Put Some Magic In It
A MEKTON Magical System
by Claude J. Pelletier
(note- This article originally appeared in Protoculture Addicts
Magazine no. 16. It is reprinted here without permission of either
the author or the magazine publishers. It's appearance here should
in no way be construed as a challenge to the authorship or copyright
of either of the above parties.)
I needed a magical system to define some characters in Gates of
Pandragon. At first, I wanted to adapt an existing system (AD&D,
Shadowrun) to MEKTONll (the best rules system for an anime/mangalike
RPG: It's simple and realistic enough). I was engaging myself
in a big job but it was worth it since several anime or manga
are dealing with magic (Outlanders. Aura Battler Dunbine, Bastard!
Record of lodoss War. etc.) and that Mekton had no such system.
I had just began to put some ideas on paper when Mekton Empire
was released. I was really relieved: the psionic system that it
cantains was exactly what I needed. Because, you see, in my mind.
psionic and magical abilities are two expressions of the same
power.The psionic system of Mekton Empire gave me ihe basis to
develop magic by establishing correspondance benueen the two kind
of abilities and creating new spells. Here is what I propose.
MAGIC and PSIONIC are in fact the same thing. It only depends
on your point of view. If you come from a modern civilization
with a very rational and scientific basis. you will probably call
it PSIONIC (and the chosen one entrusted with the special power
will be call esper). If you come from a more primitive civilization,
or from a society with strong mysticai traditions. you will call
it magic (and the people embodied with the power will be magician.
mage, arwizard if you admire them and sorcerer if you fear them.)
Magicians and espers uses the same power. It is a power immanent
in the universe. It is everywhere and you can explain it as a
mystical force linked to the Universe itself (the "soul"
of the Universe, the consciousness of the planets or even the
Force --as in "May the Force Be with you" ! I or by
an extension of the Unified Field Theory (if you are rational).
The power is a quinti-dimensional force generated by the resonance
of the Universe in its perpetual creation. This force is linked
to the structure of the Universe (its lines of force -yes, like
the Ley Lines in Rifts but l swear it I had this idea a couple
of years ago. even before hearing of the latest Palladium Games)
and are concentrated by planet-generated gravity well. The mumbo-jumbo
doesn't matter. All we know is that the power is Iinked to planets:
nearer you are of a planet, bigger the planet is, the stronger
you feel the power. When you move from one planet to another,
you must adapt yourself to the specific "wave length"
of the new planet before recovering the power.
How can magicians and espers use that power? They channel it more
or less unconsciously. The process is a little too complex to
explain but only people with the channeling potential can use
the power. This potential is innate and cannot be developed aIthough
sometimes it is unknown and can be "discovered"). It
is your PSI or MAGIC POTENTIAL. They are both determined by the
same way: an 11th ten-sided dice when rolling your Character Points
(Cf. Mekton Empire. p. 109). From 2 to 4 points of Magic Potential
you have no magic, with 5-7 points you have access to one magic
skill category, with 8 points you have access to 2 skill categories,
with 9 points to 3 skill categories and with 10 points you have
access to all 4 skill categories.
Magical skills are "purchased" with Education Points
and can be improved by "investing" Character Points.
If you have access to a mage or someone with an hiaher level skill
vou can also learn a
magical skill. Finally, it can be gained by a wild talent. In
fact, it works exactly I ike a psionic skill (Cf. Mekton Empire.
pp. 109-120). You use it the same way: stat(Magic Potential)+
skilI level+1 ten-sided dice against a defending roll or a difficulty
level.
It is important to precise that a character CANNOT use both psionic
AND magic.They are two different conceptions of the same thing.
If you are an esper and you want to move a glass of water, you
will use your telekinesis skill (if you have it of course!) to
change the gravitational vectors around the glass.
An esper will not always be aware of all the mechanics of his/her
power but he/she will rationalize better its use, knowing that
the laws of physics are at play. A magician will move the glass
by invoking magic. He/she doesn't know what happens to the glass
but it works lif the roll is successfu I!I. The magician concentrates
or recites a form ula(he/she don't know it but the form ula has
only the role of helping concentration: "All I know is that
Buddha help you if you concentrate"!) to make magic work.
