daniel_gudman said:
Prince Charon said:
Hmm. So, which if these would 'fanfic ideas inspired by FRO' go in? Here, the Ideas thread, or another new thread?
Probably this thread instead of Ideas or Previews... unless you've got enough content that it could support its own thread.
Not sure if this counts as 'enough content that it could support it's own thread' (or if it's sufficiently diverse from FRO to not even fit, since it's
probably not a Nasuverse crossover) so here this is:
Mind Arts Online
An AU version of Sword Art Online, inspired by daniel-gudman's
Fate Revelation Online. The NerveGear helmet stimulates the development of psi abilities (called [Mind Arts]) in the player, while the game trains them in their use. Those who are 'killed' in-game are actually moved to a different server, so as not to waste their potential (though only Kayaba and his AIs know that, and those killed by someone messing with their NerveGear
do still die). Optionally, he may actually kill a few of the players who refuse to participate in the 'game,' to encourage the others.
There are ten [Mind Arts], each with its own [Skill Tree] of abilities:
Astral Projection: Also knows as Astral Perception or Ætheric Manipulation, this Art interacts with the
Astral Planes, and the denizens thereof. The user may perceive, communicate, and even fight with
thoughtforms and other
astral entities while in the physical world (generating weapons and armour that only affect the astral), or leave their body behind for a time, traveling through the planes in a way that... gets pretty meta in a VR game. They may make agreements with these entities for brief services, gain long-term allies, or create [Fetishes] by convincing an entity to anchor itself to an item (or a more powerful entity to bind a less powerful one) and empower it; such items retain a will of their own to some degree, which can be a problem, an opportunity, or both. Creating a [Fetish] that only uses powers that you have receives a bonus based on the highest skill in those abilities.
Biokinesis: Also called Biopsi, Cellular Psychokinesis (though it has elements of ESP and Telepathy), and Psychic Healing, this is the Art of [Mind over Life], sensing, analyzing, buffing, debuffing, and modifying living things. It can cause direct damage, simulate the effects of drugs and poisons, and can accelerate natural healing to a phenomenal degree (though
instant healing requires a particularly high level, unlike the Beta, where you just healed X points per level instantly, and had to recast the effect). The fact that the switch to a [Death Game] also nerfed [Healing] is considered particularly sadistic (though in fact, it was done for the sake of realism). Curing (and avoiding) diseases and poisons was not nerfed, though removing them when they've had time to work does not instantly heal the damage already done. A number of in-game Biopsi instructors and psionics institutes teach the ability to slow one's aging, which is believed by some to be pointless fluff, and others to be a defence against possible accelerated aging effects. An understanding of the biological process of sleep also allows a [Biokinetic] to induce drowsyness and slumber, and with sufficient skill, to gently remove a foe (or mind-controlled friend!) from combat this way.
Ergokinesis: The Art of the [Electromagnetic Force], manipulating light, magnetism, and electricity. A major branch of this Art's [Skill Tree], called [Cyberpsi], interacts with electrical and electronic equipment and vehicles, and is thus practically useless on the low-technology floors (though on cyberpunk and more advanced floors, they can go netrunning, which is even more meta in a VR game than projecting into the Astral). This is not a problem with the other aspects of this Art, such as holographic illusions (including invisibility), controlling and generating magnetic fields to move ferrous metals, and so forth. During a storm, or in an area with strong electrical power sources, an [Ergokinetic] might produce a lightning bolt, or even tune the voltage and amperage to be less (or more) lethal. Likewise, you may learn to defend against energy attacks, as well as perceiving the full electromagnetic spectrum, electrical fields, and magnetic fields.
Extra-Sensory Perception: Generally considered the most 'passive' [Mind Art], this is the Art of the senses, of remote-viewing (or hearing, tasting, feeling, or smelling), psychometry, and precognition. One of the more basic precognitive abilities is to sense attacks just before they happen, improving defense rolls. Longer range precognition tends to be less clear, and less reliable, especially when it comes to the actions of players, rather than NPCs. You might learn to sense when psi abilities are being used nearby, or have been used, or (less reliably) will be used, as well as identifying which abilities they were, or detecting psis who are not currently using their powers (though they might hide using Meta-Psi or Probability Alteration, below).
Meta-Psi: This is the Art of interacting with the powers and effects of the [Mind Arts], buffing, debuffing (known as Anti-Psi), or otherwise manipulating them. It is this Art that is used to [Attune] items to particular [Psi Effects] - unlike [Fetishes], above, [Attuned Items] have no identifyable [Spirits] (some say that they have none at all, others that they have inhuman and nearly will-less thuoghtforms), and will not act on their own, requiring the Will of an owner; this can be both good and bad. [Attuning] an item with an ability that you do not have receives a significant skill penalty. Creating new thoughtforms is generally considered a part of this Art, though it is also possible with Astral Projection, above. A Meta-Psychic might also set up jamming fields against psi powers, hostile or otherwise, shield against direct psionic attacks, shut down power use with a touch (or eventually, at a distance), hide from other psis, or penetrate psionic illusions.
