March 2016
TABLE OF CONTENTS
Table of Contents
1.
Introduction
2.
A note on Nomenclature
3.
4.
A. Laws, Terms, and Maxims of Sympathy (These are copied from the KKC Wiki)
5.
C.
Slippage
D. Entropy
E. Table of Correspondence
6.
B. Skills
C.
Using Sympathy
1. INTRODUCTION
Sympathy is a magic system straight out of the 'Kingkiller Chronicle' series. It is a strict
magic system based on old folklore sympathic magic (as in voodoo) and the control of
energy between entities. At its most basic it allows the sharing and control of energy
between two or more similar objects. This writeup intends to gamify the magic system,
specifically applying it to GURPS for use in RPGs (better just stop there, if you do not
know what those are).
The aim of the system is to be flexible in terms of complexity. It should be entirely
possible to sit down with calculators and do the math to the T for any form of energy
transfer. On the other hand it should also be possible to ignore almost any aspect of
energy calculation, using only the reference tables provided to approximate modifiers.
2. A NOTE ON NOMENCLATURE
In the Kingkiller Chronicle (KKC) certain terms apply to certain concepts differently to
how they do in the real world. These terms are changed to make it less confusing. The
changes are listed below:
i.
ii.
Enthaupy.
This term is not explained in the KKC, but it can be inferred that it is actually
enthalpy.
iii.
Conduit.
The term is used interchangeably with Sympathist, and in some cases Arcanist to
indicate the person performing sympathy.
will be treated as pure magic, and so any unreasonable or unnatural result or effect can,
at the lack of anything better, be explained as magic. That is not to say that no effort will
be made to make it seem somewhat realistic.
The next section will be copy pasted from OneNote for now.
ii.
iii.
iv.
The Heart of Stone: A frame of mind in which a sympathist is able to shut out
the distraction of emotions and focus rational thought to the utmost.
v.
ii.
iii.
Capacatorial Kinetic Luminosity: The binding Kilvin uses to make light burst
out of his hands by moving them, probably transferring kinetic energy into
luminosity. Although Kvothe can be talking about a different one, he says "the
'motion-to-light binding' is rather difficult without a piece of metal to use as a
focus", while using it to light the darkness in the Fae, while walking with
Felurian.
SYMPATHIC MAGIC IN GURPS
iv.
First Parallel Kinetic Binding: Elxa Dal asks Kvothe the words for this binding,
but none of them explains what the binding does, although it could be just a
different name for the Sympathetic Binding of Parallel Motion. It could also be a
binding that would simply transfer Kinetic Energy to another body, as
transferring an equal amount of kinetic energy wouldn't mean an equal motion
(done by the quoted binding), as different masses would require a different
amount of energy to move.
v.
Binding for Linear Galvanic Attraction: As in the above binding, Elxa Dal asks
Kvothe about it in one of the University's interviews.
vi.
vii.
ii.
iii.
iv.
The energy required to lift a stone (10kg) 4 meter vertically from the surface of
the Earth (assuming g=9.8m/s2).
ii.
The energy released when that same stone falls back down to the ground.
iii.
iv.
v.
vi.
SYMPATHIC MAGIC IN GURPS
vii.
viii.
C. Slippage
Slippage or Thaumic Overfill is the result of weak bindings either from it being energy
transforming from one form to another, or from weak correspondence, or
distance/visibility. When a binding is weak the conduit has to be careful when
transferring energy between the bound objects as energy slips into the conduit as well
as creating entropy (explained below). The nature of the conduit is that of a mediator
between the targets of the bindings and any energy transferred between them. Thus the
conduit is also at risk of being on the receiving end of any residual energy not converted
to entropy during the transfer of energy. Thaumic Overfill is an important subject within
Thaumatology, as such the study of Thaumatology will benefit the conduit in deciding
how much energy to transfer and at what rate, and so on, to avoid serious slippage.
Slippage can in worst case scenarios lead to disability or death of the conduit, it can also
in some cases lead to collateral damage to immediate surroundings.
