At 02:30 PM 5/17/2006 +0000, you wrote:
>Hey Hal:
>
>I could potentially have a lot of thoughts, but I have a few questions first.
>I like the idea, and from what you talked about, this sounded TL6-8ish,
but I'm not sure exactly whre you are coming from.  You're typically an
epic fantasy kind of guy, but this is a little different sounding.
>
>So, exactly what level TL are we speaking about?  Obviously, if mana
broadcasting is the only source of non-organic (by that I mean
slaves/beasts of burden, or methane production or fermentation derivatives)
power, and certainly the only transmissable power source-- well, it will
effect the development of that civilizxation immensely.
>So what else do they have, and when in their development process did mana
broadcasting become feasible?
>
>FrEx-- today, in RL, if we discovered mana and how to broadcast it-- well,
first and foremost, an auto conglomerate would buy the technology, then
suppress it...
>
>OK, bad example...
>
>-vk

Hi Vk and Eric,
  Here's the lowdown on what ATLANTIS: THE SECOND AGE does with its magic...

Vril collectors come in two forms.  Pyramids, which broadcast the energy to
a range of 21 miles, and Stonehenge like circles that broadcast the energy
to an unlimited range, but do so only along ley lines.  Each "pillar" of a
stonehenge can power one crystal matrix attuned to it.  Thus, a stonehenge
with 16 stones can power 16 crystals max.  Vril collectors are now a lost
art of the first Atlantean age and can no longer be created.  Lesser Vril
crystals receivers however, can be created/crafted by Alchemists providing
they are of the following types:

Create Light akin to a 150 watt light bulb
Create Heat Akin to a camp fire.  Multiple units can of course heat things
to a hotter temperature given enough time
pump water for irrigation purposes
Lift and propel vehicles (called Vril Chariots)

Other lost "lesser crystals" (ie smaller cyrstals that if found, will work
within a Vril broadcast range, but cannot be manufactured any more) include
the ability to create:

Vril flying Palanquins, power cold freezer type devices (ie, refrigerators
and ice boxes), act as an air conditioner, crystal swords, and flame lances.

Greater crystals which cannot be manufactured include those that power
"Vril Canons" as well as flying boats or propel larger seagoing ships.

And finally, there is that which is known as the Vril roads.  These are
created ON ley lines, need to be pefectly straight, and have the ability to
keep temperatures within a comfortable range (they shield people from
extremes of temperatures), moves all debris off the road slowly, and gives
off a faint light.  These roads are made of recycled vril glass, which
alchemists can make in small lots (presumably the first age alchemists knew
methods for mass producing this stuff).  

>From what I've read about Crystal swords and Cyrstal spears - the stuff is
hard like metal (treat as steel or iron weapons) but has an armor divisor
of (2) and does roughly twice the damage that ordinary weapons do.  Flame
lances (Crystal spears) can fire bolts of energy up to 150 feet (50 yards)
doing roughly spear like damage (or perhaps the better analogy is arrow
like damage) with the usual armor piercing ability/double damage ability.
Note however, that the effects of the Vril weapons require that they be
kept within range of the Vril Collector (either via Ley lines, Stonehenge
circles, or Pyramids).  This means that unless the Vril weapon is attuned
to a circle, its effects do not work except on a ley line or outside of the
21 mile radius of the Pyramid.  The Vril Canons presumably act like modern
day artillery in the damage they an produce ;)

As written, it seems like an unlimited number of "lights", "water
irrigation pumps", Heaters, and Vril chariots can be manufactured and
powered within the 21 mile radius of a Pyramid.  As modified for use with
GURPS, we can easily enough decide how much "energy in kilowatts" these
devices use, and presume that most cities will not even come close to the
maximum energy output by such Pyramids or Stonehenge circle production.
>From the description, the Vril chariots seem to come across as repulor-lift
cars that float above the surface.  There is more information of course -
but that's the gist of the pertinent material.  If you guys are
intnerested, the book sells for $35, and a sampler of the book is available
here at http://www.morriganrpg.com/AtlantisSampler.pdf

The roleplaying system packaged with the game is somewhat explained within
the book and it is called the Omni-system.  The Magic system within the
game looks rather nice actually.  It reminds me to a minor extent, what Ars
Magica did with their system.  The duration of the spell, its range, its
damaging powers, etc - all contribute to a "complexity" rating that is
deducted from the Mage's ability to cast the spell successfully.  As the
system uses the premise that a full success is any modified roll of 11+, a
partial success is any roll between 6 through 10 inclusive, and any failure
is a roll from 1 to 5 (with rolls modified to less than 1 being spectacular
failures) - mages want spells whose negatives are kept to a minimum effect.

All in all, I rather like the concepts of the Vril collectors and I think
such a thing for use with GURPS magic might prove to be interesting.  It
almost looks like a process by which Alchemists can magic magic items
without having to use the process of "Enchantment" listed within GURPS.  As
a concept - GM's might consider the prospect of allowing their characters
ways to create new processes that are "lesser" in capability, while
reserving more powerful processes for their own "GM only" magical treasure
trove kind of thing.  Imagine the excitement that a group of players might
have if they discovered a ruined First Age Atlantean ship sunk in a habor
when a volcano errupted and buried it in ash that later hardened into a
hard mud or rock even.  Perhaps they discover a lot of rotted wood in the
clearing of a jungle where a clearing has no business being - only to
discover a somewhat damaged crystal globe (think of an airplane that
crashed because the stonehenge it was connected to toppled during the
massive earthquake of the First Age partial sinking of Atlantis <g>.  

Oh, one more thing - I've already pointed out that the weights for weapons
in ATLANTIS: The Second Age are a wee bit off <g>.  It is an easy matter to
fix by using more realistic values as the GM sees fit.

Hey Eric - I'll give the idea a shot and see what GURPS VEHICLES suggests.
Might be interesting to see just how well it works.

          Hal

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