Difference between revisions of "Lords of Ether (20th Anniversary Edition) Advancement"

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===Active Abilities===
 
===Active Abilities===
Active Abilities are building innate spell-like powers into units, activated on command without needing mages or ether expenditure, for example the ability to teleport or a pistol that turns humans into catgirls. The cost of active abilities depend on the power of the ability in question and the minimum magic level required to cast it. Generally they cost (ML-2) trait points and units that use them require the same level of Added Capability. As such an ML4 active ability would cost 2 trait points and a +2 added cap. They may only be added to units with a size of 1:100 or larger and each one adds +1 ether upkeep.
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Active Abilities are building innate spell-like powers into units, activated on command without needing mages or ether expenditure, for example the ability to teleport or a pistol that turns humans into catgirls. It can also be a catch-all for entirely unique abilities that are foundational to a power's paradigm, though each one would have to have its specific mechanics worked out by a GM and the cost weighed. The cost of active abilities depend on the power of the ability in question. Generally, straightforward abilities that can be performed by wizards or ones that are easy to reproduce by conventional means should be handled in that fashion for simplicity. In situations where that doesn't work, or someone simply wants to do so, they can be used to effectively make machines 'cast' spells, usually one in specific, in which case the trait cost is (ML-2) of the spell in question and a +1 added cap for each trait point. Such active abilities can only be used on batch sizes of 1:100 and less and add 1 ether upkeep each. Note that having an active ability on a large unit does not shield it from associated AoE costs for using that ability and be warned that using an active ability to perform level 3 magic is largely wasteful.  
  
 
There are a total of 25 fusion combinations and not all are equal in power or utility, as such final point values and specific effects must be set by a GM.
 
There are a total of 25 fusion combinations and not all are equal in power or utility, as such final point values and specific effects must be set by a GM.

Latest revision as of 20:00, 29 November 2022

Navigation
Return to the Index

  1. Creating a Nation
  2. Creating a Transtellar
  3. Creating a Hero
  4. Advancement
  5. Armies
  6. Air Forces
  7. Navies
  8. Fortifications
  9. Weapons of Mass Destruction
  10. Agents
  11. Mages
  12. Types of Magic
  13. Production
  14. Trade
  15. Operations & Logistics
  16. Reference Tables

Continue to Table of Contents:

4. Advancement

Advancement in Lords of Ether is divided between Technology and Magic, with ten Advancement Categories divided between the two. Technology and Magic are not simply different names for the same abilities, and there are significant differences between both how they work, and what they do. Technomagic and Magitech are a special form of Advancement gained by combining or “fusing” a Technological Category with a Magical Category. They offer greater power and more abilities than either Tech or Magic, but they also come with a very high cost both in Advancement Points, and in unit prices.

The Basics

Below is a brief summary of the basics of Advancement:

  • Each Advancement Category is divided into 5 Levels with 100 Advancement Points (AP) to a Level. Advancement can be as low as 0, or as high as 599 AP.
  • Nations and Transtellars pay 1 SP for every 10 Advancement Points.
  • Advancement for Nations and Transtellars defaults to level 100 in all categories, technological and magical, representing the fact that some knowledge is ubiquitous amongst groups that develop into large organized states. This can be reduced by taking certain Disadvantages.
  • Technology of Level 3.5 and higher may not be Enchanted, and will interfere with some magical effects, such as teleportation.
  • The Level of a Technomagic or Magitech fusion is determined by taking the desired Levels of the two fused Categories (dropping all fractions) and then adding them together. The cost in AP is determined by multiplying this Level by 100. Fused Categories can be no more than one Level apart.

Choosing your Advancement

The decision between Magic and Technology is the biggest defining point for a Power. A high-tech Power is the most straightforward choice, as it is predictable, easy to manage and allows some of the most impressive weapons and vehicles. High-tech Powers range from modern states with Technology at the high end of Level 3, to future and far future states with Technology at Level 4 or Level 5. Futuristic Powers have many options, from cyber-slums, to killer robots, to vast organic civilizations built on the widespread application of biotechnology.

Up to Tech Level 3.49 Powers often augment their machines with magic, along the lines of the “Steampunk” genre, which occupies the middle ground between tech and magic. Steampunk Powers rely on lower tech devices boosted in power by Enchantments and/or magically Artificed components to reach, and sometimes exceed, the capabilities of more advanced pure-tech devices. It is important to note that Technology of Level 3.5 and higher cannot be enchanted as the complex components react poorly to magical energies. It is of course possible to forgo the use of magic at this Tech level, however the lack of high technology can leave a capability gap that even numbers alone cannot match.

Powers with Tech Levels of 3 or below are called low tech and usually also possess some magic levels. Tech level 1 or 3 on its own with no magic is a very difficult Power to play, and may leave you prey to more advanced and unscrupulous Powers. For that reason these tech levels are best treated as an adjunct to the magic levels of a Power. In such a case they are still very useful as they offer extremely low cost but easily enchantable technological alternatives to the powerful but expensive devices mages can create, and allow a society to function without continual expenditure of magical power.

Magic Levels 1 to 3 are known as common magic, or hedge magic. They involve easy to use castings that can be quite effective but nevertheless lack the awesome OOOMPH of high magic. They are best used in conjunction with some levels of Technology, as common magic does not have the ability to maintain a society on its own.

Magic Levels 4 and 5 are high magic. At this level mages can do almost anything, and it is possible to build a Power that runs on high magic alone. However, in such a society all power and ability rests with the mages, and the common people will have to rely on them for everything, having no useful skills themselves. Like common magic, high magic can easily be combined with low tech or Steampunk – but the deciding factor in the number of Tech levels taken often cost, as that many Advancement levels can drain most of a Power’s SP. There are many possible directions a high magic Power can go in, from creating a civilization based on the Enchantment of low tech or Steampunk, to a Power based on Summoning, or maybe one built around the power of Artificers.

