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Table of ContentsCerebrospace
Because of its proximity of the Dream Realms, a large portion
of the Astral Plane is responsive to the will and desire of
both astral and physical visitors, and can be shaped into
matter and energy. More than a century ago, mages discovered
this malleable area; in the ensuing decades they have learned
how to use its special properties and have turned it into the
vast magical construct known as Cerebrospace ("C-space" for
short).
The original benefit of C-space was that its malleable but
stable nature allowed information -- particularly magical
information such as spell formulae -- to be "imprinted" on it.
Such imprints were permanent until changed. Having
experienced the loss of knowledge and information from the
aftermath of Devastor, the discoverers of Cerebrospace lost no
time in transferring vast quantities of magical and mundane data
to C-space, where it could be consulted by all; C-space's first
function, then, was as a massive extradimensional library.
That function continues to this day, as many mages have made
it a personal goal to preserve for future generations all the
knowledge that they can find.
A strange behavior was observed from the beginning of C-space
information storage -- when data was imprinted on C-space,
structures formed around that data, mimicking media that the
mages were familiar with. For example, when a mage transferred
knowledge into raw C-space, it would manifest a solid, readable
book on a bookstand. It was theorized that the human mind could
not conceive of information without a medium to carry it, and
that the mage's own subconscious actually built a familar medium
around the abstract data. This was later overcome by cerebromagi
who learned to recognize the very fabric of C-space as a medium
in its own right, but the immediate benefit was the realization
that material structures could be created through force of will
and visualization.
This led to an explosion of "Cerebrospace colonization". Mages
began to stake out "territories" and create fortresses and
strongholds in C-space, and many tried to dwell there on a
permanent basis. However, they soon discovered two things. One
was that C-space was not hospitable to living creatures on a
long-term basis. Food created in C-space proved as unnourishing
as illusionary food, despite its solidity. Also, even with
imports of food from the Material Plane, mages who tried to live
permenantly in C-space found themselves subject to a degenerative
wasting disease. In its early stages, this disease could be
cured simply by returning to the Material Plane for several
weeks, but advanced cases proved resistant to all attempts at
healing, both magical and mundane.
More than a dozen cerebromagi died before the danger was
realized, and even now, there are those who think they can avoid
the disease, which the Order of Physick dubbed CDS --
Cerebrospatial Degenerative Syndrome. They theorize that the
influence of the Dream Realms that makes C-space so useful also
causes CDS by breaking down the orderly functioning of the human
body. Decades of use have proved that mages may enter C-space
for up to three weeks at a time with no ill effects. CDS will
set in after three weeks in C-space, but can be alleviated any
time before the sixth month simply by returning to the Material
Plane for at least a month.
Symptoms of early CDS are facial tics and occasional weakness in
the limbs. In the intermediate stages, the mage suffers from
paranoia, mania and other detrimental mental effects as the
organization of the mage's mind begins to break down; one
unfortunate side effect of this is that sufferers rarely heed the
advice of friends to leave C-space. Advanced CDS is denoted by
loss of all strength and great difficulty breathing and thinking,
progressively increasing until the mage dies.
The other thing that the early colonizers of C-space found was
that their strongholds and fortresses were only as effective as
they themselves were; if an attacker were more skilled in the
manipulation of C-space, he could easily penetrate or even
dissolve the walls and gates preventing his access. A
cerebromage could not count on a static object like a fortress
remaining undisturbed in the face of someone determined to bypass
it.
However, it was soon discovered that active constructs
could be created that could defend the more vulnerable static
constructs. Essentially golems made of the stuff of C-space
using the various Create spells, these creatures could be
imbued with a semblance of will and skill via the Initiative
spell, and could substitute for their creators in the constant
defense of their "territory". Plundering and raids of one
cerebromage by another dwindled to a trickle after this
discovery. (Some cerebromages have speculated, by the way,
that the ability to create protective golems implies that much
more is possible, including perhaps even copying a human mind
into the fabric of C-space; no few mages are pursuing
researches into the possibilities of the plane.)
