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The Magic of Numbers
I"m knew to UA, so i'm a little worried about the if this is balanced.
Bean-counters, mathemancers, Number-cruncher
“It’s all in the numbers”
As a kid you never got that “3 it’s a magic number thing”. All they did was list a bunch of multiplies of 3. It wasn’t till later that you figured it out. 3 is the first odd prime. 3 was the first digit of pi, all constructible angles were multiplies of 3.
And it wasn’t just 3, other numbers had magic too. You were just starting to understand then. The math help, the more abstract the better. But they got it all wrong, used the wrong notation. Did bother study the different the pre-Arabic number. Roman numerals had there own powers, so did the Babylonian stick numbers. Egyptian hieroglyphics math took hours to write out by hand.
Then one day it all just clicked. Well not all of it, there was still so much more to learn. But something important did. You figured out how to USE that power, the power of numbers.
Now they’ll see. Now they’ll understand.
Numeromancy is the magic of numbers. Part numerology, part mathematics, Numeromancy takes numbers we use to describe the world we live in, and makes a world for them. For a bean-counter, the fact that there are 10 crazed elephants charging you is more important than the fact that you’re being charged by crazed elephants.
Numeromancy has been around in various forms for a long time. However adepts were extremely rare and no two practices had that much in common. Recently though there as been an increase of Number-crunchers in the Underground, and they all seem to know at least a few of the same formula spells.
The central paradox of Numeromancy is that numbers are only abstract. They were just something people made up talk about things they saw
Generate a Minor Charge: Spend at least 4 hours studying a large collection of numbers. The stocks page of the newspaper works fine. Or simply drawing numbers on a hat and writing them down. The point is that have to try to find something out about these numbers that’s unusual or hidden, or just interesting (at least to you).
Generate a Significant Charge: Change the way use numbers. Write only in roman numerals. Learn a new branch of mathematics, do all the questions in a trigonometry textbook in base 8. This should either be major insignificance or take at least a week's worth of work.
Generate a Major Charge: Fine a completely new number or set of numbers of worldwide significance. So Pythagoras would have gotten a charge for the rational numbers, and that poor guy he killed would have gotten one for the irrationals. Pi, e, the Golden Ratio of the Greeks all could, and possibly did, generate a major charge for some lucky mathemancer.
Taboo: For a Numeromancer, his understanding of number is the only one that is correct. He cannot accept calculation from anything or anyone else. So no calculators, no accountants, and no letting your friend figure out the tip or balance your checkbook. If the weatherman says that it’s going to be a nice day, you believe him. If he says theirs a 20% chance of rain, well you’re pretty sure he got that one wrong. Someone telling you there calculation doesn’t make you brake taboo, but you acting on it does.
Blast Style: Numeromancy blast takes what’s already there and makes it much much bigger. A lighter suddenly becomes a torch, a sling shot becomes a bullet. In order to cast a blast there has to be something nearby that could do at least a few wound points of damage. This can be combined with any other attack, firearms or melee, to make that attack more damaging. You must succeed on both the magick and attack rolls do damage.
Random Magic Domain: Modeling and measurement. The assign values to things, and manipulation them. And of course numbers, but only in the abstract.
(changing the banks records to say that $1,000 is $100,000 might be okay, but moving the actual money would me be a no no.)
Starting Charges: A Numeromancer starts with 3 minor charges.
3 Minor Charges
Anyone who’s dealt with exponentials knows they can get big very fast. This is the numeromancy minor blast.
This spell makes a card rating people of your choosing. The total number of scores on the card is equal to the total of the dies rolled. You pick the categories and scale.
Good Number, Bad Number:
You can immediately tell if a written or spoken number is intentionally false. This does not allow you to get around taboo, you don’t know if it’s true or not, just what the person speaking it or writing it thought was.
This spell can last for about 10 minutes or 10 pages, and can be extend for another minor charge without have to roll again.
This spell alone can make a Number-cruncher the most hated man in town. Well at least among the adepts. By studying numbers closely tied to another adept and the school they practice the mathemancer can steal the charges that adept as stored.
Finding a Plutomancer’s check book, or looking up the Library of Congress number for every book in a Bibliomancers library work just fine, even a boundhound’s bar tabs for the past month will do the job.