However, the biggest Advancement choice is whether to use Technomagic or not. Technomagic is the fusion of Technology and Magic together into a seamless whole to create devices of awesome sophistication and power. While Technomagic can be used at any Advancement Level, it is most powerful when used to combine high technology with high magic. While it still does not allow high tech devices to be enchanted, it does allow them to be constructed with intrinsic magical special abilities, and reach much higher levels of power. Unfortunately Technomagic is also very costly – so much so that its costs often outweigh its immediate practical benefits. Unless the fused magic and Tech levels are relatively low, you should be prepared to sacrifice a lot in other areas such as Infrastructure and Military to pay for it. If you want to take Technomagic think carefully about your core concept. Does the Power you envisage require Technomagic to be properly realized, or do you just want it because it’s shiny? If you can construct your Power without Technomagic that may be the better choice.

Magitech is a sub-class of Technomagic. Technomagic is generally assumed to be the province of Technological Powers, and while the devices produced may have magical abilities, they remain at heart technological. Technomagic Powers usually take a swathe of Technological Categories, and then one Magical Category to fuse with the Technological Category of their choice. Magitech flips this around, taking Magical Categories, and then one Technological Category to fuse with the Magic. This does not change the power of the mage’s castings, but it does allow their magic to be augmented with semi-technological devices or training. This is an interesting option that, like Technomagic, should be integrated as part of the core concept if you choose to take it. Such Powers can best be thought of as a form of High Magic.

It is possible for powers to have multiple fusions of different categories of technology and magic, particularly at low levels. The cost of a second fusion and each one thereafter is half of the default cost, assuming that it is of the same level or less as the first.

Technology

Technology is defined by the mechanical use of Etheric power in ways clearly defined by established or enforced universal laws. Technology offers power to everyone who can read an instruction manual, which is its primary strength. It is also reliable, efficient, and easy to mass-produce. On the downside it lacks the raw power of magic, and in its predictability lacks many of the wildly excessive effects of the most inventive spells. Technology can be roughly broken down into eras of history, based on Level. This can serve as a guide for those who want to know how to describe a certain level when posting about it, or how to match a desired historical or science fiction style to their own:

TL0 roughly equates to the Stone to Bronze ages. Examples would be ancient Sumer and Babylon, and elements of the Aztec and Inca civilizations.

TL1 is roughly in line with the Iron Age. This is the common ancient era, and would include examples like Ancient Greece and Rome. At TL1.5 it starts to shift into the Medieval era.

TL2 is comparable to the Renaissance era up to around TL2.5 where it begins to shift into early industrial, such as the Napoleonic era. Up to this point, all technology is considered “Simple” but at TL2.5 more “Complex” machines begin to show up with greater abilities, but also greater Upkeep demands.

TL3 runs the span of the 20th Century, with TL3.0 being roughly 1900s, TL3.5 being late WWII, and TL3.75 being modern technology.

TL4 is postmodern, being roughly comparable to the technology seen in Aliens, Cyberpunk, and the younger races of Babylon 5.

TL5 is far future, being somewhat similar to the gee-whiz technology seen in Star Trek, and by the B5 First Ones.

This should not be treated as an absolute guide, as many historical civilizations were ahead of their time in certain Categories. The Inca for example would have been TL0 in most weapons applications, but TL1 or 2 in Physics/Mathematics because of their knowledge of astronomy. Many Medieval societies would have been high TL1 or even low TL2 in weapons technology, but low TL1 or TL0 in Biology as their knowledge of sanitation and medicine actually regressed below that of previous eras. The purpose of the above is just to provide a rough idea of what the various numbers mean.

Technology has five Advancement Categories; Biology, Chemistry, Engineering, Physics/Mathematics, and Psychology. Each of these Categories is very broad, and encompasses a wide range of abilities and effects. Some of these categories are more important than others at lower levels and low tech Powers can sometimes get away with ignoring a couple entirely, but a truly high tech civilization will need high levels in all of them to be fully effective.

Biology

Biology has few direct effects at the lower levels, but rather functions as a supporting category, allowing your Power to run smoothly. It affects how many people your land can support, and how many of your troops will recover from wounds received in battle. At the higher levels it also allows genetic engineering and cloning.

Biology Level 0: At this level the Power is limited to basic farming and very simple medicine, mostly gained through trial and error. A Power with this level in Biology gains no bonus to Living Space, and no save against combat casualties or biological weapons or outbreaks.

Biology Level 1: At this level the Power has learned more advanced agricultural practices, and has developed a limited body of medical knowledge. They have also learned the rudiments of selective breeding, which is the earliest form of genetic engineering.

A Power with this level in Biology gains a low save against combat casualties and biological weapons or outbreaks. They may also add one simple Genetic Engineering Crew Added Capability to their units, to represent breeding for things like strength or speed.

Biology Level 2: At this level the Power begins to codify its knowledge of human physiology and, and develops effective and systematic means of treating various ailments.

A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks. The earliest bioweapons may also be systematically employed at this Bio Level 2.5, making this the first type of WMD a Power can develop. They may also add two simple Genetic Engineering Crew Added Capability to their units, to represent more advanced breeding practices.

Biology Level 3: At this level a Power attains the level of modern medicine, with antibiotics, and complex surgery. Agriculture becomes a matter of mass production and specially engineered crops become common.

A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks. They may also add three simple Genetic Engineering Crew Added Capability to their units, to represent the beginning of early planned biology. This level of Biology is also a prerequisite for those who wish to add Cybernetics as Crew Added Capabilities.

Biology Level 4: At this level a Power advances into futuristic medical practices, with wonder drugs, full genetic engineering and early regeneration techniques. Nutrition can be targeted for the maximum health of the population, and natural diseases are all but eradicated.