Cerebrospace has one other quality of use to mages. It is a
very high mana zone, and magic can be used by anyone who
physically enters it. Those visiting astrally cannot use
magic in C-space, though.
Today, much of C-space is an open and friendly area. Some
altruistic mages have set up libraries and facilities open to
any who would use them, while others guard their territories
jealously. The artistic urges of many mages find expression
in C-space, populating this once-barren zone with all manner
of creations, from forests and castles to abstract geometric
shapes and palaces of light and air. Later generations of
cerebromages seem less inclined to pay attention to the
conventions of the Material Plane when building in C-space,
and as a result, the structures and creations found there are
increasingly breathtaking and otherworldly. Many mages spend
time there as much to enjoy the beauty that others are
creating as to make use of its unique resources.
Using Cerebrospace...
Spells:
A number of spells from the Gate College (found in GURPS
Grimoire) are required to make use of Cerebrospace. As noted
therein, these are individual spells that must be learned
separately from other variants.
Planar Visit: One version of this Gate College spell can be
used to enter C-space in a spirit form. While there, the subject
of the spell may read any unguarded data, or data which he is
explicitly given permission to read by someone physically in
C-space. The subject cannot enter areas of C-space that are
"protected" or "walled off" to prevent unwelcome guests.
Planar visitors are visible in C-space, but their nature is
obvious from their misty and ghostlike appearance. Persons and
constructs in C-space can communicate with planar visitors
without any penalties except for those imposed by language.
Plane Shift: This spell has a version that allows the caster to
physically enter Cerebrospace. Fatigue cost to enter C-space is
20.
Create Gate: Used to open a gateway into Cerebrospace, or from
it back to the Material Plane. Cost for a temporary gateway
lasting 1 minute is 200 Fatigue.
There are no natural gates into C-space, and cerebromagi are
reluctant to build permanent ones. Those that have been built are
usually keyed to their creator, who must open the gate himself
and (frequently) accompany anyone who passes through it.
Create Servant/Create Warrior/Initiative: These spells are used
to create the active constructs needed to preserve and guard a
mage's C-space structures. The Initiative spell (from GURPS
Grimoire) is used to give such creatures independence and the
Manipulate Cerebrospace skill, rendering them
complete. The Create spell builds these creatures from the
fabric of C-Space, so they may be either dispelled with magic, or
Manipulated out of existence. However, in any such attack, they
always resist with the greater of either their Power (the level
of the Create spell used to make them) or their Manipulate
Cerebrospace skill, no matter which method is used against them.
Skills
Users of C-Space make use of the following skills:
Area Knowledge (Cerebrospace): This one is obvious.
Survival (Cerebrospace): This Survival variant is similar to
Urban survival; it includes knowledge of whom not to cross, where
you can go for shelter, and most importantly, how to recognize
symptoms of CDS. This skill, while it has no formal
prerequisites, cannot be learned above a level of 12 unless the
character has actually been in C-space.
New Skill
Manipulate Cerebrospace (M/VH) Defaults to Will (not IQ) -6
This skill is the ability to manipulate the fabric of
Cerebrospace. This is used in many ways, the most common of
which include the placement of data for storage, the creation of
C-space constructs, and the subversion of another's constructs.
When used for creation, the user's level in this skill becomes a
Power rating for the created object, as if he had made it with
Enchantment magic. If used to undo or modify someone else's
creation, a Quick contest of skill vs. the creation's Power is
rolled. Attempts to modify or undo one's own creation
automatically succeed.
The GM may apply modifiers to the skill roll based on a number of
factors, ranging from size to complexity.
This skill cannot be learned by a person who has never visited
Cerebrospace! Furthermore, it can only be practiced and studied
in C-space. |
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This web page is Copyright © 1994- 2001, by Robert M. Schroeck. Narth, Narth 2000 and Cerebrospace are trademarks of Robert M. Schroeck. |
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