Odraude Posted August 7, 2009 Report Share Posted August 7, 2009 Re: How does your world handle Magic/Psi? With either magic or psion (though it would work better with psion), you could also have the mages/psychics being the real masters of the world, using the governments as puppets to rule behind. Quote Link to comment Share on other sites More sharing options...
SimComm Posted August 8, 2009 Author Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? bubba_smith: Oh, bad manners, thank you for the rep-tonfa! I like the tonfa, but you might want to try the rep-tetsubo, it's more manly Odraude: Hmm, an interesting idea. Might try it for one of the alternate worlds... Best, -SC Quote Link to comment Share on other sites More sharing options...
CourtFool Posted August 8, 2009 Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? I'm not sure if I should write about that' date=' as this is the Champions board.[/quote'] You could always post in the General Roleplaying forum and then post a link here for those who are interested. Quote Link to comment Share on other sites More sharing options...
bubba smith Posted August 8, 2009 Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? bubba_smith: Oh, bad manners, thank you for the rep-tonfa! I like the tonfa, but you might want to try the rep-tetsubo, it's more manly Best, -SC a tetsubo whats that? Quote Link to comment Share on other sites More sharing options...
SimComm Posted August 8, 2009 Author Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? bubba_smith: A tetsubo is a large metal club (japanese) usually with spikey bits on it. I know it from all the Oni (japanese monster) stories. It's pretty much the polar opposite of a katana (japanese sword), as it's not delicate/sensible. They were actually used as war weapons too (as I understand), but as you can imagine, they have some limits to their application (it's a big club!) The tonfa, on the other hand, is just kind of like a police nightstick (that's the closest american equivalent). In Japanese stories, if you want to make a character "extra manly" you make sure he's not shaven, extra grunty in his responses, openly drinks, and wields a tetsubo -SC Quote Link to comment Share on other sites More sharing options...
bubba smith Posted August 8, 2009 Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? domo arrigato[ i hope i have the word right] Quote Link to comment Share on other sites More sharing options...
hfergus Posted August 8, 2009 Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? In my world, psionics on the super level is rare and fairly recent. Any "olde time" psionic was invariably thought of as a specialist wizard (and they do exist). Magic was (and is) rare at any level. Huge magic occurance a long time back caused it to damp. Magic is reasserting itself slowly. "Blasters" (supers) are very rare. There might be twenty in my whole world. The rest are manipulators, information sources, or rely on "deals" with "powers" (good or bad). Psionics tends to make people nervous. Magic less so, for 2 reasons. 1) obvious magic is very rare, as stated. 2) Arthur C Clark's 3rd law comes to mind for most: "Any sufficiently advanced technology is indistinguishable from magic." Olorin, my mage uses that line a lot when explaining his magic. And he loves technology. He sees a difference, and oddly enough is trying to have them interact.(Technomancy) Old wizard groups tend to dislike the "upstarts". Some from jealosy, some from desire to keep things low key. Quote Link to comment Share on other sites More sharing options...
bubba smith Posted August 8, 2009 Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? Hi All, I will post in my other threads, but I had a question first, that's been brewing for a bit, hope you don't mind Just wanted to know how other people hand Magic and Psionics. Our world has no official knowledge of Magic or Psi, as both have a sort of "secret society" that scoop up any signs of weirdness and keep them hidden away from sight. They try to have a "non-interference" clause with the rest of normal society. The world, however, is pretty standard Super-fare, with four-color heroes and such. The main hedge of the game runs around a group of heroes with magical abilities, who are (I hate to use the word, as it has certain connotations ) masquerading as four-color heroes with public identities, working out of a private investigation-style office to try and help out the city (which is New York City). I know this is a bit unusual for standard Champions fare, but I've been having a LOT of fun with it, especially since it forces the PCs to deal with the more "flamboyant" four-color world as well as having the standard secrets (tho not SI) and magical things that they have to try and keep quiet. Please let me know what you think of my world, and also let me know how you handle these sorts of things in yours. Thanks -SC if any of the wizards is a frustrated super-hero this group would seem like a perfect oportunity to live out his dream Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted August 8, 2009 Report Share Posted August 8, 2009 Re: How does your world handle Magic/Psi? What do you think of this? Good or should I change/add something? During the Sixties ISTR a lot of tolerance for belief in supernatural/psychic stuff. For example. the Bewitched TV series used "witchcraft" as a metaphor for race relations, religious tolerance, etc. I suspect that at some point the majority of people would begin to see the PSU as a "hate group" and people with magic or psionics would start to gain the level of acceptance that regular supers do. Of course, not everyone is going to feel the same way, but that's what secret societies are for! In Japanese stories' date=' if you want to make a character "extra manly" you make sure he's not shaven, extra grunty in his responses, openly drinks, and wields a tetsubo [/quote'] I think the western equivalent would be: a big club with spikes in it, or a HUGE war mallet (rather like the "Sledge-O-Matic", but more serious. http://www.youtube.com/watch?v=37Ynb8DhhqA&feature=related Quote Link to comment Share on other sites More sharing options...
SimComm Posted August 9, 2009 Author Report Share Posted August 9, 2009 Re: How does your world handle Magic/Psi? Bubba Smith: Doitashimashite (You're welcome) Thank you for the Japanese SSgt Baloo: That is good to see that two cultures, despite being radically different in so many ways, have found a similar way to effectively beat people's heads in. -SC Quote Link to comment Share on other sites More sharing options...
DusterBoy Posted August 11, 2009 Report Share Posted August 11, 2009 Re: How does your world handle Magic/Psi? My world has both magic and psi and they are distinct from each other. Psi is a type of superpowers, not a source of them, however. Magic is "the fire in the blood" as one sorcerer describes it and is capable of a vast array of FX, depending on the skill and power level of the magic-user involved. Quote Link to comment Share on other sites More sharing options...
SimComm Posted August 11, 2009 Author Report Share Posted August 11, 2009 Re: How does your world handle Magic/Psi? I just wanted to add regarding the testsubo/pointy club: http://www.youtube.com/watch?v=9ELRZ08hNaU Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted August 11, 2009 Report Share Posted August 11, 2009 Re: How does your world handle Magic/Psi? I just wanted to add regarding the testsubo/pointy club: http://www.youtube.com/watch?v=9ELRZ08hNaU * *J/K! Quote Link to comment Share on other sites More sharing options...
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