A Power with this level of Biology gains a save against combat casualties and biological weapons or outbreaks. They may also add four Genetic Engineering Crew Added Capability to their units and may now use complex genetic engineering rather than just simple. Clones can also be created in conjunction with Psychology Level 4, though at this level they will not be perfect beings, and will have an automatic Reduced Capability.

Biology Level 5: At this level a Power advances into the realm of the fully transhuman. Geneticists are now able to recode DNA on such a scale that a man need no longer be anything close to human. In fact, entire new lifeforms can be created, and machines can be fashioned entirely out of living matter.

This level of Biology can allow for Technological units to be created without the use of Engineering at all. Having more restrictions on the choice of materials and methods of production makes purely Biotech units more vulnerable than their counterparts. Pure biotech production also has a build time modifier of 1.5, assuming similar to engineering a power has at least two other categories at level 5.

A Power with this level of Biology gains a high save against combat casualties and biological weapons or outbreaks. They may also add five complex Genetic Engineering Crew Added Capability to their units. Clones can be created indistinguishable from natural humans, without the flaws of Bio Level 4. Most significantly, a Power with this level of Biology can choose to follow a radically different path from the bulk of humanity and become a Biotech Civilization.

Chemistry

Chemistry is a powerful and direct category, enhancing weapons and armour at all levels. Early on it is mainly focussed on materials science, such as forging iron and steel for blades and armour, but at the higher levels it becomes important in guns and explosives as well as for powering vehicles and creating new energy sources and fuels. Its direct effects make it important for any military, but it also supports the development of Industry.

Chemistry level 0: At this level the Power is limited to using materials easily found in nature such as stone and surface metals like Copper that are easily worked.

A Power with this level in Chemistry can only make simple weapons, and suffers large penalties to weapons and armour.

Chemistry level 1: At this level the Power can begin to work the first simple alloys of Bronze and Iron.

A Power with this level in Chemistry can still only make simple weapons, though it suffers smaller penalties to weapons and armour.

Chemistry level 2: At this level the Power progresses through more advanced alloys up to working steel on a large scale. The Power also discovers gunpowder and can begin to make the first complex weapons – early firearms. The more adventurous can also use their knowledge of Chemistry to lift lighter-than-air craft.

A Power with this level in Chemistry can begin to make complex weapons at Level 2.5, and suffers no penalties to weapons and armour. At Level 2.5 a Power can also begin to make Airships, becoming the first flying machines, and in conjunction with Engineering Level 2.5 the first engines can be made for powering vehicles with Etherite Coal.

Chemistry level 3: At this level the Power enters into modern materials science, and begins to create more complex alloys and composites. The science of rocketry also takes off, and ships can be propelled into space. On a more deadly note, poison gas becomes available for widespread battlefield use.

A Power with this level in Chemistry can begin to make Gas at Level 3.0, and gains a small bonus to weapons and armour. At this level Rocket Engines can be created for use on starships, and Etheric fuel can be refined and compressed into Ethernol. At Chem Level 3.5 (in conjunction with Eng Level 3.0) such engines can be refined enough to be used in aircraft, allowing complex jet and rocket aircraft to be constructed.

Chemistry level 4: At this level the Power begins to create more interesting materials, whose complexity goes down to the molecular scale. Armour becomes much stronger, and projectile weapons can be built with highly advanced warheads and special propellants.

A Power with this level in Chemistry has a modest bonus to weapons and armour, and can make Fusion Drives for its starships, and Etheric fusion catalysts to power its vehicles.

Chemistry level 5: At this level the Power can make the most advanced alloys, fiddling with matter on an atomic layer to create the materials it needs. Advanced chemistry also allows the synthesis of stable Etheric Anti-Matter, gram for gram the most powerful energy source in the galaxy.

A Power with this level in Chemistry has a large bonus to weapons and armour, and can make Etheric Anti-Matter Drives for its starships, though EAM containment fields are too large for this to be practical for smaller vehicles. At this level, if they have not already gained the ability with Physics/Mathematics, a Power may also make Nukes (in the form of EAM bombs).

Engineering

Engineering is integral to constructing any Technological device, and is the primary Category for building Infrastructure and running a Power’s industries. At the lower levels Engineering is important for the construction of weapons like swords, spears and bows, and at the higher levels it becomes a key component in military vehicles, enhancing their ability to survive damage.

Engineering Level 0: At this level the Power is limited to construction of simple buildings and weapons. Large projects are accomplished by brute strength, as devices for mechanical advantage have not yet become widespread.

A Power with this level in Engineering may only build simple weapons. It suffers a large penalty to weapons, and all units are constructed with a 4x Build Time Modifier.

Engineering Level 1: At this level the Power begins to use simple machines and build simple but sturdy buildings, and better weapons. Very large structures can be constructed, though they still rely mostly on masses of cheap labour. Ships can be built, though they will be propelled only by oar and sail.

A Power with this level in Engineering may still only build simple weapons. Simple Sails can be built to move ships through the Ether of the Deep Sky (though they must find some other way to get up there first), and vessels gain a rudimentary damage control save. A Power with Eng Level 1 suffers a smaller penalty to weapons. Engineering Level 1 has a 4.0x build speed modifier.

Engineering Level 2: At this level the Power begins to create complex reinforced structures, and build machines both on a larger and more intricate scale. Tall multi-masted sailing ships replace galleys, and (with the aid of Chemistry) are in turn eventually replaced by ironclad warships. Clockworks also come into their own, with timepieces and other precision-made devices.

A Power at Eng Level 2.5 may start building complex devices. In conjunction with Chem Level 2.5 Steam powered ships and mechanical ground vehicles can be made. At this level a Power suffers a smaller penalty to weapons. Engineering Level 2 has a 3.0x build speed modifier.

