Friday, April 8, 2016

Mystral Blooded

At long last we get human interaction without all of this glass in the way. Mystral blooded generate, store, and use mystral energy without any of the technology.

I'm not going to cover how to price these folks outside of a mystrally capable society: their abilities are very much tied to the prevalent technology, and priced as such.

The old mages of mystral realm had their innate talents mastered, cast in glass, and distributed to whoever could pay. Their feats and talents are no longer in high demand, and they have fallen from the power they once wielded. Of course, that doesn't make them useless. The Mystrally blooded can still interact with the technology, and can use it in ways others cannot. They carry around extra energy with them, and can circumvent technological barriers. The Mystral blooded excel most in the shadows -- a large proportion of them use their abilities in fields that that adventurers frequent.

Core Traits

Mystral Blood [5] You can produce, store, and use Mystral energy without the aid of technology. You produce 200 gems a day, and can store 5,000 gems of energy in your body.  You also have access to a number of perks and skills that allow you to replicate mystral technology. If you wish to sell the energy, you can generate an extra $120 a month.
Extra Generation [+20%/level] You produce more gems per day than normal. each point grants 200 more gems/day. This is limited to 9 levels.
Extra Capacity [+20%/level] You can store more energy than other mystral blooded. Each level raises the maximum storage by 5,000 gems. Limited to 9 levels
Replicated Devices Perk: For the cost of a perk, a mystral blooded may imitate the effects of a single mystral device. They must pay the full energy cost, and succeed at a Ritual Magic (Mystral) roll. failure results in the energy being spent as a great deal of light and noise. Valid Devices include: standard and dark specus**, any Comnus, Standard Thalmus* (at -2 to all rolls), Small and Standard Forge, hover ships up to 5 tons (must be on board), image disk+ Basic Amplus or Hologram Maker, Basic and Large Amplus, Menmus (-2 to all rolls)**, Automonton Menmus (-2 to all rolls)**, any hand held mystral weapon (one point per weapon, cannot quick fire, max acc 2)**, or a DR 20 mystral sink (doesn't stack)**.
** Requires a license perk, legal enforcement powers or high status
Ritual Magic (Mystral) IQ/VH: The skill of manipulating Mystral energy, a roll is required every time a replicated device perk is used.

Registered Weapons

The mystral blooded are walking tools, and in many cases walking weapons. The ability to walk around with their abilities is a legal boon. Whether or not their status is formalized depends on the exact setting, but they are considered to have the appropriate legal enforcement powers for what they can do, and should pay accordingly. If the powers are not formal and occasionally cause legal issues, add limitation: 'de facto' -40% to legal enforcement powers, or take secret if using them will bring down the law hard on you. In some cases, high enough status or rank can waive this requirement. Other times, a simple license perk will suffice.

If you are a well known Mystral blooded without a good deal of government trust, you will be watched, as you are a known risk. You will not be harassed, but  guards tend to be on alert around you, extra precations are taken, and so forth. This is the equivalent of a -20 enemy who is just a watcher, for a base of [-5]. The frequency of appearance is based on how often precautions are taken against you.

Social Standing

The mystral blooded are generally highly regarded by the societies they live in. In many settings, they form the core of the nobility, or at least having noble blood and mystral blood are correlated. The mystral blooded should purchase social regard in many settings. Whether they are feared, respected, or venerated is fairly setting dependent. If the mystral blooded have social regard in a setting, it must be purchased along with the core advantage. This may be sufficient to satisfy the registered weapons clause.

Sample Mystral Blooded

Marcus Axrell [100]
attributes [60]
ST 10 DX 11 [20] IQ 11 [20] HT 11 [10]
HP 10 Will 11 Per 11 FP 10
Speed 6 [10] Move 6
Advantages: [15]
Mystral Blooded (Extra capacity 3,200/day, 20,000 max) [8]
Replicated Devices ( Heavy Scorpus Arcus, Spectus) [2]
Social Regard (Feared) [5]
Disadvantages [-5]
Enemy (Guards, Watcher, 9 or more) [-5]
Skills [30]
Saviore- Fairre  -12 [2]
Ritual Magic (Mystral) -11 [8]
Beam Weapons (Arcus) - 13 [4]
Mystral Operation (Medical) -12 [4]
Mystral Operation (Surveillance) - 12 [4]
Fast Talk -11 [2]
Acting - 11 [2]
Climbing - 11 [2]
Running - 11 [2]

Marcus is an agent for hire. Born to a noble line that's run out of money, he's learned how to manipulate the energy that flows through him to see through to places he shouldn't, and to kill even after being disarmed.

Mystral Blood in Times of Crisis

Those with mystral blood technically can't do anything unique. Of course, others have to carry around expensive, heavy, and fragile equipment in order to replicate those feats, and are obvious when they do so. The Mystral Blood advantage could alternatively be bought as 10 levels of payload (gem block only) plus a point of signature gear and of independent income.

Mystral blood works best in times when stealth is key: they can walk through security check points with flying colors, then start blasting away or even messing with people's minds. They're also very useful to have when you don't want to carry a 200 lb thalmus around with you. And its really useful to not have to reload until you've expended 20 times the shots as everyone else.

The key to countering a mystral blooded is knowing that they are there. Societies that routinely deal with them usually don't bother to disarm people, and like to know the backgrounds of the people they invite over for dinner.

Its entirely possible to build a setting where mystral blood is quite common but still the only way to use mystral technology. In such cases, only those with the blood should have to pay for the ability to use it!

Its worth pointing out imitating a forge allows one to have TK over objects after focusing energy into them for a while. 

I hope you've enjoyed this treatment of how to work inherent magery into a magic as technology system. Have fun blasting away!

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