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Tempest - A Clash of Magic

 
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Old Feb 12 '19, 10:07am
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Tempest - A Clash of Magic

Tempest: A Clash of Magic - Forum
Mutants and Masterminds 3e

Magic isn't hiding. It's railing against the prison of time like a crazed lunatic, and what's worse, is it's escaping.

Ancient families are seeing the return of their power. Old artifacts now thrum with new vigor. And creatures unseen for centuries or even millennia are walking in broad daylight.

The world of magic and mystery is starting to return to the modern earth. And the modern earth isn't ready for it. Those without magical talent, the sad majority of humanity, cannot see, understand, or remember their encounters with it. But magic is dangerous and growing. So those who have no idea of the newfound dangers in their midst need protection against it.

Those who can't defend themselves, those who don't even know that they need to be defended, those that are alone in the dark, now have protectors. The Special Investigations Unit is a new squad built for a world of emerging magic. Drawn from various backgrounds and extensive types of training these individuals step forward to protect civilians from the chaos of magic.

Who are you? And why have you joined the SIU?

System: Mutants and Masterminds 3e with some rule modifications

Power Level: PL 10 with 120 power points.

Magic in this Setting: Each character is allowed to have access to two elements. One must be spirit. The other can be Fire, Wind, Water, or Earth. Spirit allows for the interaction and memory of magically inclined beings. Those without spirit magic cannot remember encounters with magical creatures or objects. And will instead fill in the gaps of their memory with 'probable excuses' such as a gas explosion, or terrorist attack. The other elements allows for the manipulation and work of the element. A mixture of Spirit and the Element of choice allows for a variety of magical types and styles.

Setting The setting for this game is a modern day coastal city in the United States called Emerald Bay. Emerald Bay has several large parks, a thriving city center and a growing population. It also has a large crime rate and several dilapidated neighborhoods.

References: Dresden Files, Avatar: The last Airbender, Kaze No Stigma

Game Description:

The world of technology and magic have existed together but separate for thousands of years. Though as time passes, these two worlds clash together. Ordinary mortals are unaware of these clashes. Their minds clouded against the actions of the arcane. However, these clashes have become more and more frequent in recent years, and as magic resurfaces and bubbles through to reality, new actions need to be taken.

Those that are aware of magic have created new task forces to deal with mystic interference. But due to the variety and scope of the issue, have been forced to take on recruits of mystic persuasion, rather than just that of police and military.

The world itself is a modern-day city, with a hidden background of Kami, Fey, Witches, Warlocks, and other spectral beings.

__________________
No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it.
4 to 6 players

Heh. Being invisible, or forgettable, seems incredibly useful, if we wanted to play a half-monster thief. But that answers my question.

What about the tech thing? Would you look kindly on powers based on gadgets, with only Spirit power inherent to the character, or do magical creatures have a sort of immunity to guns and such? That we know of, not looking for spoilers, just thinking of character creation.

Not sure if I still have the books. I'd have to look but this seems like an interesting idea. What would you say about some one who uses primarily claws and such. Talks to animals that kind of thing?

Quote:
Originally Posted by Xerin View Post
The more magical your character is, the less ordinary humans can have a sustained interaction with you. Someone with a bloodline of fey or elemental or what have you would be a 'forgetful face'. Someone who seems to blend into the crowd, despite being physically attractive. Someone of full bloodline could almost completely rely on not having any lasting resources outside of 'special' humans and magical creatures. If you're willing to work around this issue (such as people forgetting you're on the phone when you call, people forgetting your name as soon as they lose visual contact with you, etc.) Then it's fine. If you want a mystical background, I would recommend either very thin mystical blood (a demon your great great great great grandmother or something), or a contract (you made a deal with an elemental for magical prowess), or something along those lines.
Hmm... is it possible that a character could be "magical" but appear human - and only have the magical parts forgotten. For example, a fey creature has an encounter with a human, and the human remembers that they had an encounter with someone - perhaps they even remember who - but they don't remember the glowing eyes or the wings? Or something like that.

Could such a character actually (potentially) be quite memorable or well-known, but just have people not notice if they start doing magical things (or even, as above, have people essentially just see them as human even if they're not?).

Being almost unable to make an impact on the human world at all sounds interesting, potentially useful, and excellent as a complication - but being able to masquerade as a regular human would be quite nice too.