Engineering Level 3: At this Level construction moves into modern structures of massive scale, like skyscrapers, suspension bridges and massive hydro-dams. It also includes even more complex machines, like internal combustion engines, and the first robotics, and other precision equipment. Engineering Level 3 has a 2.0x build speed modifier if the power has at least two other technological categories at least of Level 3.

A Power with this level in Engineering gains a small damage control save to reduce the damage done by enemy fire. Automation Added Capabilities can be created, and in conjunction with Chem Level 3.0 internal combustion vehicles make simple heavier-than-air craft a reality. At this level Engineering no longer applies to weapons and Physics/Mathematics takes over.

Engineering Level 4: At this level having conquered the large, Engineering now tackles the small, with extremely complex micro-scale machinery which leads to feats of engineering like humaniform robots and vehicles. Robotics also speeds up industrial construction and factories become faster and more efficient as a result.

A Power with this level in Engineering gains a modest damage control save. If it has at least two other Technological Advancement Categories at level 4 or higher, it may build units with a 1.5x Build Time Modifier. It may also (in conjunction with Bio 3, and other relevant Categories) give its units up to four Crew Added Capabilities in simple cybernetic enhancements. Also, for those Powers that eschew Physics/Mathematics, at Eng Level 4 mechanical computers equal to their electrical counterparts can be made. Finally, it may add humanoid Added Capabilities to its vehicles, and use Complex Humanoid Vehicle Types. The era of the giant robot begins!

Engineering Level 5: The biggest discovery at this level is Nanotech which makes much of what was previously impossible possible. Construction can be speeded by these little workers and machines can shift form and function by internal redesign. At this level transformable weapons can be made and the largest vessels constructed.

A Power with this level in Engineering gains a large damage control save. If it has at least two other Technological Advancement Categories at level 5, it may build units with a 1x Build Time Modifier. It may also build Nanoplagues which are the most advanced and lethal form of self-replicating “bioweapon” (even though they need no Bio to make), and may also use this nanotechnology to give its units up to five Crew Added Capabilities in complex cybernetic enhancements.

Physics/Mathematics

Physics/Mathematics has a very limited effect at early Tech Levels and takes a while to become a truly practical discipline. Once it does though it becomes useful in almost every discipline, from building advanced weapons and shields, to computers and sensors, to new starship engines.

Physics/Mathematics Level 0: At this level a Power is limited to chicken scratches on tablets and has yet to discover the number zero. This hinders the accurate communication of complex concepts and reports.

A Power with this level in Physics/Mathematics suffers a large penalty to its command rating.

Physics/Mathematics Level 1: At this level a Power has a developed solid system of letters and numbers and can conduct basic mathematics. The ability to describe the world in more accurate terms allows for better communication of key concepts on the battlefield.

A Power with this level in Physics/Mathematics suffers a penalty to its command rating.

Physics/Mathematics Level 2: At this level a power begins to understand advanced mathematics like Calculus, and begins delving into more in-depth physical models of the universe.

A Power with this level in Physics/Mathematics suffers a small penalty to its command rating. At Physics Level 2.5 early telegraph systems can be constructed for passage of information across a nation.

Physics/Mathematics Level 3: At this level a power begins to delve into relativity theory, tapping into unstable Ether Geodes, both for power and weapons. Electronics become more advanced with radio and radar, and the first computers are born which, in concert with Psychology Level 4 and higher, can actually become self-aware machines. Advancing magnetic manipulation can also create simple force field drives.

A Power with this level in Physics/Mathematics suffers no penalty to its command rating. At Physics Level 3.0 it may use the first ECM Added Capabilities and with its knowledge of detection systems and how best to defeat them may apply limited Stealth Added Capabilities (if it has not already gained this ability through Psychology). At Physics Level 3.5 it may also build Mag-Shunt drives and the first Nukes and Geode Reactors.

Physics/Mathematics Level 4: At this level a Power begins to be able to manipulate energy on a more extensive scale creating localized fields of energy for defense or movement. The electromagnetic spectrum can even be twisted enough to make the first true cloaking devices. Truly viable large-scale beam weapons backed by powerful energy cells also make their first appearances increasing the combat power of military forces further.

A Power with this level in Physics/Mathematics gains a bonus to its command rating and weapons and may finally make use of energy shields in all forms. It may build Anti-Grav drives for its vehicles, and full Cloak Added Capabilities. It may also store Ether in photonic battery packs.

Physics/Mathematics Level 5: The Power can now tap into the base state of the universe, drawing on the Etheric “Zero Point” for power and using it to instantly route communications. Forcefields become far more powerful and energy weapons expand into the exotic like particle beams and wave cannon. This ability to tinker with the very fabric of space can also allow access to entirely new dimensions.

A Power with this level in Physics/Mathematics gains a large bonus to its command rating and weapons and can make more powerful shields. It may build Inertialess drives for its vehicles, and may power its ships with ZPE reactors. In the right locations, its ships may also access other dimensions

Psychology

Psychology has limited direct effects at early Levels, but it is always useful for managing the population, allowing Powers to develop the social skills to comfortably fit more people into smaller areas. Psychology is particularly useful for security and clandestine forces, and at the higher levels it becomes particularly potent, allowing the creation of artificial intelligence, sentient clones, and other living beings.

Psychology Level 0: At this level the Power has not developed any systems for analyzing thought or the functioning of the human psyche. A Power with this level in Psychology gains no bonus to Living Space, and suffers a large penalty to its command rating, and security and intelligence units.

Psychology Level 1: At this level a power understands the basic mentality of the mob. It can control people with things like codes of laws and self-generated mythos.

A Power with this level in Psychology gains a penalty to its command rating and security and intelligence units.

Psychology Level 2: At this level a Power begins to use rudimentary propaganda and early philosophy, and takes the first steps in developing analytical thought. Skills are now passed down in a systematic fashion to students, and a body of empirical knowledge is gathered to analyze past events and provide warning for the future.