The geek steals a number of minor charges equal to the tens place of the magic roll. On a matched success, or by spending 3 extra charges to cast the spell, one significant charge is drained instead.
What are the Chances…?
The finds out the statistical likelihood that a given even could happen. This never gives a definite yes or no, just a rough estimate of likelihood.
Example: Before walking into a meeting with the TNI, Sandra cast What are the Chances that it’s a trap?” The GM tells him 15%, so the adept thinks it fairly safe, but it could still happen.
Qisper’s Factorial Energy Expansion Formula:
1 Significant Charge
Oh Qisper, he took a building with him when he went up. He figured that the only thing to get bigger than a exponential is a factorial. Later Number-crunchers were able figure out how to do it a far smaller scale. This is the Numeromancy significant blast. For an extra charge a minute source of energy, such as static electricity, can be used to generate the blast to generate the blast.
Note: it’s generally accepted that Qisper is just a myth, but most modern mathemancers still credit him with the formula.
It’s All in The Numbers:
This spell allows you to find out the answer to one question in a group of numbers. This takes at least three hour of arcane analysis and a thousands of pages of numbers. The answer is either short or vague, and sometimes both. This spell can be cast for one significant charge if ALL the numbers studied directly pertain to the question at hand.
Fermiate Time Operations:
The spell lets an adept accurately predict the immediate future of what she is observing. Though amazingly accurate the spell’s range is very short. The adept sees a number of seconds into the future equal to the magic roll, and only knows what’s going to happen to thing he is directly observing. Worse, the instant the caster deviates from the prediction she alters the future, and prediction is no longer accurate. So only way to know what is happening is to behave exactly as if you didn’t know.
For the duration of the spell, so long as the caster is not in combat she may choose to backtrack as far as the last die she rolled. She may reroll that die or choose to take a different action any roll getting a +10 shift. Alternately, if in combat, the caster may get a +30 shift to initiative. If this puts her above people who have already acted this round she may have her action happen retroactively, and the DM may rule that she gets a shift to the roll appropriate to the knowledge of the future she has gained. After doing either of these the prediction is no longer accurate, and all she knows is what WHOULD have happened.
Example: When it turns out the meeting was a trap, Sandra desperately casts “Run the Numbers” rolling a success at 35. Four rounds into the combat one of the TNI goons shoots her in the leg. Sandra decides deviate from the predicted history then, and instead increases her iniative to go before the goon and try and dodge the bullet.
Since Sandra knows where the goon is shooting, the DM rules she gets a +10 shift on the roll. She’s able to dodge the bullet, but since the DM’s feeling mean he tell her that if she still would have gotten out alive. The next 20 seconds she see’s is just the empty warehouse, because that is all she can currently see.
PRIMER | profile | Nov 30, 06 | 9:04 pm
My question is, why has no one thought of this one before!?!
I agree. You've got a very solid concept here. I'd change two of the minor formula spells - I can't figure out what use Score Card is meant to be, and Magic Tax allows a number cruncher to break the 'can't use magick to gain charges' rule.
This is a sweet idea. I agree that Magic Tax is a bit too much. However that doesn't mean it needs to be lost.
One way (IMHO) to fix Magic Tax would be to make it a Significant effect, but only draining Minor charges.
Fantastic idea! I agree that some of the things need work (What are the Chances? might be a little too cheap, and D&D DM will tell you how much of a pain rampant divination can be) but great ideas! *applause*
John Q. Mayhem | profile | Dec 01, 06 | 8:40 am
Thanks a lot for all of the advise.
PRIMER | profile | Dec 01, 06 | 12:42 pm
and just to demonstrate my bad grammar again, I meant to say "the reason I made..." and "it never really tells"
PRIMER | profile | Dec 01, 06 | 12:44 pm
The way I'd fix magic tax is simply have it drain the charge, but not give it to the Bean Counter. To me that mirrors the signifcant insignifcance of the numbers that were crunched to make the spell work. All those numbers don't really mean anything, but the Numeromancer makes them...and in turn makes something that's very important (charges) absolutely meaningless.
Ooooh. That's good - I like it.
What to say about this.
ervae | profile | Dec 02, 06 | 8:07 pm