Subsections


Magic (optional)

This chapter is strictly optional.

History

Magic in the form presented here was discovered by more-or-less accident at the University of Linköping, in the year 2010 CE, by an aspiring young student of Computer Science. He occasionally found himself falling asleep in the computing labs and waking up in front of the snack food machines or standing outside a toilet. After having made sure he was either very very good at avoiding obstacles (including locked doors) or somehow getting from place to place he started experimenting. What he found was that by concentrating really hard and visualising himself elsewhere, he could be there. However, the practical limtations were that he had to know the place where he wanted to be quite well and also know exactly where it was in relation to his current position. The few times where he played loose with the latter conditions, he found that he tended to end up where he thought the place he wanted to end up was.

Later on, this line of study was taken up by some of his friends and they found that they could cause other effects, like heating or moving things at a distance. They did find that it was surprisingly hard work and decided to stop playing around when one of the group managed to end up quite dead, after having chilled her brain down to a temperature somewhat below freezing.

Mechanics of magic

Magic is effectively energy manipulation at a distance. It requires good concentration and visualization skills. There's no ``free energy'' involved, so to lift an object weighing 1 kg, enough energy to counteract the local gravity (9.8 Nm/s2 mathend000# on Earth) must be provided (again, on Earth, that's 9.8W). Depending on what energy sources are locally available, the conversion factor from ``consumed off the energy source'' and ``usable by the magician'' varies from about 0.01 to 0.9, with the remainder ending up as waste heat in and around the magician and the energy source.

Likewise, the maximum amount of energy that can be channeled varies from magician to magician.


Game mechanics

As a general rule, there's (at least) two dice rolls to make for all magic effects. One to see if the required power source has been latched on to and one to see if the desired effect has succeeded.

This means that depending on the effect wanted, more than two rolls may be necessary. Take the traditional way of making a ``fire ball''. First, latch on to a power source, then exert inwards pressure on a spherical volume of air. After that, heat that sphere up and finish off by making it move.

The maximum power that a magician can channel varies as the cube of WIL. This is the power that gets through after loss. Loss is measured as a percentage of total energy used (there's a multiplier in the Power Loss table (p. [*]), that can be applied to the power needed for the spell, to see the total power drained).


Table 11.1: Magic power channeling table
Maximum power is 2*$ \sqrt{{(1.1W)^{3}}}$ mathend000# (W = WIL).

WIL Max W
2 11
3 36
4 85
5 166
6 287
7 456
8 681
9 970
10 1330
11 1770
12 2300
13 2920
14 3650
15 4490
16 5450
17 6540
18 7760
19 9130
20 10650



Table 11.2: Magic power loss
INT Loss Multiplier
2 99.1% 110.2
3 98.0% 49.0
4 96.4% 27.6
5 94.3% 17.6
6 91.8% 12.3
7 88.9% 9.0
8 85.5% 6.9
9 81.6% 5.4
10 77.3% 4.4
11 72.6% 3.6
12 67.3% 3.1
13 61.7% 2.6
14 55.6% 2.2
15 49.0% 2.0
16 42.0% 1.7
17 34.5% 1.5
18 26.5% 1.4
19 18.1% 1.2
20 9.3% 1.1


Estimate that half of the power lost ends up dissipating inside the magigican as waste heat. If we apply normal rules-of-thumb, she will have a brain weighing ca 1.5 kg and for each second of dissipating 4.5 kW11.1, her brain will increase its temperature by 1o mathend000#C. Further, assume that increasing the temperature more than 6o mathend000#C will kill the magician.

Depending on exactly what magic effect the magician is looking for, we have to apply slightly different rules-of-thumb. Heating and cooling is a ``simple'' matter of adding or removing energy (thus, heating is easier, since that doesn't require latching on to whatever is being cooled as an energy source).