A Power with this level in Psychology gains a small penalty to its command rating and security and intelligence units. Academies and Command Centres can be constructed, and units can be trained to develop limited Stealth Added Capabilities.

Psychology Level 3: At this level the first rudimentary models of the human mind are developed, and propaganda becomes deadly effective and unscrupulous societies can use this for mass indoctrination and brainwashing.

A Power with this level in Psychology has no penalties to its command rating, security and intelligence units.

Psychology Level 4: At this level the full extent of human thought is known and the neural pathways have been mapped and Psychology truly comes into its own. The development of a human mind can be engineered from birth ‘til death with controlled stimuli to manipulate a human into having the desired intellect. Links between human brains and machines can be created, and early mind probes can be used to ferret out truths and untruths. Finally in perhaps this Levels greatest achievement, false intelligence slowly shifts into the first limited AIs.

A Power with this level in Psychology gains a small bonus to its command rating and security and intelligence units. In conjunction with the robotics of Eng Level 3 and the computers of Physics Level 3, full AIs can be created and machines can be entirely automated. In conjunction with Bio Level 4 Intelligent clones can be vat grown and mental processes genetically enhanced, and when combined with Eng Level 4 neural Cybernetics can be implanted.

Psychology Level 5: At this level the mass movements of humanity can be modelled and predicted with startling accuracy, approaching a degree of precognition. Entire artificial intellects can be created, with full AIs as self-aware as any human. Mind probes or links achieve near totality, being able to read and react to the mind as if it was an open book.

A Power with this level in Psychology gains a large bonus to its command rating and security and intelligence units. AIs and artificially bred sentient creatures reach maximum intelligence, and neural engineering and cybernetics become seamlessly integrated with the host brains. The most revolutionary advance is the ability to construct Psychohistorical Centres which, when given sufficient information, can provide valuable advice on the course of galactic events.

Magic

Magic differs from Technology because it relies on the skill and willpower of the user rather than the routine use of a constant principle or reliable machine. Magic is defined as the use of the ability of the individual to impose their will upon the world. It requires a lifetime of learning to master, and so can be used by fewer people than technology, but the personal power offered is greater.

In general Magic can match the power of Technology at lower levels of Magical Advancement, for instance it takes Physics/Mathematics Level 4 to use forcefields, but Magic can duplicate the same effects with telekinetic barriers at Movement Level 3. Magic also works much faster than Technology, with armies capable of being summoned out of nothing, and spells whipped up in a matter of days or weeks, as opposed to what is often years with Technology.

On the downside, Magic is resource intensive and inefficient, draining huge amounts of power compared to Technology, and requiring the constant attention of skilled practitioners. Unlike Technology, Magic is also much less reliable, and the desired results often fail to manifest, or do so in unexpected ways.

Magic (obviously) has no historical counterpart, however it can still be broken down into rough fantasy genres based on Level:

ML0 means no magical power. A Power with anything below Level 1.0 in a Magical Category cannot use Magic, and fractional values in this level are only important inasmuch as they shorten the journey to ML1 at which point the first actual magic can be cast.

ML1 can be thought of as “cantrips” and other little tricks. Rather than fantasy stories, this level of magic is actually more often seen in contemporary horror or ghost movies, with things like fleeting visions and vague extrasensory perceptions, as well as things like minor telekinesis. This is magic that has very limited power and effect. Its biggest use is in providing the ability to see and counter the magic of other Powers.

ML2 and ML3 are comparable to the low-key magic seen in fantasies like Lord of the Rings, the Devvery series. This kind of magic is not flashy, and lacks most of the super-human effects, but it can still effect major changes, and do serious damage. It often exists in concert with a low tech, often medieval setting.

ML4 and ML5 are seriously powerful magics, like those used in Slayers, or in the Wheel of Time series. The effects are usually flashy and very noticeable, and their effects often cause great changes in the world around them, allowing mages to often do what would otherwise be considered impossible, even with the most advanced Technology. Entire civilisations can be built around this High Magic, like the Age of Legends in the Wheel of Time.

These comparisons are not exact, but exist only as a rough guide. Lords of Ether has its own distinct magical rules, and some things low level Mages in a particular fantasy universe may be capable of may actually be high end magic in Lords of Ether, or may indeed not be possible at all. Conversely in some universes a spell that is incredibly difficult to cast may be routine in the game’s magical system.

Like Technology, Magic has five Advancement Categories. These Categories are in many ways comparable to Technological Advancement Categories, but the comparisons are not always direct, and it would be a mistake to assume that Magical Categories are just Technological Categories renamed. The five Categories are; Creation, Destruction, Material, Mental, and Movement. These Categories tend to be more focussed than their Technological cousins, and while a Magical Power does not need all of them, each has a useful function, even at the lowest levels.

Creation

Creation is magic that deals with the life and death of all living things. It functions similarly to Biology in many regards. It affects how many people your land can support, and how many of your troops will recover from wounds received in battle. However, unlike Biology it does not do so automatically, and Mages must be assigned as healers and herbalists throughout the Power’s lands to carry out these tasks. The specifics of using Mages to support Infrastructure are discussed in Section 13. Production. Creation can also be used to enchant living creatures and create new ones, even entirely new species. It also has less benevolent uses and can be used in war to kill; ending life as quickly as it can create it.

Creation Level 1: At this level the Power’s Mages have learned how to support the land and people, aiding crop growth and using minor healing spells. Minor direct attacks can also be made, such as lesser curses and close range direct attacks.

Mages with this level in Creation give a low save against combat casualties and biological weapons or outbreaks. They also gain a minor bonus to Creation attacks against living targets.

Creation Level 2: At this level the Power’s Mages have increased their skills with healing and herbal magic. Killing magic also becomes more lethal.

Mages with this level in Creation give a save against combat casualties and biological weapons or outbreaks. They also gain a small bonus to Creation attacks against living targets.

