Hi,
And then there's the opposite approach: Conflate the Realms. That's what I do ITSIDR. Thus, DEO works against anything with Might (and the name coined by a Flambeau who declared that anything it worked against must be a demon.
I have been thinking about Might and supernatural beings in general, and some of the problems I have with them.
Consider a dragon. Canonically, its fire is a magic effect and therefore resisted. But... what about a dragon that breathes real fire? If Constantinople can have Greek fire that is not resisted, why can't dragons exhale the stuff? Or the wolf that separates into a pack (and wonderful effects like this is yet another reason I look at RoP:M jaundicedly; RoP:M encourages boring effects, because this does not fit easily into a Might 20 budget but fits wonderfully into the wolf's concept): Technically, all of the copies are resisted by MR 20, since they are a magically created medium. El Yucko. And what if the sound of a mandrake has intrinsic, natural properties, and anything that could duplicate that sound (good luck with that, since you have to hear it first ) would achieve the same very natural effect? The poison of a demon a very nasty poison rather than a supernatural effect?
Might also makes a creature more vulnerable. A giant with no Might at all is a lot tougher than a giant with Might 7. That Might is not a benefit.
Too many concepts and uses are crammed into a single Might score:
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Magical energy points for powering effects
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Hit points versus deadly magical drain attacks
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Magic resistance
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Character Build Points (courtesy of RoP:M and RoP:F)
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Penetration of magical effects
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Aura Addiction
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Delineating the difference between natural and unnatural
Starting at the beginning. I think using Might as character build points was a design botch. On the surface it makes sense: Beings with high Might are more powerful so use Might to measure how much stuff they have. But Might is just another cool thing to have, to be bought with build points. I'd break this free of Might.
Next: Aura addiction. This one is (IMNSHO) another RoP:M design botch. The result of actually applying the associated mechanics is that magical creatures must either flee to high auras or entangle themselves in human affairs (thereby becoming faeries) because they cannot endure long. Again, there's something superficially nice about this: It keeps ancient dragons from lairing in London (if demons can do it, why not dragons). But isn't the Dominion sufficient for that? But if we want this mechanic, or something similar, basing it on supernatural power, maybe Might is the answer.
Natural versus unnatural: I mentioned this earlier, but more now. Various fantastic effects are considered natural in Mythic Europe, yet the creatures who have them, such as Beasts of Virtue, are magical. That's messed up. The animal from which a natural principle derives cannot use it 'naturally' but a natural philosopher can use the occult property as a natural effect. Um.
Magical Hit Points: What if I want a troll who is extremely vulnerable to magic, but is really really tough?
Magical Energy Points: This kind of works, except that powers that penetrate less often are especially draining.... just because.
And so on.
So:
I'm not going to propose a variant build system at this time, because I'd want to use the same system for any creature, ranging from a mundane eagle to a faerie queen to... anything. That's a different topic. Also, these beings are generally NPCs, and are often better created to be what they should be rather than built to a point system.
But----
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Not all fantastic beings are supernatural. Such beings might have abilities that the uneducated cannot distinguish from magic, but a natural philosopher can. They might have MR, though more often an immunity to certain kinds of effects. Their powers do not require Might (or necessarily fatigue) to use and are resisted neither by Parma or other MR.
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A supernatural being can have powers and abilities that are natural to them, as well as powers that are supernatural.
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An entity that can be killed through natural means (even if those natural means involve ludicrously high levels of skill, and a sword that can only be forged once per century from iron that has fallen from the sky) ought not be subject to death by PeVi magical drain. Conversely, an entity that cannot be killed by natural means should always be subject to death by magical means. So a ghost can be 'banished' and an immaterial demon destroyed (although I tend to see most demons as Aspects, which is why Satan can repeatedly walk the earth in various guises, be defeated and walk again; the explanation that "it's just a minor imp pretending to be Satan" is so much less cool than "you crushed Satan, but now he's mad at you, and more powerful than ever." (Another Aspect; why would Satan start with a small Aspect and work his way up? Because succumbing to a small temptation or circumstance is less excusable than failing in the face of something that no one could resist.)) But if that demon appeared to wreak havoc and, um, raise hell, it becomes vulnerable to mundane effects but not PeVi. Note that PeVi does work on a possessing spirit. If it remains in its host, it can be PeVied. (smile And I'm just waiting for the objection "but you can't see it!")
I have another issue in mind when I propose to rule thusly. I really don't want magi going around killing stuff by PeVi their spirits. This includes peasants.
I also want to separate spirit magics from Hermetic practice. Failing to do so allows... well, that's another topic.
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PeVi effects that currently drain Might should cause damage instead, using the standard damage system. This eliminates an unnecessary game mechanic. The guidelines for DEO and related spells start to look like the usual "inflict +5 Damage" and "inflict a Medium Wound." These wounds are obviously not physical, but can be perceived with Second Sight.
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Magic Resistance, if any, is a separate stat. An entity can have a strong MR but no Might at all--and vice versa.
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The Penetration of an entity's powers is represented by its Penetration score. Many supernatural beings lack Penetration (and perhaps need a virtue to have it?) and thus cannot harm a magus with its supernatural powers.
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Might is the number of points an entity has to fuel its powers. Note that a power can be natural but require Might. A dragon might be able to breathe fire naturally only few times per day. (I am tempted to say that it is better to set limits and conditions power by power, but this is a big pain to track during play.)
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An entity is supernatural if it's supernatural.
This needs a revision.
Anyway,
Ken