Magisteria Mods (
magisteriamods) wrote2024-02-04 03:16 pm
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Bios & Synthesis

Game Mechanics: Bios & Synthesis

Bios is one of the key game mechanics of Magisteria. While there are many complexities and nuances to Bios that will come out in the course of the game’s narrative, for the introduction to the mechanic, it will be sufficient to say Bios is analogous to life energy. It exists throughout the multiverse, called by many names on many worlds: chi, chakra, mana. These names reflect different cultures and peoples grasping at something unseen, rather like the story of the blind men and the elephant.
However, on the world of Medeas, the nexus of all worlds, Bios manifests much more explicitly. One may speculate at the reasons for this, whether it’s simply because of Medeas’s unique status as a world or whether there’s something more, but Medeas is home to such vast quantities of Bios that the energy manifests externally and is also a source of power for all things. Bios enhances the brilliant neon of Magisteria’s urban skyline. It is used to power advanced technology, and its glow is reflected in the various permutations of magical power.
There is some discrepancy in both the amount of Bios an individual person can be born with, as well as the capacity of a given individual to harness and externalize their Bios into different manifestations via their abilities. In general, beings with especially high quantities of Bios may have certain physical traits reflective of their unique energy levels, such as especially luminous skin/hair/eyes.
All Otherworlders who arrive in Medeas will find that their powers will now be manifested via Bios. Fate/ Servants comprised of mana? That mana is Bios. Magneto’s mutant powers? Now channeled via Bios. Bios originates all game powers, regardless of their supposed origin. That means both game-given powers and those from canon series.
While Bios is necessary for life, the act of living itself utilizes very minimal amounts of Bios. Using great amounts of power, in battle for example, requires quite a bit more Bios, but characters will train to build stamina.
Citizens of Magisteria who do use excessive amounts of Bios for magic or technology replenish their Bios via various means, including the use of artifacts, baubles and gems, rituals and ceremonies, potions and elixirs, and Bios-integration technology, to name a few methods.
The latest groups of newly arriving Otherworlders, however, are different and unique because of their ability to perform the technique that has the greatest power to generate Bios: Synthesis.
Synthesis is the name for acts of mutual cooperation which can generate Bios. What makes Synthesis unique, relative to other methods of replenishing Bios which are used by the natives of Magisteria, is that it has the ability to bypass the law of equivalent exchange. That is to say, by engaging in Synthesis, Otherworlders aren’t merely replenishing the Bios supplies in their bodies. They’re actively generating new Bios, sustaining not only their own supply, but that of the world and the cosmos itself.
As its name suggests, Synthesis involves cooperation. Synthesis is, in essence, mutuality translated into form, and thus many acts between two or more people can constitute Synthesis: a chess game both parties are feeling very engaged with, a vigorous sparring match, two people programming together and really vibing on the same wavelength. The more intensely two or more characters feel into something and in communion with one another, the more powerful the Synthesis.
Touch can be a conduit for or expression of Synthesis which can strengthen the act: a high five between teammates during a bout of adrenaline-fueled racing can produce a flicker of bright Bios, and engaging in regular touch with those with whom one also regularly performs Synthesis can further empower Synthesis. However, touch is not necessary, and intensely focused cooperation and powerful determination on the parts of both parties may still result in very powerful Synthesis among individuals.
An iron will goes a long way in Magisteria, and two or more iron wills, together, will go even further.
Characters who become regular partners in acts of Synthesis, especially if they do also engage in more intimate acts, such as more intimate expressions of touch, may develop enhanced connections, up to and including the ability to sense one another’s feelings or perceive one another’s deep thoughts and desires. In general, the mechanic will be open-ended so that players can make their own expressions of creativity and participate in different kinds of relationships, interactions, and connections.
As for the how Bios, Synthesis, and powers relate: Synthesis also purifies Bios and creates feelings of great euphoria, particularly in its most intense forms. Synthesis can be used to create new powers amongst characters, including across the magisteria. So magic users can use Synthesis to generate new expressions of magic, and tech users can sync their tech via Synthesis, but magic/tech users can also use Synthesis to produce cross-factional powers.