Creation Level 3: At this level Mages begin to really understand life. Further they gain the ability to magically reproduce and replicate it, allowing simple beings to be created.

Mages with this level in Creation give a save against combat casualties and biological weapons or outbreaks. They also gain a bonus to Creation attacks against living targets. They may also create new living creatures of any Infantry Type according to the Artificing rules.

Creation Level 4: At this level Mages begin to expand their horizons into less natural living phenomenon, making decidedly non-human creatures.

Mages with this level in Creation give a save against combat casualties and biological weapons or outbreaks. They also gain a moderate bonus to Creation attacks against living targets. They may also create new living creatures of any Vehicle, Humanoid, or Light Aircraft/Aviation/Airship Type according to the Artificing rules.

Creation Level 5: At this level Mages become able to shape life into almost any form, and their restorative powers become such that they can virtually bring the dead back to life. Or, if angered, they can turn their powers to death and strike down the living with awesome finality.

Mages with this level in Creation give a high save against combat casualties and biological weapons or outbreaks. They also gain a large bonus to Creation attacks against living targets. They may also create new living creatures of any Type according to the Artificing rules.

Destruction

Destruction magic deals, predictably, with destroying things. Unlike other Magic Categories, Destruction has no uses beyond combat, but it is very powerful at that. Destruction magic is not restricted to any specific method, and it can function as anything from burning enemies the ever popular fire, to freezing them with blasts of extreme cold, to simply killing them dead with exotic death magics.

Destruction is not a complex Category and simply becomes more and more destructive as the levels increase. It can be in Spells, such as to hurl searing hot fireballs, or in Enchantments, such as to set lethal lightning traps, or to imbue the swords of an army with evil death magic. At the highest levels it can be used to summon elemental forces of devastation, and it is also a popular Category of artificers who meld it with Material to forge particularly powerful magical weapons.

Destruction Level 1: At this level the Power’s Mages have learned how to cast basic attack magic.

Destruction Level 1 grants a minor bonus to firepower when used to attack. Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect. This free Class only applies when damage is being dealt, and does not affect the laying of Enchantments in any way (so a Mage would still pay 5 extra Ether to enchant a Mega Cap).

Destruction Level 2: At this level the Power’s Mages have increased their skills with attack magic.

Destruction Level 2 grants a small bonus to firepower when used to attack. Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.

Destruction Level 3: At this level Mages start to seriously blow shit up. They also begin to learn how to use their destructive abilities to attack and disrupt incoming attacks as well.

Destruction Level 3 grants a bonus to firepower when used to attack. At this Level the Mage may also create Shield and Point Defence effects, and use Destruction magic as ECM. Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.

Destruction Level 4: At this level Mages begin to create really big bangs and booms.

Destruction Level 4 grants a moderate bonus to firepower when used to attack. Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.

Destruction Level 5: Mages with Destruction Level 5 have become so in tune with the forces of annihilation that they gain access to the elemental planes of force, allowing them to summon mindless creatures of whom embody nature’s natural destructive power. At this level Mages also gain the ability to create huge bangs, booms and even massive FWACKOOMS!!!

Destruction Level 5 grants a large bonus to firepower when used to attack. This Level of Destruction may be used to summon Elementals. As with all other Levels of this Category, Mages using Destruction magic to attack also gain a 1 free Class of Area of Effect.

Transmorgification

Transmogrification deals primarily with creating magical devices through Artificing, though it is also used in Spells and Enchantments to magically enhance inanimate objects, such as equipment and structures. Because of its ability to create lasting and powerful devices that can be used by non-Mages, Transmogrification is a critical Magical Category for any High Magic Power that wishes to forgo the use of any Levels of Technology. The specifics of Artificing are covered in Artificing under Types of Magic.

Transmogrification functions similarly to Engineering. Transmogrification is mostly used as a supporting and industrial magic, but when used as a direct attack it can be very damaging to inanimate objects, however it usually takes some time to cause this damage (which can manifest as things like rust, or progressively worse glitches), so it is often coupled with Destruction to speed the process along.

Transmogrification Level 1: Transmogrification Level 1 also allows a mage to effect small changes on inanimate matter, such as changing its boiling point, or oxidization rate or improving the quality of mundane materials found in nature. This disruption can be useful when used for offensive magic.

Magical attacks that include Transmogrification gain a minor bonus when used against inanimate objects.

Transmogrification 2: Mages with Transmogrification Level 2 can effect greater change in inanimate materials, though it is only an iterative rather than revolutionary improvement.

Magical attacks that include Transmogrification gain a small bonus when used against inanimate objects.

Transmogrification Level 3: Mages with Transmogrification Level 3 reach the threshold to permanently impart change in materials and craft whole new ones with unusual or unique properties.

Mages with this level in Transmogrification can Artifice simple Equipment at ML3. Magical attacks that include Transmogrification gain a bonus when used against inanimate objects.

Transmogrification Level 4: Mages with Transmogrification Level 4 gain the ability to create special materials with magical abilities, such as the ever-burning stone mage pyrite, or the mentally impermeable metal Mindex. Transmogrification Level 4 also allows a mage to effect great changes on inanimate matter, such as radically changing its density, or consistency. This allows particularly powerful “High Magic” Spells and Enchantments to be made.

Mages with this level in Transmogrification can Artifice all equipment at ML4s. Magical attacks that include Transmogrification gain a moderate bonus when used against inanimate objects.

Transmogrification Level 5: Mages with Transmogrification Level 5 have mastered the art of forging magical gear, increasing their ability to create magical materials and moulding matter to almost anything their wills and whims dictate.

Mages with this level in Transmogrification can Artifice equipment at ML5. Magical attacks that include Transmogrification gain a large bonus when used against inanimate objects.