That's alI they know. A magician and an esper can work in a same
party but they will never admit o r suspect that they are using
the same power with a different name. Their conception of it is
too far.
The magical skills are either spells or magical abilities at wilI.The
difference does not matter. The skill categories and prerequisites
are the same than PSIONIC skills but wear generally different
names. I will give the equivalence between them but refer to the
"Psionic Skill Table" and "PsiPotential-Based Skills
Description" in Mekton Empire for more details Ilike the
prerequisites). I will aIso give NEW psionic skilIs with their
magical skills equivalents (noted by an *) and description.
GENERAL RULES:
The rules are the same for most spells. unless stated othewise.
Duration. All magic skills last as long as you concentrate (concentration
is more orIess easy according to your base roll on a skill: stat
+ skill. Higher is the base roll, easier is the concentration
factor).
Range.The range(in human hex) is eqal to 1 t skill level(e.g.:
Fear lvl 2 = range of 3 hex).You can affect a subject that is
hidden if you are well aware of its presence. Thick walls can
block some spells.
Limitation. In the same day lor a period preceded by at least
a six hours rest). you can perform as many spells as your Magic
Potential allows (minimum 5, maximum 10) and a spell can be used
as many times as its level.
Drain. For every spell casted beyond this limitation, the caster
is drained of one hit to the head Ishock & stun rule applicable).
At 0 hit to the head (if you're still conscious and have not crumbled
under the headache!), you can continue to take drain to the torso.
At each loss you must make another shock/stun roll. You can lose
as many hits as your Magic Potential. Beyond this amount of hits.
any other drain could be fatai. Atth is po int, the shock/stun
roll determines if the loss is lethal or not. The automatic drain
of some spells ale cumulative with the exhaustion drain.
Recovery. You stay unconscious as long as you haven't recovered
one head hit. The drained hits are not real damage and are recovered
at a rate of one hit per hour of sleep.
In a future issue we will pubiish an article by Jean Ca rrieres
defining optional psionic/magic ru les for concentration and some
general modifiers Irange.
number of targets. and mass).
MAGICAL SKILLS DESCRIPTION:
For all magical skills having a corresponding psionic skill, refer
to the description of the psionic skill in Mekton Empire.
Here are the descriptions and prerequisites for all new magical
skills (and for their psionic correspondent).
PSYCHE SKILLS
Fear: This is a more specific use of Mental Command. You induce
fear in the mind of the subject. Mental Command is prerequisite.
The effect lasts two complete turns.
Sleep: Another specific use of Mental Command (wh ich is also
pre-requ isite). You ind uce the subject to sleep. The effect
lasts as long as the recipient is not awakened.
Invisibility: You are affecting the mind of people around you
to make them ignoring your presence. You are not really invisible.
Mind Probe is prerequisite. A more specific use of Illusion. Concentration
needed.Youcannotmakeanyattackanditdoesn't affect any subject whose
presence is ignored or shielded.
Glossolalia: This is the ability to speak languages that you don't
know. With a m ind link yo u instantly acquire the knowledge of
the language spoken by another person or you can make another
person learn your own language. The duration is limited to one
day (the spell acts only on the temporary memory). Mind Reading
and/or Probe are prerequisite. If the recipient is of the opposite
sex, a kiss is required. Otherwise, touching is enough.
Animal Talk: You can mentaly talk with any nonhuman creatures.
Mind Reading and Probe are prerequisite.
Animal Control: You can make any non-human creature with a low
level of intelligence obey your mental command. Mental Command
is prerequisite.
PNEUMA SKILLS
Detect Magic: You can feel if magic is being used currently land
detect Mind Reading. Mental Blast. Confusion, Projection. lllusion,
Possession, any SOMA spell. Strength. Awakening and Shape Change).
You can detect if magic has been used for a period of an hour
or if someone is a magician (you feel the power in him/her). Detect
Psionic works the same way. As Psionic and Magic use the same
energy, a magician could have chance to detect psionic (on GM
choice) and vice-ver;a. Not a spell but a magical ability.
