Okay, I tried to read the links but they are full of intensive terminology and beaurocratic lingo. Made my eyes cross. But what I did get from it before going half blind was that non-lethal solutions were to be used in Operations Other Than War (OOTW). this would be peace-keeping and police actions not troop on troop combat.
You really should'nt use the term 'munchkin'. Them's fighting words... :)
But I agree that in a true 'shooting war' where powers of similar strength are duking it out, these would have little use against line troops. One can create a much larger killing zone with conventional explosives pound per pound, then you would with a lethal foam.
The Setting I was envisioning (but not detailing enough) has many opportunities for less-lethal weapons to be deployed. With space travel and equipment being expensive, ways to fight without wrecking valuable equipment, or destroying useful labor forces has greater appeal then it would have in a Big War. Go to Comment
Well-presented and credible, these materials seem to be a reasonable advance on current aerogel-type technologies. Like Scrasamax, I picture nanofoam readily used as riot-control gear: A material that can be used to immobilize civilian rioters, then selectively shut down to enable police/troops to deal with the rioters.
The incindiary foam could readily be used as an area denial weapon or deployed for demolition work, while the bioactive foam would be used as a medium to support other agents when adverse wind conditions would otherwise prevent their use. Go to Comment
I like them much better than the more developed set (though you may want to link that to this).
Midwives were for long suspected from dabbling in The Art, and perhaps not wrongly. Tolerating the probabilities, most of this list can proudly show next to Hedge Magic that is widely spread among the folk. And perhaps there exists even this one:
Spark of Life
After a long labour, a freshly delivered baby may be weak, and this magic may just provide the impulse for it to start breathing on its own, and often also crying as babies are wont to.
(This is no healing spell, but a very ineffective transfer of life power; unless cast by a priest that has the power to heal, the midwife will need several days of rest afterwards. It cannot revive, merely help along.) Go to Comment
Love it actually! The concept is a good one. The execution covers the basics, with perfect examples! Apropos reading for me at the moment :)
Of course what comes to mind, are sinister plothooks branching out from this even further. Midwives with hidden agendas? secret society? a misunderstood male midwife? hmmmmmm
Perhaps the reason for the genesis of this particular branch of magic, involves some ancient legends. Perhaps, they all await the birth of the GREAT ONE!! ...and by his purple blotch you'll know HIM (or something) Go to Comment
Gruesome, and the detail is quite good. I will be honest, it needs a better name, when I read Tamperer I thought of some sort of sabotage/spy/espianoge type school of roguery and magic. I would like to see the midwife magic expanded out into it's own submission. For a long time doctors have looked down on midwives, but the midwives have been delivering babies long before doctors in white lab coats.
As for the Political disclaimer, I don't think it is really needed. Go to Comment
Unless otherwise specified, none of the listed spells are applicable to beings already born. All of the Mortality boosts are accumulative within the same pregnancy so generally changes are introduced slowly over many generations. Virtually any existing attribute can be adjusted. Addition of new Attributes is the domain of the higher level enchantments.
All of these spells are risky, so even if your magic system does not require a 'casting' roll or equivilent, these spells have a 5% chance of Exceptional Success, and a 5% chance of Exceptional Failure. In addition, all of these spells have casting times in the hours.
GMs can easily increase material costs, failure rates, etc, to keep the effects of these spells under control.
Sequences of rituals can be grouped into sequences allowing for repetition and refinement. In these cases, the difficulty of the individual rituals decreases as well as the level of mortality. However, no rituals can be added to the sequence, or all probabilites drop back to initial levels.
Dominate vs Recessive
Without delving deep into real-life biology, for the purposes of this school, any alteration which creates a Recessive Attribute requires both parents to be so altered for the progeny to gain the Attribute boost. If the Attribute is Dominate, then only one parent must have the Attribute.
In addition to these spells, the school makes use of the same array of spells as the School of Midwifery.
Mark Attribute - Long duration ritual 'Marks' an individual attribute or trait. Some attributes can be very hidden and this will affect the amount of time required for it to be 'Marked'. GM And player imagination are needed to define an attribute or trait.
Surpress Attribute - Decreases Expression of Marked attribute by 10% at cost of 10% Mortality rate increase. Exceptional Success results in this being a Dominate effect, Exceptional Failure results in the trait being increased by 10% with a 20% addition to mortality.
Induce Minor Mutation - Introduces into the subject a random minor mutation - for good , ill or neutral. Caster has no control over the form. Mutation is 20% fatal due to interference with vital function. Minor mutations are generally cosmetic or the preliminary appearance of some new capability. In that case, only 10% of the mutation's final form is added, requiring use of Boost Attribute to bring it into being over time. Go to Comment
The mid-level enchantments generally make minor changes to existing creatures - minor increases in size, attributes or even morphology changes (lengthing limbs, fusing toes, etc), and allow for extensive alteration of unborn lifeforms. Where possible, the spells act as thier 'Minor' counterparts with respect to already born beings, including chance of mortality.
Possibilities include any effect which is considered reasonably possible within Genetic Engineering in the future.
Greater Boost Attribute - Increases expression of Marked attribute by 20% at cost of 10% Mortality rate. Change can be made Dominate by doubling chance of mortality, or by applying to two successive generations.
Correct Major Abnormality - Corrects one minor birth defect or genetic disease of generally cosmetic form. Defect needs to be Marked first. Exceptional Failure results in 10% increase in Mortality.
Greater Surpress Attribute - Decreases Expression of Marked attribute by 50% at cost of 10% Mortality rate increase.
Induce Major Mutation - Introduces into the subject a random Major mutation - for good , ill or neutral. Caster has no control over the form. Mutation increases mortality by 30%. Major mutations are generally quite significant but do not provide 'supernatural' powers.
Copy Attribute - Allows caster to copy an attribute from one lifeform to another. Expression in the recipent is not strong and will require multiple generations to strengthen to the level from the donar creature.
Graft - Caster can attach parts from one living being to another. Mortality for the recipient is 10 % for limbs, 30% for torsos, heads. Mortality for the 'donar' depends on what is removed, and how. This spell can be used to perform 'transplants' and there is no issue with rejection. Exceptional failure results in life-threating illness that requires powerful assistance to cure.
Greater Boost Fertility - Increases likelyhood of successful conception by 200% Exceptional success in casting can cause multiple-births. Exceptional failure results in 10% chance of sterility in mother.
Greater Shorten Gestation - Decreases Gestation time by 30% but increases mortality rate by 20%. Exceptional success results in only 10% increase in mortality. Exceptional failure increases mortality by 40%. Go to Comment