On the Trinity Universe forums, Adventure! co-developer Bruce Baugh mentioned
that the magic system as presented in Sorcerer Revised slotted rather well into
Adventure. So, after a bit of brainstorming, here's what we came up with. Credit
to KnightvII for a lot of the
mechanics and JasonK for ideas. All that is required is
Adventure! (obviously), Sorcerer Revised and a copy of the difficulty conversion
charts available here.
There is another kind of Inspired, one that Doctor Primoris and even the
magnificent Maxwell Mercer have had no luck in identifying. When the waves of
Telluric energy washed over the Earth as a result of Hammersmith's experiment,
it awakened the natural abilities of some individuals. They gained the ability
to punch through walls, or to cloud men's minds. Others seemed blessed by fate,
good luck clinging to them just as bad luck cursed those arrayed against them.
But there were others.
Hidden away in the rural parts of Britain, Europe and North America, shrouded
in secrecy in the Orient, in ramshackle houses passed down through family lines
for centuries, or discussed over luncheon by scholars of the tomes locked in the
best section of restricted libraries, the truth came to light. There was magic
in the world. The blasphemous rituals of backwoods families started to have an
effect, summoning creatures from nobody knows where. If the right person were to
read from The King In Yellow or the Necronomicon, they could glean power. This
magic was not just for the students of the Western occult. Mystery cults formed
all over the Orient, led by seers and alchemists. Some Arabs found themselves in
the position of vizier after mimicking a ritual only to find that it worked.
These individuals were Inspired, just like the Mesmerists, Daredevils and
Stalwarts, but their lives had been touched by magic. These are the Mystics.