Concentration is needed though.
Intuition: This skill has a power level between Detect Danger
(which is prerequisite) and Precognition. Sometimes you can feel
that something will happen, not necessarily a threatening situation
(as for Detect Danger). but it works only for the immediate future.
You don't have a clear picture of the event and may not even be
aware of the exact nature of the event. You just have the feeling
(without any reason) that an action is right or wrong. Like in
"I have a baaaad feeling about this" or "I think
we should turn right". Not a spell but a magical ability.
Concentration is needed.
Environmental Sense:This skilI g ives yo u a special awa reness
in a natural environment. It's a kind of commune with nature:
you feel the presence of a beast, know the weather, predict earthquakes,
etc. Not a spell but a magical ability. Concentration is needed.
SOMA SKILLS
Light: A variation of the pyrokinesis skill. You can produce a
cold fire that only makes light. You can control intensity. Pyrokinesis
is prerequisite. Concentration needed.
Fireball: You can ignite a sphere of air and throw it away making
damage: ld10 hits in an area of 1 hex.You can't m ake more than
one fireball per hour or you will suffer a drain of 1 hit of damage
for each extra spell. Pyrokinesis and (invisible) Hand are prerequisite.
Control Energy: This spell (or this psi ability) permits you to
gather part of the energy dissipated in your surrounding (you
can extract pure energy from atomic, electrical, cosmic energy)
and to use it. This ability has little use in itself (you can
power an electric device, give a shocking grasp (inflicting 1
hit of damage by touching an adversary), and several other uses
you can think of and make your GM approve) but it is an important
prerequisite for several powerful spells. Telekinesis and pyrokinesis
are prerequisite. Concentration needed.
Energy Bolt: This is an anti-mecha spell. You concentrate a certain
amount of energy and throw it on the adversary in the form of
a beam, doing 2K of damage. You may have a chance to shut down
the engine of the mecha for a short time or to stun the pilot
(chance and duration on GM choice). This spell is so powerful
that it takes a tremendous amount of your own energy to produce
and control it. Each bolt drains you 2 points of damage. Control
Energy is prerequisite.
Energy Shield: This is the ultimate defence against projectiles
and energy weapons. It raises before you a curtain of energy that
will stop any physical attack inflicting damage equal to or less
than 2K. It drains you 1 point of damage each time for a small
shield (torso/head protection) and 2 points for a complete shield.The
duration of the spell is 6 turns (1 minute). Shield and Control
Energy are prerequisites.
Disintegrate: This spell allows you to disintegrate permanently
any kind of matter. It drains you 1 BODY TYPE point per 50 kilograms
of matter disintegrated. If you use it as a psionic ability, you
disable the atomic link between molecules and reduce the matter
affected to atomic dust. Control Energy is prerequisite.
Shape: This spell allows you to sculpt any kind of matter. giving
it any form you want. Only the shape of the matter is aff ected
not its nature. If you sculpt iron it will still be iron, the
molecular structure is unchanged. It drains you of 1 BODY TYPE
point per 50 kgs of matter shaped fora duration of two hours per
level. Control Energy is prerequisite.
Transmute: This is the ultimate Soma spell. It is total control
of matter. You can transmute air into water. water into wine.
rock into mud. lead into gold, anything. You manipulate atomic
structure at will. changing Proton and Electron numbers. reorganizing
atomic links. It drains you 1 BODY P(PE point per 50 kgs of matter
transmuted for an entire day (or you need a full eight-hour sleep
recuperation). Duration is one hour per level. Disintegrate is
prerequisite
ONTOS SKILLS
Infravision: This skill allows you to see at night. The vision
is not perfect but it amplifies very dim light and heat sources.
Meditation is prerequisite. Not a spell but a magical ability.
Concentration is needed.
Shape Change: With this skill you can change your appearance at
will as long as it is a life-form of the same type and weight
(if you're human you can change only into a carbon-based life-form
as near as possible to the vertebrate order on Earth). As you
are only reshaping your matter without changing its nature you
must keep the same mass. You must know or have seen at least on-e
the shape lin 3D) that you want to take. This transfa rmation
drains you 1 BODY TYPE point for a duration of three hours. The
effect is permanent unless an other spell reverses it. Meditation
and shape are prerequisite.
