who know MultiVerser mechanics better than I do could advise me on the simplest ways to go about developing them (by which I mean the lowest bias, I suppose, but also the least complex). In that vein, I'd like to stick more to psionics than magic, because the bad Latin and ridiculously complex terminology I keep seeing in spell descriptions makes my brain ache.
1: Genuine telekinesis, of the sort that can rip a pylon off a wall and squish a Jedi with it.
2: Feral claws. Picture Sabertooth from X-Men.
3: While we're at it, Sabertooth/Wolverine-style Regeneration, too.
4: Inertial Armor - Anybody who plays D&D might recognize the Githzerai ability to project a bubble of telekinetic energy around their bodies to protect them from harm.
5: Infravision - Old-fashion Drow-style night vision that is based on heat differences instead of light.
6: Telekinetic Darts - I want to fling things with my mind enough to hurt people. *nodnod*
7 + 8: Invisibility and the Jedi Mind Trick, because I saw them on Adam's sheet and was all "You can do that? *drool*"
9: Teleportation - Is there even an ability for this?
10: Or perhaps just being able to walk through walls?
Yeah I know I'm a freak. I'm also bored at work. This is why I need a job that has more to do in it.
I know you can do most of that with psionics. The thing is that a lot of it will not work in a lot of worlds. What you need is a psionics teacher, and a world with good biases.
That's why I'm looking for the lowest possible bias versions of these - either as psionic abilities or, in the case of the claws, regeneration, and dark vision, bod abilities - so I won't keep getting "not in this world."
The lowest possible bias for these things is, in many cases, also the highest possible bias. That is, a particular skill either falls at a particular bias or has not been well enough defined.
"TK" that involves breaking things or any kind of force shield is P10@. Psionic shapechanging is high-intensity P5@, while bod shapeshifting is either B9@ or B13@ depending on how thorough it is. Psi healing is P6@, bod regeneration is B10@. Manipulating your own senses is either P3@ or P5@, depending if your method is clairsentient or psychometabolic. Very fast TK is just a variety of P4@ telekinesis. Invisibility depends on method (read: the nature of the invisibility), but mind-effects are mostly classed with telepathy, P1@. Teleportation is 13@ (and of course there's a skill for it, what game system do you think you're playing?). Walking through walls again depends on method, but my character does it with high-intensity P5@ nonphysicality.
Incidentally, you're still going to get "not in this world" for a lot of this stuff because bias isn't quite linear. One of the abilities you list is possible in your current, flat-lined word, despite being far too advanced for your character to hope to learn, but another is not possible in your world despite being very easy for your character to learn somewhere else.
Here's the strategy that worked for me: get into a highly psi-biased world and try everything you can think of. By the time you blow yourself out of there on a botch, you'll have a solid foundation from which to work the next time you're in a high psi-biased world, and in between you can try all of your abilities one by one in a flatlined world to see what will work in the lean times.
Incidentally, where have you seen bad Latin? All my spells use Spanish, and I don't think Eric writes out his incantations.
If your skill has an @1 or @0 bias, it will still work in a flatline world. What I personally am going to try to do next time I have a psionics teacher, is learn as many @1 and @0 skills as I can. It would make you into a Batman of sorts. That's all I want.
First, Harry wrote
I'd like to stick more to psionics than magic, because the bad Latin and ridiculously complex terminology I keep seeing in spell descriptions makes my brain ache.Then Scott wrote
Incidentally, where have you seen bad Latin? All my spells use Spanish, and I don't think Eric writes out his incantations.Graeme uses a smattering of Latin in his spells. I lean more to Koine Greek in mine, but my forum character (who is distinct from my regular play character) learned magic in a world in which it was all sung, so most of his magic is based on singing songs.
Harry, you don't need to use bad Latin, or any Latin, for that matter. The "trick" with Multiverser magic is that the power of the spell is directly proportional to the complexity of the ritual--the more you put into it, the more you get out of it. One of the things that can get you a bonus in chance of success is using a "magical language"--which is any language which you, as the player character, associate with magic (and not your ordinary conversational language). Bonuses on chance of success can be traded for increases in power, or shortened casting times, et cetera. In this way you can tweak a spell to do what you want, if you're willing and able to pay the price for it.
What often happens, though, is versers wind up in worlds in which someone there already knows magic, and the verser then patterns his magic after what he learns in that world. The Architect did his first magic in a world in which it was all faith-based, so his magic starts with quoting scripture (in Greek); my game character here began, as mentioned, in a world in which magic was sung, so he perceives a connection between music and magic. Adam's character started using magic in Orc Rising, and patterned his spells after those in his Hackmaster books which he'd brought with him, so his magic has a very D&D feeling to it. Graeme had had a very brief contact with some magicians in Quest for the Vorgo, and had only just discovered that he could create magic rituals before he was killed, and then in his experimentation he tends to bring a lot of his engineering background into his spell designs (a shrink and grow spell that includes burning the written formula for volume while the target object is at one end or the other of a telescope, for example).
In short, when your character starts to discover magic somewhere, you will start to create your own rituals in whatever manner feels magical to you, influenced by what the other magic-using creatures around you do.
On the other question, generally I answer such things with, "How would you know?" The best thing (and the fairest) is to tell me what you want to do and how you think you're going to accomplish it, and let me figure out whether that's possible where you are. For example, psionic invisibility has been mentioned. You could do that psionically by
- Planting the suggestion in the minds of those around you that you are not there, or not important;
- Making your body physically transparent such that light passes through you;
- Interfering with the memory processes of those around you such that although they see you they do not remember from moment to moment that you are there;
- Bending light around you;
- Creating a shield around you that prevents objects within it from being seen from the outside but does not obscure vision of the opposite side;
- Shifting yourself to a hyperspace or similar dimension which occupies the same points in space but is not visible from normal space;
- Probably several other ways which haven't occurred to me in this quick pass.
--M. J. Young
