Post by mutantgn0me on Feb 19, 2016 12:13:34 GMT -7
Has anybody else considered using the Unearthed Arcana psionics rules as a replacement for Atlantean magic? Atlantean psychics are a pretty common trope in literature, and technology that is powered/fueled/controlled by psionics seems like a natural extension of the exceptional Thulean Atlanteans. I've been bouncing around some ideas for making this work in Thule and would like to know what others think.
Some ideas:
* New Feat: Atlantean Blood. Atlanteans get this automatically, other characters can choose it. Player has latent psionics, in the form of a pool of psionic points that can be spent powering/using Atlantean technology. There are no other benefits to this passive/latent psionic power. Use of psionic technology might attract the attention of those who are actually psionically aware.
* Atlantean magic is actually psionic. Atlantean spell casters may choose to become Mystics, per the Unearthed Arcana, or they may choose to practice some other foreign/alien type of magic per the core rules. Non-Atlanteans who wish to use "Atlantean Magic" must take the Atlantean Blood Feat and may then become Mystics.
* Atlantean Narratives that grant magical abilities can either treat these abilites as being psionic-based or perhaps an older, not-specifically-Atlantean magic. Non-Atlanteans with Atlantean backgrounds may need the Atlantean Blood Feat, or the Narrative spells may be drawn from an older, non-Atlantean magical tradition. Or perhaps non-Atlanteans fail to achieve such abilities altogether.
* Atlantean magic items all require psionic points to operate, making them extremely valuable to Atlanteans and generally dangerous to anyone else.
There's a lot of hand-waving here, of course. What do you think of the basic idea? How would you make it better?
Some ideas:
* New Feat: Atlantean Blood. Atlanteans get this automatically, other characters can choose it. Player has latent psionics, in the form of a pool of psionic points that can be spent powering/using Atlantean technology. There are no other benefits to this passive/latent psionic power. Use of psionic technology might attract the attention of those who are actually psionically aware.
* Atlantean magic is actually psionic. Atlantean spell casters may choose to become Mystics, per the Unearthed Arcana, or they may choose to practice some other foreign/alien type of magic per the core rules. Non-Atlanteans who wish to use "Atlantean Magic" must take the Atlantean Blood Feat and may then become Mystics.
* Atlantean Narratives that grant magical abilities can either treat these abilites as being psionic-based or perhaps an older, not-specifically-Atlantean magic. Non-Atlanteans with Atlantean backgrounds may need the Atlantean Blood Feat, or the Narrative spells may be drawn from an older, non-Atlantean magical tradition. Or perhaps non-Atlanteans fail to achieve such abilities altogether.
* Atlantean magic items all require psionic points to operate, making them extremely valuable to Atlanteans and generally dangerous to anyone else.
There's a lot of hand-waving here, of course. What do you think of the basic idea? How would you make it better?