For instance, wizards cause disruptions in technology and other things around them because, you know, people are never all one thing or all the other, people are a conflicted group of weirdos, and so when you have human beings that are using magic, that sort of self-inner conflict, that’s one of the side-effects that comes out, that’s why they wreck things that are around them. Well, it’s all a little bit different, but everyone interacts with that kind of energy in a different way. So, do you, yourself, when you’re writing them, do you draw lines in your head between, say, the sort of magic that Harry does and the sort of magic the people in Bayport are capable of? Or is it just an issue of skill and quantity?
If, say, you're a focused practitioner and you're all about computers and the Internet, you're not going to set off your own computer or take down a network hub, at least not accidentally.Ī GM-run character might or might not be subject to hexing-as-a-compel, depending on the GM's reading of their own relationship to their power and their current freeness of will.Īnd of course, deliberately putting out mana static in order to hex technology is something any supernatural creature can choose to do, free will or not.įrom the Word of Jim, an official-until-changed source of his various statements about the setting: chart assumes that the wizard is around fifty years old or younger - as a guideline, set the "1 Power" category whenever the wizard would start finding the technology truly alien. Also it might not even happen with your GPS, depending? It doesn't happen with any more frequency than "at the GM's discretion", and can be bought off if you can't even with your GPS exploding right now. Powers you have as a supernatural creature probably wouldn't be subject to this, since they're native to what you are, and neither would powers that flow out of an item of power, because they're native to what the item is.
Any PC spellcaster's concept aspect is pretty free game for compels as far as hexing tech goes.Įven sponsored magic or a more focused practitioner would still work this way, because even though you might be using less power or channeling someone else's power, you're still directing it with your mortal will and are liable to wonder if you left the stove on at a crucial moment.
Which is a good thing, since running out of it will leave you under the GM's eventual control. What "free will" means in game terms is simple - you still have Refresh. hat mote of uncontrolled magic ends up "leaking" out of the spellcaster, and somehow gets inside of advanced technology and screws it up. his mind not entirely on the task at hand, that means there's a smidge of magic that's not being guided by his will.
He has mixed emotions and doubts and so forth. mortal spellcaster has his nature as a human being, and he also has free will. Agic is a powerful force that can be directed like a laser in the hands of an unconflicted being.