Magic
Magic (Sources, concepts, etc.) posted in Fantasy and Progress Level 3 forum comment posted by derek_holland This is a long thread so I may or may not have posted this idea already.
One of the nice things about FX is Alternity is that is it very flexible. There are at least three different official sets of rules (GMG, Beyond Science and the horror article in Dragon) plus at least three unofficial sets of rules on this site (Red Dragon's Turlough's and I forget the third author, sorry). Those are great but there is so many more possibilities.
One thing I have not read in any of them is methods to regain FX points other than just resting. There are many sorts of actions and each theme drives the campaign in a different direction. Consider these examples:
- Adepts must communicate with, and supplicate, a supernatural being. It may be a patron or it could be a random creature that just happens to be in the right place for the character. The method of supplication, be it wealth, sacrifice of goods, service, or possession (by the being or one of its servants) likewise alter how magic works in the setting.
- Adepts must be in a specific place at a specific time. These can be very specific, such as the Red Temple during New Year, or something more generic, such as observing the North Star every midnight. Doing so they gain either a set number of FX points or the ability to regenerate FX points until the next renewal. Skipping this results in no FX points until the next opportunity.
- Adepts must steal FX points from magical beings. This may involve killing them or counting coup. In either case such magical beings will not willing interact positively with any adept. They may even hunt adepts or hire others to do so. There is the possibility that these magical beings are elder adepts, those who have learned or gained the ability to regenerate FX points without theft.
- Adepts gain FX points by consuming potions, other alchemical substances or rare monster parts. They are an important part of the economy and must be constantly creating something that will earn enough cash to buy their next source of power. Hunting monsters may be useful in the short term, but any lengthy time in the lab or in the field away from the creatures' habitat will mean the need for more coin sooner or later. There is also the possibility that adepts are alchemists and all FX skills are the result of using concoctions.
- Adepts must undergo lengthy rituals to regain FX points. One could see this as part of AD&D as it did take days for a high level magic-user to memorize their entire lot of spells (8 hours plus 15 minutes per spell level). If an adept can regain their points piecemeal, they may rarely have all the possible points. This sort of limitation makes FX dangerous to rely on in the field. Interruptions can be annoying (restart from the beginning) to hazardous (chaos FX effect).
One of the nice things about fantasy setting design is that one could use all these examples and more, each being an individual, school, culture or region specific form of FX.
So anything obvious I am missing?
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