Mental

Mental magic deals with the ethereal and ephemeral; minds, souls, and the fabric of thought. Mental magic is extremely powerful, but also requires incredible focus on the part of the Mage, as there are few things more complex than the living mind. For this reason the most complex mind control Spells and Enchantments can only be cast on a single individual, and this must usually be done at close range. Within these restrictions, Mental is a very versatile Category.

Mental functions similarly to Psychology in regards to the maintenance of Infrastructure, and it affects how many people you can comfortably group together in any one location. However, unlike Psychology it does not do so automatically, and Mages must be assigned as mentalists and soothsayers throughout the Power’s lands to carry out these tasks. The specifics of using Mages to support Infrastructure are discussed in Section 13. Production.

Mental Level 1: At this level the Mage can detect the process of thought, if not actually decode it. They can also sense the emotions of others, picking out happiness, sorrow, fear, and joy. This makes Mental the basic detection Category for Magical Powers

Mages with this level in Mental can cast detection magics. This effect is simple enough that it can be cast at range and over a wide area.

Mental Level 2: At this level the mage can send emotions as well as receive them. This sending can be done at an unconscious level, making a subject slowly more frightened, or bulwarking the courage of failing comrades.

Mages with this level in Mental can enhance Command ratings, simulate ECM effects, Stealth, and cast Mental influence magic like fear and courage Spells. These effects are simple enough that they can be cast at range and over a wide area.

Mental Level 3: At this level the mage can send her thoughts as well as delve into the minds of others. Two-way links can be created for communications. This level is also of great use to Summoners, who can use it to call mindless simple spirits to do their bidding.

Mages with this level in Mental may forge telepathic links to allow communication between two individuals anywhere in a single system. They may also call upon Level 3 Summons. Mages with this level of Magic can blind their enemies to their presence and so use full Cloak. They also gain bonuses to Spying, and Mental Level 3 can be used to simulate all Spy Added Capabilities. Detection and Influence magics cast at this level gain a bonus, though they are otherwise the same as at previous levels.

Mental Level 4: The mage can now plumb the depths of a target’s subconscious, can rewire their thoughts and tear through their minds, even magically creating new memories, or entirely new minds. Summoners can call more powerful spirits, and the mage can even become a spirit herself, detaching from her body and floating through the Ether. This method of projection is dangerous and fraught with perils, but also incredibly useful.

Mages with this level in Mental may use long-range telepathy over a range of up to 10 Great Leagues, and may also Astrally Project out to this range. Level 4 Summoning Spells can be called, and intelligent minds can be created for implantation into golems and other magical machines or creatures. The Mage can also take control of an individual, though this is subject to special rules. Lesser Mental effects cast at mental Level 4 gain a better bonus.

Mental Level 5: At this level a Mage can totally disconnect her own from her body and wander as a true spirit (though death of the host body is still fatal). The mage can even possess and puppet other humans. The greatest spirits can be called to do the Summoner’s bidding.

Mages with this level in Mental may use interstellar telepathy with limitless range, and may also Astrally Project out to this range. Level 5 Summoning Spells can be called, and lesser Mental effects cast at mental Level 5 gain a large bonus.

Movement

Movement Mages understand that space is an illusion, and that one with the proper knowledge can effortlessly bridge the distance between two points. Movement deals in shifting objects and people from one location to another, from teleporting from one side of a room to the other, to ripping open portals that span the stars and reach into other dimensions.

This can make Movement far faster than any Technological means of travel, but one of the principles of Movement Magic is that of the anchor. When teleporting beyond the reach of their own senses, Mages must establish an anchor at their destination point to ensure they arrive properly.

Movement speeds the passage of materials and goods, and affects how much Industry your land can support. However, it does not do so automatically, and Mages must be assigned as wind witches and gatesmen throughout the Power’s lands to carry out these tasks. The specifics of using Mages to support Infrastructure are discussed in Section 12. Production.

Movement is a particularly flexible category, and can also be used for direct attacks. In this role it lacks the focussed lethality of Creation or Material, or the sheer brute force of Destruction, but despite its relative weakness it is fast striking and comes with a very long reach.

Movement Level 1: At this level small objects such as stones and hand held weapons can be moved by the power of the mind alone. While a fairly simple application, such telekinetically thrown objects can be quite lethal. Telekinetic shields can also be created to hold weak forms of attack.

Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a minor increase to Protection and Mobility.

Movement Level 2: Levitation is one of the neater tricks of this level, and eventually matures into full flight. Other Movement effects gain in power.

Mages with this level in Movement may also imbue people and objects with mobility, including full flight. Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a small increase to Protection and Mobility.

Movement Level 3: At this level a mage is finally able to forgo normal 3 dimensional movement, teleporting herself or other objects short distances, or longer distances over marked and prepared routes. They also gain the ability to bend and twist light, allowing objects to be hidden in unnatural shadows, or behind slight folds in space.

Mages with this level in Movement may now teleport within line of sight, or to any location in a system providing they have an anchor. Stealth can be used, and Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants an increase to Protection and Mobility.

Movement Level 4: A mage can now create teleportation portals across much greater distances, and can also create much more powerful magical shields and means of propulsion. Light can be warped and twisted to such a degree that things can be rendered entirely invisible.

Mages with this level in Movement may now teleport within up to 10 Great Leagues, providing they have an anchor. Invisibility allows full cloak, magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a modest increase to Protection and Mobility.

Movement Level 5: At this level a mage is able to fully break free of the bonds of this reality, and create portals regardless of distance, or even reality. Gates can be made to other realms and divine or hellish creatures of awesome power can be called into our reality.

Mages with this level in Movement may now teleport with unlimited range, providing they have an anchor. Level 5 Extra-Planar beings can also be Summoned. Magical attacks that include Movement gain a +1 bonus to range, and Movement magic grants a large increase to Protection and Mobility.