The powers created can also be influenced by the temperament of partners and the manner of Synthesis. For example, a fire and ice user with a tempestuous dynamic, forced to cooperate, may produce a fire and ice tornado because their Synthesis dynamic is tempestuous in nature. However, a fire and ice user who like each other could make freezing flames that burn bright but chill things.
Again: this will be very open-ended for players to explore and have fun with!
However, on the world of Medeas, the nexus of all worlds, Bios manifests much more explicitly. One may speculate at the reasons for this, whether it’s simply because of Medeas’s unique status as a world or whether there’s something more, but Medeas is home to such vast quantities of Bios that the energy manifests externally and is also a source of power for all things. Bios enhances the brilliant neon of Magisteria’s urban skyline. It is used to power advanced technology, and its glow is reflected in the various permutations of magical power.
There is some discrepancy in both the amount of Bios an individual person can be born with, as well as the capacity of a given individual to harness and externalize their Bios into different manifestations via their abilities. In general, beings with especially high quantities of Bios may have certain physical traits reflective of their unique energy levels, such as especially luminous skin/hair/eyes.
All Otherworlders who arrive in Medeas will find that their powers will now be manifested via Bios. Fate/ Servants comprised of mana? That mana is Bios. Magneto’s mutant powers? Now channeled via Bios. Bios originates all game powers, regardless of their supposed origin. That means both game-given powers and those from canon series.
While Bios is necessary for life, the act of living itself utilizes very minimal amounts of Bios. Using great amounts of power, in battle for example, requires quite a bit more Bios, but characters will train to build stamina.
Citizens of Magisteria who do use excessive amounts of Bios for magic or technology replenish their Bios via various means, including the use of artifacts, baubles and gems, rituals and ceremonies, potions and elixirs, and Bios-integration technology, to name a few methods.
The latest groups of newly arriving Otherworlders, however, are different and unique because of their ability to perform the technique that has the greatest power to generate Bios: Synthesis.
Synthesis is the name for acts of mutual cooperation which can generate Bios. What makes Synthesis unique, relative to other methods of replenishing Bios which are used by the natives of Magisteria, is that it has the ability to bypass the law of equivalent exchange. That is to say, by engaging in Synthesis, Otherworlders aren’t merely replenishing the Bios supplies in their bodies. They’re actively generating new Bios, sustaining not only their own supply, but that of the world and the cosmos itself.
As its name suggests, Synthesis involves cooperation. Synthesis is, in essence, mutuality translated into form, and thus many acts between two or more people can constitute Synthesis: a chess game both parties are feeling very engaged with, a vigorous sparring match, two people programming together and really vibing on the same wavelength. The more intensely two or more characters feel into something and in communion with one another, the more powerful the Synthesis.
Touch can be a conduit for or expression of Synthesis which can strengthen the act: a high five between teammates during a bout of adrenaline-fueled racing can produce a flicker of bright Bios, and engaging in regular touch with those with whom one also regularly performs Synthesis can further empower Synthesis. However, touch is not necessary, and intensely focused cooperation and powerful determination on the parts of both parties may still result in very powerful Synthesis among individuals.
An iron will goes a long way in Magisteria, and two or more iron wills, together, will go even further.
Characters who become regular partners in acts of Synthesis, especially if they do also engage in more intimate acts, such as more intimate expressions of touch, may develop enhanced connections, up to and including the ability to sense one another’s feelings or perceive one another’s deep thoughts and desires. In general, the mechanic will be open-ended so that players can make their own expressions of creativity and participate in different kinds of relationships, interactions, and connections.
As for the how Bios, Synthesis, and powers relate: Synthesis also purifies Bios and creates feelings of great euphoria, particularly in its most intense forms. Synthesis can be used to create new powers amongst characters, including across the magisteria. So magic users can use Synthesis to generate new expressions of magic, and tech users can sync their tech via Synthesis, but magic/tech users can also use Synthesis to produce cross-factional powers.
The powers created can also be influenced by the temperament of partners and the manner of Synthesis. For example, a fire and ice user with a tempestuous dynamic, forced to cooperate, may produce a fire and ice tornado because their Synthesis dynamic is tempestuous in nature. However, a fire and ice user who like each other could make freezing flames that burn bright but chill things.
Again: this will be very open-ended for players to explore and have fun with!