D. Entropy
While the term is barely mentioned in KKC, it is an important part of the workings of
Sympathy. Entropy is not easily understood, but it can be explained as a by-product of
Sympathy (and other energy transferal). When energy is transferred between two
entities or more there is never a "perfect" link and as such, much like slippage entropy is
the result of imperfect bindings (perfect bindings only exist in theory). The Law of
Conservation states that energy cannot be created nor can it be destroyed. When a
conduit makes a binding and attempts to transfer energy using that binding the residual
energy (energy not transferred through the binding, and energy not slipping into the
conduit) will disperse into the immediate surroundings increasing entropy. In most
cases this means the air around the conduit becomes warmer as entropy increases.
E. Table of Correspondence
Strength Modifier Slippage Description
Example
Distance
Max
67%
Two iron
drabs (feels
like lifting
three).
10m,
Visible
-1
10%
SYMPATHIC MAGIC IN GURPS
Identical,
consanguine (it
apparently
doesn't get
better than
this*),
60%
-2
20%
Nearly identical,
consanguine but
weak
Mommet
with hair or
other DNA.
15m,
Visible
50%
-3
30%
Quite similar.
Size difference
between nearly
identical.
20m,
mostly
visible
40%
-4
40%
Similar.
Two
different
pieces of
wood of the
same type
Drab and
Silver Coin.
30%
-5
50%
45m,
barely
visible
20%
-6
60%
Somewhat
similar, size
(minor
difference)
A bit similar,
size (larger
difference)
60m,
almost
invisible
10%
-7
70%
80m,
invisible
5%
-8
80%
Hardly similar
150m,
invisible
0.1%
-10
90%
Dissimilar,
unlikely
Bottle of
water and
Chalk
1 km,
invisible
30m,
partly
visible
ii.
SYMPATHIC MAGIC IN GURPS
The ability to ignore external and internal influences on ones thoughts; to be
able to think 100% rationally (bonus to IQ checks). Receive a +4 bonus on
IQ/Will-checks as well as certain related skills (see below) when having entered
Heart of Stone. Receive -6 to all Empathy/Emotion-related checks while in Heart
of Stone. Needs an IQ check to enter and maintain Heart of Stone (-4 to the check
while under stress. Cancelled out after having already entered Heart of Stone).
1.
B. Skills
i.
ii.
Relative
Level
Time
1 CP (-3)
2 CP (-2)
4 CP (-1)
8 CP (+0)
12 CP (+1)
16 CP (+2)
20 CP (+3)
24 CP (+4)
+4 CP (+5)
5 sec.
5 sec.
4 sec.
3 sec.
3 sec.
2 sec.
1 sec.
1 sec.
1 sec.
* This requires that the character has had a teacher (arcanist) with at least Sympathy Relative
Skill +2 in the case of Sympathy, Thaumatology Relative Skill +2 in the case of Thaumatology.
Such teachers can only be found wandering the world as arcanists or at The University as
professors.
Certain house rules are encouraged when playing with Sympathy as a magic system. Per and
Will should be promoted to Primary Attributes, both a 5cp per +1.
C. Using Sympathy
i.
The PC expresses that he wants to bind Object A and Object B together using
Sympathy (This is a concentration manoeuvre).
2.
GM checks against tables to estimate modifiers required for the binding (for
simplicity let's assume both object A and B are two similar coins. The
modifiers are governed by the Law of Conservation, Principle of
SYMPATHIC MAGIC IN GURPS
ii.
3.
4.
The PC now needs an energy source to transfer energy from. This can be object
A or B or it can be a completely separate source energy. The source needs to be
in immediate space and useable by the PC. (In this example let's use a small
hearth fire with about 1T of potential thermal energy.)
5.
Next using the Law of Conservation the PC transfers energy from the hearth
fire to the binding in order to help him either heat, move, electrify or
illuminate the two coins. (In this case the PC will use the 1T of energy to help
him displace the coins, i.e. He gets energy from the hearth fire to do the work
for him).
6.
The GM determines the correct check needed to perform the motion (ST) and
whether a roll is needed or whether it is at all possible. (In this case the hearth
fire providing 1T of potential energy can be turned into mechanical energy at
67% efficacy. If the whole 1T expended within 1 second, there is not enough
energy left in the hearth fire and it will instantly die out. However, 1T is more
than enough to move the coins without an ST check).
7.
Basic mechanics
1.
2.
3.
Decide what energy source (if applicable) and what action you want to do with
the binding.
4.
5.
Cancel binding.
SYMPATHIC MAGIC IN GURPS