The SANIC Hack - Part 5 - Relics, Spells, Scrolls, and other Some-Such

Oh actually, I think this part of the game is gonna be easy to write
- The Bounce Bracelet in Sonic Generations, Sonic Beyond (2022)

Howdy, Farmhands.

    Odd-likes (I've made the executive decision to stop name-dropping Cairn as the sole originator of this project, people are making understandable assumptions) tie their magic systems in with their inventory system via the Fatigue mechanic. In many cases, powerful or supernatural abilities are either explicitly One-Time use, or cost a temporary burden filling in an Inventory slot. But also, there are objects that can contain multiple uses of an ability that cost no fatigue, but instead have specific requirements to regain those uses once spent. Do you use up your empty Inventory Slots to cast a spell multiple times? Do you fill your Inventory with single use spells you might never need? Do you bring a spent Relic on your journey in the hopes you can recharge it? And all of this is with the logical concern that you'll come across something important and shiny and need to decide what you take home with you; the stuff you have or the stuff you've just found. 

    It's honestly an excellent balancer in a game that's all about diegetic advancement.

    (For the remainder of this blog, assume any stated Durations, Damage Die, and Charges are placeholders. I'm just throwing numbers out here as examples for now)

    Part 1: Relics 

    "Relics are items imbued with a magical spell or power. They do not cause Fatigue. Relics usually have a limited use, as well as a recharge condition." - Cairn 

The Sonic series has a history of including optional collectibles, be they wearable swag, new technology to add to their existing battle mechs, or mystical artifacts that are usually a set of jewels. The specific context varies by game, but generally, these objects are referred to as Upgrades.

 Part 2: Spells

     "Anyone can cast a spell by holding a Spellbook in both hands and reading the contents aloud. They must then add a Fatigue to inventory, occupying one slot... If the PC is deprived or in danger, the Warden may require a PC to make a WIL save to avoid any ill-effects from casting the spell." - Cairn, again

    Magic exists in the world I'm envisioning for this project, but not necessarily in the Dungeons & Dragons way, Vancian or otherwise. This dips a bit into talking about my totally cool fantasy setting I've imagined, which I'm sure you're all thrilled to hear about, so bear with me. Magical nonsense happens frequently, even if it isn't recognized as such. Rules of reality are casually broken, super strength, flight, and psionic abilities are just born innately in the populace. The energy that causes these events can be read and measured, with geographical locations having more or less of it, relative to how weird the place is. There's no chanting or latin, or even an agreed upon method of categorizing specific phenomenon. There is only chaos, and those who can temporarily control it.

The abilities performed by tapping into that power, then, would be less 'Casting a spell' and more 'Manipulating the Force;' with specific triggers being memorized as Techniques

Part 3: Scrolls

    "Scrolls are similar to Spellbooks, however, they do not take up an inventory slot, do not cause fatigue, and they disappear after one use." - Cairn, a third time

    This is even easier now that I've sorted out what "Upgrades" and "Techniques" are. Instead of a smaller form, one charge consumable Spell, we can just... HAVE Mario Power-ups

 Final Part: Other Some-Such

    For the sake of the fantasy, some things won't be 1 to 1 between Cairn and the Sanic Hack. Techniques will not be part of a Grimoire, rather being a list of abilities, though they will require Saves to pull off. Power-Ups, unlike Scrolls, will take Inventory space, and their abilities won't be able to be transcribed into a collection for use later; they're one and done. 

    Likewise, I feel that Upgrades can and SHOULD be Weapons and Armor, but in a significant move away from how Odd-likes usually handle them, they should also be things that can be manufactured. Maybe not easily, lest they lose all credibility, but still something that can be tinkered with and improved in some way. Maybe a particularly tech-savvy PC would want to take an Item or Weapon or what have you, and slowly develop it INTO an Upgrade? I'll put a pin in that for a future blog post.

    An Upgrade would need to be highlighted to Players at the table, especially if they're going to be commonplace tech in the context of the world. Mystical Gemstones, sure, they'll notice those. But placing a technological upgrade in an adventure site could lead to players missing them entirely.

    I'm afraid I'll just have to take another whack at all of this later on down the line.

    Until Next Time,

        -Farmer Gadda