Probablity Alteration: Sometimes called Luck Control or Luck Mastery, this is the Art of [Coincidence], and thus also the Art used to alter the weather (and as with Ergokinesis, to direct bolts of lightning). Users might make themselves harder to hit, or even harder to notice when actively trying to hide, boost individual or group skills rolls (or interfere with the skill rolls of opponents), or enact a Curse through touch or eye contact (the [Evil Eye]), giving the target(s) severely bad luck for a certain period, or remove same, even if cast by another. They can give themselves or others a lucky break, find things or beings that they need (as long as it wouldn't instantly solve the quest or puzzle), or assist an opponent down the wrong path.
Psychic Vampirism: This is the Art of consuming energy to heal or buff yourself, mostly from other living things, but a [Psychic Vampire] with access to Psychokinesis can 'eat' kinetic energy, sound, and heat, one who has Ergokinesis may absorb light and electricity, one with Astral Projection may drain power from spirits, and so forth. This Art is often used to enhance Meta-Psionic defences, so that incoming attacks are absorbed rather than tanked or redirected. At higher levels, a Psychic Vampire with Meta-Psi can temporarily steal and use the powers of others, and (with high enough levels of Meta-Psi and Psychic Vampirism) even replicate previously-stolen powers. You might also learn to temporarily drain an opponent's [Attributes] (Strength, Dexterity, et cetra) or emotions, steal their dreams, or steal their energy or lifeforce to restore your own - as with Biopsi, this will not instantly heal physical damage (though the victim takes damage much faster than the attacker), merely allow exceptionally fast healing; fatigue, on the other hand, is removed effectively instantly. Detecting sources of energy that you know how to drain is a secondary skill, but one many learn quickly.
Psychokinesis: Also called Gravity Control or Inertial Manipulation, this is the Art of [Mind Over Matter]. Users may learn to shield against impacts and crushing (and direct uses of this Art), lift objects, throw small objects at bullet-like speeds, choke lifeforms who annoy them (very popular with many Star Wars fans), and even lift themselves up and fly (very slowly at first, a fraction of a walking pace, but at high levels, a [Psychokinetic] might be very fast). They may develop the ability to significantly heat up and cool down objects or areas (and to resist the opposing ability), jump great distances, or enhance their base Strength. You may control and generate sounds to confuse enemies or cause damage, and enhance or dampen existing sounds, or develop a form of sonar.
Telepathy: The Art of interaction between minds, whether communication, detection and analysis, or mental combat. You may sense the emotions of others, borrow skills, probe memories, or communicate silently and (eventually) at great distances. You can make yourself seem more likable or frightening, manipulate emotions in general, plant post-hypnotic suggestions (without the actual hypnosis), or take control of a target's body for a time. You can perceive through another's senses and learn to alter what they see (hear, smell, et cetra), make someone forget the last few seconds or minutes, or become harder for living beings to notice (though machines will not be affected). You can attack an opponent's mind to stun them, or even do further damage, and shield against such attacks (and other hostile telepathic effects). You can find other minds within your range, especially minds that are already known to you, detect the use of Telepathy, and bridge a language gap, or serve as a party's communication hub. With the right training, you can boost the intelligence of animals, manipulate dreams, or induce slumber.
Teleportation: Also called Warping, Folding, or Spacial Manipulation, this Art is primarily used for near-instant transportation. At low levels, you can teleport yourself and whatever you can carry a short distance, or teleport small objects independently of yourself, sense and disrupt the teleportation of others, or dodge an attack by instantly teleporting out of the way. Greater ranges and masses are possible with more training, as well as various space-warping tricks like making a maze out of an empty room, or making a container or vehicle bigger on the inside than it is on the outside.
I've been giving the 'levels' some thought, but not a lot of detail, yet. In general, the technology and culture varies a fair bit, as mentioned above (in Ergokinesis) - the First Floor is pretty much [Generic Medieval Fantasy Mash-up], much like canon SAO, but with less emphasis on weapons, and more Mind Art schools. Later Floors may be anywhere from a Stone Age world (probably Mesolithic or Neolithic, and likely a mash-up of anachronisms even before the players get there), all the way up to to expies of various SF franchises. Cultures and Races will likewise vary, but will most often be shallow and inaccurate portrayals. Cardinal will not necessarily fit a culture properly to its technology level, though to be fair, quite a lot of SF and fantasy fails in that area as well.
So, thoughts?