Fusion

At its heart, a fusion allows for concepts that don't fit the standard paradigm of either straight technology or magic to be realized with mechanics that are often unique in the setting. The first thing to consider after arriving here is what your concept is. What sort of things is it meant to do that can't be achieved using more conventional means? That will guide you towards what might be most appropriate, because fusions have limitations and paradigms based on what their component fields are and tend to be highly specialized. This is not the place to search for generic supertech, because the advancement and unit costs can be ruinous for a power that does not have a clear style or doctrine that plays to their strengths.

First, a fusion cannot serve every conceivable effect of its two constituent fields and has a limited selection of benefits. Two different powers with the same technomagic fusion combination may not have the same fusion effects. Second, the sorts of abilities fusions can have will be restricted depending on the fields chosen. For example, fusing Physics with Destruction tends to result in straightforward weapons and offensive abilities, since that is what Destruction epitomizes. Destruction can also be used to enhance certain Physics-based effects, such as ECM that actively damages electronics it encounters rather than simply jamming them. It however, could not be used to justify something like faster construction time or durability, since neither Physics nor Destruction apply to those fields in normal application.

Thirdly, units require Added Capabilities in order to benefit from fusion traits. They are not free or conferred by default. A fusion unit does enjoy a bonus for its higher technology level, similar to those between different TL or ML units, however that alone does not offset the cost. By default a Fusion unit behaves as one defined by its highest TL or ML. For example, a ML9 ship that is made using Phys 5 and Destruction 4 by a power that is primarily technological will have its speed, cargo capacity and other details set by its TLs. This means that this ML9 ship with no Added Capabilities related to its fusion will largely be a very expensive TL5 ship. Capabilities that the fusion does not affect still remain based on the normal advancement levels. However, the act of fusing does provide some benefits to baseline stats; while starting cargo and deck capacity is set by the base TL, fusion units get a 50% bonus to cargo and deck capacity as a fundamental side-effect of building a large, expensive fusion unit.

The powers conferred by a fusion (traits) are purchased and as such several powers with the same fusion might have dramatically different abilities. Fusions have trait points equal to their TM level. Traits themselves are weighted by strength and are broken into three categories: Core, Peripheral and Active.

Core Abilities

Core abilities are, as the name implies, highly important and are the main things that define what a given technomagic fusion does. Core abilities have a major impact on a unit's performance (or potentially other fields of gameplay relevance); if a fusion has two core abilities the cost of each is increased by +1. Core abilities themselves are broken down into three subtypes; Hybrid, Major and Minor. In no case can core abilities be 'doubled up' to further increase the effectiveness of a given added capability.

  • Hybrid core abilities are those which combine the effects of two different added capabilities into a single one, such as energized armour that doubles as an energy shield. These tend to cost 4 points, but this can be weighted differently depending on the strength and broad usefulness of the application in question.
  • Major core abilities tend to dramatically amplify the power of one broadly useful category such as Firepower, Melee, Protection, Durability, Travel Speed, Command and Build Time. These cost 3 points.
  • Minor core abilities confer similar bonuses as major ones, but tend to relate to less directly useful or more specialized categories. Some of these are Sensors, Range, ECM, Stealth, and Mobility. These cost 2 points. Some minor core abilities might also cover weakened versions of major abilities, such as reducing build time by 25% as opposed to 50%.

Peripheral Abilities

Peripheral abilities are small side benefits which provide both flavor and interesting, unique abilities. They range from simply buffing the effectiveness of a specific added capability (but not to the level of a core effect) to all manner of bespoke effects. Peripheral effects will almost always cost 1 point each, though particularly potent ones may cost 2 at the discretion of the GM. Several examples of peripheral abilities can be found below, derived from several different fusion combinations.

  • Increase Shields by 1
  • Penetrate armor more effectively.
  • +1 Limbs provides the benefit of both +1 Arms and +1 Legs
  • Gain a passive strategic-level regeneration ability, or improving the regeneration added capability.
  • Reduce the cargo size of spare parts and trade goods.
  • Ignore the first upkeep increase for added caps like armor or mobility.
  • ECM can inflict feedback when successfully jamming a spell.
  • Fast Tracking succeeds on a tie, not just a command roll victory.
  • Increase melee range by one range bracket. (2 pt)

Active Abilities

Active Abilities are building innate spell-like powers into units, activated on command without needing mages or ether expenditure, for example the ability to teleport or a pistol that turns humans into catgirls. It can also be a catch-all for entirely unique abilities that are foundational to a power's paradigm, though each one would have to have its specific mechanics worked out by a GM and the cost weighed. The cost of active abilities depend on the power of the ability in question. Generally, straightforward abilities that can be performed by wizards or ones that are easy to reproduce by conventional means should be handled in that fashion for simplicity. In situations where that doesn't work, or someone simply wants to do so, they can be used to effectively make machines 'cast' spells, usually one in specific, in which case the trait cost is (ML-2) of the spell in question and a +1 added cap for each trait point. Such active abilities can only be used on batch sizes of 1:100 and less and add 1 ether upkeep each. Note that having an active ability on a large unit does not shield it from associated AoE costs for using that ability and be warned that using an active ability to perform level 3 magic is largely wasteful.

There are a total of 25 fusion combinations and not all are equal in power or utility, as such final point values and specific effects must be set by a GM.

Technology Treaty

Nations and Trans-Stellars can engage in bilateral tech treaties. This is an option only open to powers that have an existing statutory relationship with each other in the form of a Trade treaty. A tech treaty allows one power, over the course of a year, to give 5% of its advancement points in one category to another. The receiving party to the treaty must pay 6 WU per advancement point transferred to account for the logistics of upgrading infrastructure or institutions and quieting the social upheaval inherent in having a foreign power’s influence directly enact broad change. No power may give or receive points in a given category to/from more than one other power in the same year. A power may give points in a technomagic category it possesses to a power that already possesses the requisite levels in the requisite categories.

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