Teleportation

Teleportation is accomplished by (effectively) convincing the teleported object (and the world) that it is elsewhere. It is widely believed that the upper range for teleportation is in the range of 2 km, seeing as how no one has successfully survived a teleportation of a longer distance. By an interesting quirk, it's easier to teleport concious, coöperating beings rather than inanimate objects. Why this is, isn't know. For game-specficic ranges, see table 11.3 on p. [*].


Table 11.3: Teleportation, maximal range
Self range is $ {\frac{{1}}{{1+e^{-\frac{P-9}{1.8}}}}}$ mathend000#.

PER Self Willing, Unwilling Inanimate
concious unconcious
3 69 23 5 10
4 117 39 9 17
5 196 65 15 28
6 318 106 24 45
7 495 165 38 71
8 729 243 56 104
9 1000 333 77 143
10 1271 424 98 182
11 1505 502 116 215
12 1682 561 129 240
13 1804 601 139 258
14 1883 628 145 269
15 1931 644 149 276
16 1960 653 151 280
17 1977 659 152 282
18 1987 662 153 284
19 1992 664 153 285
20 1996 665 154 285



Telekinesis and levitation

Telekinesis is making things move and fly by manipulating the forces operating on them. This is used for quite a few magic effects.


Heating and cooling

Heating is done by pouring energy into the ``target'', this is limited to what the magician can channel. It takes 4.7 KW for one second to heat 1 kg of water 1deg mathend000#C.

Cooling, on the other hand, is done by latching on to the ``target'' as a power source and simply channel energy from it. This requires more concentration and the need of having somewhere to dump the extracted energy.

One needs to pump in as much energy to heat something up as one needs to take away to cool it down. Note that freezing and thawing (``solidifying'' and ``melting'') have slightly different requirements. For specific numbers, consult a physics or chemistry handbook.

Magic Skills


Magic power manipulation

Attr: INT Base: 0 Cost: 5

This is the skill for latching on to power sources. A successful roll must be made to operate at normal efficiency. A missed roll means losing power as if INT was 2 lower (so someone with INT 20 and a normal loss of 9% would suddenly operate at a loss of 26%). A missed roll for someone with an INT of 3 or lower is a plain failure.

Once latched on to a power source, the magician stays latched until she either willingly disconnects or until WIL/2 minutes of not drawing any power has passed.

This skill can also be used to scan for power sources and power flow. A magician not taking pains to be unobstrusive tends to stand out fairly well to other magicians nearby.


Magic teleportation

Attr: PER Base: 0 Cost: 5

This is the skill for teleporting oneself, others and inanimate objects. For teleporting of self, the maximum range is 100*PER metres, for teleporting other willing, concious subjects, the maximum range is 50*PER metres and for teleporting inanimate objects the maximum range is 10*PER metres.


Magic telekinesis

Attr: INT Base: 0 Cost: 5

This is the skill for moving objects at a distance. This covers both ``move the whole object'' and ``impart momentum to parts of the object'' (like, say, magically punching someone in the nose).


Magic energy manipulation

Attr: WIL Base: 0 Cost: 5

This is the skill that governs increasing the temperature of an object (for cooling an object down, refer to [*].


Rules for specific ``spells''

At the GM's and player's discretion, a spell-effect the character is using ``a lot'' can be specified as a specific skill (latching on to a power source is still done as normal, but specific rolls of TK, energy manipulation and teleportation are bundled into the over-all ``specific spell'' skill). All these special-purpose skills have a skill point cost of 4.


Specific spell effect

Attr: Varies Base: 0 Cost: 4

This skill is handled as per 11.4.5. Basically, this skill bundles one or more rolls of all magic skills except Magic power manipulation (p. [*] 11.4.1) into a single roll.

The intention is that this skill is used for things the character is doing often or has done often (either in play or in the character back-story). Remember that these skills are at the GM's discretion.

Examples



Footnotes

... kW11.1
I am assuming tha the brain is, roughly ``half fat, half water'' for the purpose of calculating a specific heat, water is at 4.2, fat is at 1.7, giving ``about three'' and the brain is 1500 g worth of matter
Ingvar 2007-07-07