Also, the forgetting thing might get really awkward if your boss keeps forgetting to pay you or whatever...

Yes and no. "They remember you but not the magical parts" is pretty much how my Air Elemental works. The issue becomes, they don't remember you as someone specific. What the GM said was, "they might remember you as a cop they interacted with, but wouldn't be able to pick you out of a lineup even later that same afternoon."

So it's not that you would have a well-known non-magical alter-ego. It's that people entirely gloss over who it was they had that particular interaction with, even if the interaction itself might have left an impression.

As for the rest... your boss wouldn't so much forget to pay you as the person who interviewed you for the job would have forgotten how your interview went, even if she remembered that you showed up. And if she did remember you well enough to hire you, odds are the HR person forgot to put you in the system. Etc. Etc. The more magical you are, the more likely it is you simply have no place whatsoever in mortal society. If you're a werewolf or a vampire or something that could reasonably pass for human, you might have a slightly easier time, but if you're something obviously not of this world like an elemental or a fey or a demon, you're pretty much entirely giving up on interacting with muggles in any meaningful way.

Yes, so my question for the DM is, does that have to be the case - in all instances? Could there be people out there who appear to be regular humans and in more-or-less all ways interact as such but who have magical aspects which "muggles" don't notice? Or could this be a feature?

This probably wouldn't make sense for all beings. If we're talking something quite humanoid but with some obviously inhuman feature, though, or perhaps some creature which is only partially magical in some sense, it seems a bit odd for them to be excluded from all sense of identity as far as the human world is concerned (possible, but potentially limiting story-wise).

IF you had a feature. Just a feature, like horns, or red skin. Something left over from magical heritage but that didn't really do anything. I could see that sliding. But if it was something magical and working, like wings, I see it more as what Bahamut said.

Hmm... OK. Are any creatures able to disguise themselves as human, then? As in, not just the whole "not noticing" thing but, say, shapeshifters or something - and would they suffer the same thing? How about if a creature looks totally human and has no odd features, but has some non-visible magical ability - would that also make them instantly forgettable even if they never used magic? I guess that's more likely to be "humans with superpowers" at that point but there are plenty of human-looking creatures in folklore.

Just trying to figure out the extent of this forgetting thing, which I think it quite interesting.

Speaking of which, do you have any set thoughts on what sorts of creatures even exist in this world, or do we have something of a blank slate?

Also just to double-check the elements thing - presumably we basically have to have access to spirit for the characters even to be part of the game... so this means that we pick at most one of the other elements, and should theme all our powers around that? Does this also apply to magical creatures, or just humans?

Back to an earlier question, what about tech-based powers? I am thinking a super-suit would be totally out of place here, but what about something the Ghostbusters might have made?

Quote:
Originally Posted by TheFred View Post
Hmm... OK. Are any creatures able to disguise themselves as human, then? As in, not just the whole "not noticing" thing but, say, shapeshifters or something - and would they suffer the same thing? How about if a creature looks totally human and has no odd features, but has some non-visible magical ability - would that also make them instantly forgettable even if they never used magic? I guess that's more likely to be "humans with superpowers" at that point but there are plenty of human-looking creatures in folklore.

This is a split, are they a human turning into a monster (that would be using magic and would be a spell) or are they a monster turning into a human (then it would be them being magical and thus forgetful).

Just trying to figure out the extent of this forgetting thing, which I think it quite interesting.

Speaking of which, do you have any set thoughts on what sorts of creatures even exist in this world, or do we have something of a blank slate?

A lot of mythical creatures from different folklores will be drawn upon. Elementals are somewhat hand waved due to varying versions of them being in mythology (nymphs and the like). But modern day creatures (Slenderman) and made up creatures are not allowed.

Also just to double-check the elements thing - presumably we basically have to have access to spirit for the characters even to be part of the game... so this means that we pick at most one of the other elements, and should theme all our powers around that? Does this also apply to magical creatures, or just humans?

All magic is more or less bound to this.
Quote:
Originally Posted by KingGoblin View Post
Back to an earlier question, what about tech-based powers? I am thinking a super-suit would be totally out of place here, but what about something the Ghostbusters might have made?
Technology is bound to what we have today. The concept of dealing with magic with technology would have only recently have happened. And at best would be faulty. A gun with a fire enhancement to make it burn as well as shoot would probably avoid this. But something along the lines of a magic detector, or anti fairy cage would be very hard to get working.







 

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