NOTES
For the soma skills using ControlEnergy I can suggest to GMs a
system of Difficulty Levels to scale the amount of energy available:
DL10=l0 watts. 15=100 Wa, 20=1,000Wa. 25=10.OOOWa. 30=IOO.OOOWa.
With Energy Shield you can scale the amount of energy that the
shield can absorb (5hits, 1 K, 1.5, 2, 2.5).
With Disintegrate and Shape the maximwn weight of matter affected
can be determined by this formula: 20 kgs x 2_(DL/5)-2 x 5 hits.
The damage made by the Energy Bolt can be determined with a similar
formula: Dam = 2_(DL/5)-2 x 5 hits.
The drain generated by casting an Energy Bolt can also be determined
with a Difficulty Level system.
Dam = DL/10 hits, rounded down. In case of Body Type drain. if
the caster abuses his power and is drained to BT 0, then he/she
falls unconscious. The BT can be recovered at a rate of one per
day.
Of course.this is only suggestions and Gms are free to use them
or not. Thanx to Jean Carrieres for his advice, to the people
ofMordred for their comments. to Guy McLimore & Co. for Mekton
Gnpire, ard to Mekton's creator Mike Pondsmih for providing such
a cool game.
If you have any comments, ideas. new spell descriptions, or suggestions
for any optional rules, don't hesitate to send it to us. It will
be a pleasure to share it with all our readers. However. most
of the future gaming articles will be published (to concentrate
it at the same place) in our mecha/gaming magazine: MECHA PRESS.
This article was first published in the APA Mordred #6.
PSIONIC | MAGIC |
TELEPATHY | PSYCHE (MIND) |
Telepathic Sheilding | Mind Shiekl
|
Telepathic Reception | Mind Reading
|
Telepathic Sending | MindProbe
|
Empathic Receiving/Sending | Emotion Reading/Probe
|
Mental Attack | Mental Blast
|
Telesuggestion | Mental Command
|
Mind Scramble | Confusion |
Telesense | Sensorium Link |
Image Projection | Projection
|
Telepathic Illusion | Illusion
|
Possession | Possession |
*Fear | *Fear |
*Sleep | *Sleep |
*Invisibility | *Invisibility
|
*Glossolalia | *Glossolalia
|
Animal Talk/Control | *Animal Talk/Control
|
ESP | PNEUMA (SPIRIT) |
Danger Sensing | Detect Danger
|
Aura Viewing | Aura |
Psychometry | Identity |
Retrocognition | Knowing Past
|
Precognition | Divination |
Clairvoyance | Clairvoyance
|
Astral Projection | Astral Projection
|
*Detect Psionic | *Detect Magic
|
*Intuition | *Intuition |
*Environmental Sense
| *Environmental Sense
|
PSYCHOKINESIS | SOMA (MATIER)
|
Teekinesis | Move Object |
Pyrokinesis | Create fire |
Telekinetic Punch | (Insvisible) Fist
|
Telekinetic Shield | (Invisible) Shield
|
Telekinetic Throw ( | Invisibile) Hand
|
Telekinetic Flight | Levitate
|
Telekinetic Projectile | (Invisible) Cannon
|
Psibody Telekinesis | Astral Body
|
Psychic Healing | Cure |
Teleportation | Instant Travel
|
*Light | *Light |
*Enhanced Pyrokinesis | *Fireball
|
*Control Energy | *Control Energy
|
*Energy Missile | *Energy Bolt
|
*Energy Shield | *Energy Shield
|
*Disable Molecular Bond | *Disintegrate
|
*Reorganize Molecular Shape | *Shape
|
*Molecular Manipulation
| *Transmute
|
SELF CONTROL | ONTOS (BEING)
|
Body Control | Meditation |
Mecha Control | Link |
Strength Focus | Strength |
Self Healing | Self Healing
|
Reflexes | Boost Awakening |
*Night Vision | *Infravision
|
*Metamorphose
| *Shape Change
|
|