[UA] Cliomancy/Dipsomancy house rules (was Pacific NW Cliosites)

James McGraw pdytjem at nottingham.ac.uk
Wed Sep 27 06:30:17 PDT 2000


>>> hanrahag at iol.ie 09/26/00 03:11pm >>>
>Possibilities:
>1. Someone stole Cliomancy off Dugan.

Hm.. perhaps. But then why did he teach it to other people, and why did his students teach it to other people, etc etc etc...

>2. Once someone creates a school of magick, other adepts spontaneously >form.

But if they'd formed independently, why would they be bothered about other cliomancers?

>James Palmer mentioned that the guy who created Entropomancy had >imitators
>within a few years of developing the school.
>3. Dugan figured that having lots of loyal Cliomancers, who he could boss
>around with the Atlantean hoax, was more useful than risk-free access to
>charges.

Surely he could use the major charges to create willing slaves, like Daoud Mabsut.

>4. The whole "Dugan Forsythe founded Cliomancy" thing is a potent Urban
>Legend cast by Dugie.

Isn't the Atlantean myth an urban legend cast to mask Dugan's involvement?

>>(which for all I know may be explained in Hush Hush), it ties individual
>GM's hands (if I want cliomancy to be balanced, I have to make it >common,
>if Iwant it to be rare, it ends up insanely powerful).
>
>How so? In my game, there were lots of cliomancers hanging around old >cities
>and historic sites, but that was the only place you'd find 'em.

I figured that they'd get drawn into the intrigues of the underground the same as any other adept.

james
"You're not one of us." "I don't think I'm one of them,
 either," said Brutha. "I'm one of mine."
            Terry Pratchett, Small Gods


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