[Torg] Inspiration in the Possibility Wars (Core Earth World Laws 10 of 11)

Jasyn Jones jasynj at gmail.com
Wed Feb 24 00:37:27 EST 2010


On Feb 23, 2010, at 6:43 PM, Kansas Jim wrote:

> On 2/16/2010 8:14 PM, Jasyn wrote:
> 
> [...]
> 
>> Core Earth’s reality also aids the planting of Glory seeds (pg. 186, R&E). Both the storyteller and the audience are inspired, the storyteller to relate a story well, the audience to remember their former lives. When planting story seeds on Earth, storytellers gain a +2 bonus to their skill total.
> 
> I remember some confusion coming up in the past over similar wording, maybe in response to my CE WLs or maybe it was the official one in the DCW - 'but we don't plant Glory seeds on Earth, we do it in the invading realms, this is useless!' So maybe rephrase it as something like "when planting story seeds within the realms on Earth…".

Good point. I'll reword it.

>> Last, this World Law aids Storm Knights in appropriating and using the High Lords’ tools against them. Their innate understanding of other realities allows Storm Knights to select one skill normally not native to their reality, and learn and use it as if it were native. The use of this skill isn’t a contradiction for the Storm Knight anywhere in Core Earth or in the reality it is native to.  In other cosms, it is considered a 1-case contradiction (as the character supports it, but the land doesn’t).
> 
> I like the idea but coming at it from a player's perspective I can see a complaint - so the CE magic user gets to play with Ayslish conjuration magic without contradiction and the CE fringe scientist gets to play with Weird Science without contradiction but the CE gun bunny gets nothing because Fire Combat is a CE skill so all those shiny NT and CP firearms remain contradictions for him.

> Similarly, I can see the CE magic user bitching that all the weird science the CE fringe scientist does isn't a contradiction because there's only one Weird Science skill but he still has to face contradictions with 75% of his magical abilities (ie, his other three magic skills aren't receiving the same benefit.)

I see what you're saying. What I want to implement is the notion that p-rateds from Earth can learn one foreign SFX system and use it without contradiction. Decking, Weird Science, Ayslish Magic, Aylish Honor/Corruption, Nile Mathematics, Nile Engineering, Keta Kalles, Akashan Psionics, Tech 26 guns, whatever. Not every system, but the bulk of ones available.

I'm not exactly sure as the best way to do this. I could make a list of of SFX systems and associated skills (included in an appendix) and say "pick one", but that seems like a brute force solution. Sometimes, though, brute force is the correct solution.

I'll give it more thought. You're right, it should be addressed, I'm just not sure how.

> I wonder if perhaps anyone who takes this advantage should be considered to be susceptible to that reality? The CE magic user who is in tune with Aysle can do conjurations without contradiction but that also makes him more vulnerable to transformation to Ayslish reality.

Maybe. There are rules for that that match a rule I had in mind but didn't include. To buy the compatibility, you have to sacrifice the +1 reality add you get for not being susceptible to other realities. Don't go as far as the Stymie, because it's not that extreme, but lose the +1.

(Also, could "Obsessed With the Nile Empire" be an aspect that represents being susceptible? Just a thought.)
--
Jasyn Jones
jasynj (at) gmail (dot) com

"To strive, to seek, to find, and not to yield."
Ulysses, Alfred Lord Tennyson

Check out my Torg webpage, Storm Knights:
web.me.com/stormknights/





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