[UA] UA/Delta Green Crossovers

James Knevitt psipsina at iprimus.com.au
Tue Jan 22 19:19:55 PST 2002


----- Original Message -----
From: "William Timmins" <wtimmins at hotmail.com>

> You might find my page here interesting. It has some ideas.

Cool, thanks. I just had a look and I really like the School of
Hypergeometry and also the King of America (especially since my game has a
very heavy KiY slant).

One thing that I'd actually like to keep is the UA magick system, as I think
it's a hell of a lot better than the CoC one. I was just wondering how one
could translate Mythos magic mechanics into UA magick. I developed a school
known as Mythomancy (see below) but I decided some of the ideas were too
dumb (like having UA magick weaker than CoC magic), although the general
ideas I think are still valid. I think our good friend, identified
tentatively only as 'Machiavelli132 at aol.com' has some really good ideas on
the nature of the Mythos in relation to the IC that I'm going to use.
Anyway, enough rambling.

===
Mythomancy (Mythos-based Magick)
Mythomancy can be thought of as the big brother version of the other Magick
skills. It is the only Magick skill that forces direct Sanity loss when an
effect is produced, and often the results are more potent. The only drawback
to Mythomancy is the Sanity drain and the possible unwanted attention of
entities that would be better left undisturbed (the Hounds of Tindalos and
the Great Race of Yith spring immediately to mind). This skill, like Cthulhu
Mythos, cannot be chosen at character creation, although it may become
useful later on in the campaign when (and if!) the characters start using
Mythos magic.

Generating Charges for Mythomancy is a little different to generating
Charges for the other Magick schools, simply because Mythomancy is almost a
form of worship to the entities of the Mythos. Some say that Mythomancy
really isn't a true school magick at all, but a way of the Great Old Ones
and the Outer Gods to reward their loyal followers; however, it all seems to
work the same way as a standard school of magick.

Generate a Minor Charge:
Translate more than a quarter, but less than the entirety, of a Mythos text
into a language you can fluently understand; sacrifice a complete stranger
or passing acquaintance to the entities of the Mythos; read a Mythos text
that grants (at most) +10 Cthulhu Mythos.

Generate a Significant Charge:
Translate a complete Mythos text into a language you can fluently
understand; sacrifice someone your entire immediate family in one attempt to
the entities of the Mythos; read a Mythos text that grants more than +10
Cthulhu Mythos.

Generate a Major Charge:
Translate an original Mythos text (Al-Azif, Unausprechlichen Kulten, Cthaat
Aquadingen etc) into the language of a Servitor or Independent race;
sacrifice your every single living relative of yours family in one attempt
to the entities of the Mythos; read Al-Azif (so if you read Al-Azif and then
translate it into the language of the Mi-Go, you get two Significant and two
Major charges).

Taboo:
The Mythomancer's maximum Sanity cannot exceed their original Sanity. Also,
Mythomancers must embrace madness, and thus cannot seek any kind of mental
help whatsoever.

Random Magick Domain:
Mythomancy is centered on the essence of the Cthulhu Mythos. The entities of
the Mythos proclaim the same goal: propagation and chaos. Mythomancy is
therefore all about creating chaos with chaos. Knocking over a shelf in a
crowded supermarket or causing a fuel tanker to crash and burn on a busy
freeway in rush hour would be simple examples of this kind of Random Magick.

Starting Charges:
Mythomancers start with four Minor Charges.




James
B. Intl Stud. Student, Adelaide Uni, Adelaide, Aus

---
"I'm not a dictator. It's just that I have a grumpy face." - Augusto
Pinochet
Nobody's perfect... well there was this guy... but we killed him.



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