Performance Magic
Performance Magic
Performance Magic Skill by Thomas Verreault
This
skill encompasses stage type magic, sleight of hand and illusions.
There are many categories of effects in performance magic (sleight of
hand, vanish, escape, prediction and etc.) and in the same way a
character with computer skill learns to write a new program with each
advance in skill level the performing magician learns a new category of
effects with each skill level. Knowing a category of effects make the
magician proficient at performing those types of effects (+10 bonus to
skill check), allows him to figure out how another magician produced an
effect with a LOG check, and construct the props necessary for producing
those effects. A magician may attempt effects in a category he is not
proficient in but if it requires props he will have to buy them. Once a
magician reaches 6 level he may purchase proficiency in a new category
for 2 EXP.
Skill level will largely
determine venues of performance. Level 1 skill will suffice for tricks
at parties while level 2 at small venues like a bar or club but effects
are relatively small. Level 3 & 4 might command a larger stage or
possibly a local broadcast and effects get larger: vanishing an
assistant from a booth or cutting her in half. Levels 5 & 6 are
upper echelon professional (David Copperfield) allow for global or even
interstellar broadcast and produce the largest effects like vanishing an
assault scout.
The skill tests with the RS (Reaction Speed) ability score but Prediction effects test with PER (Personality) ability score.
Categories of Effects
Production:
The magician produces something from nothing—a rabbit from an empty
hat, a fan of cards from thin air, a shower of coins from an empty
bucket, a dove from a pan, or the magician himself or herself, appearing
in a puff of smoke on an empty stage—all of these effects are
productions.
Vanish: The magician makes
something disappear—a coin, a cage of doves, milk from a newspaper, an
assistant from a cabinet, or even an assault scout. A vanish, being the
reverse of a production, may use a similar technique in reverse.
Transformation:
The magician transforms something from one state into another—a silk
handkerchief changes color, a lady turns into a Neo-tiger, an
indifferent card changes to the spectator's chosen card.
Restoration:
The magician destroys an object—a rope is cut, a newspaper is torn, a
woman is cut in half, a borrowed watch is smashed to pieces—then
restores it to its original state.
Transposition:
This is whereby two or more objects are used in play. The magician will
cause these objects to change places, as many times as he pleases, and
in some cases, ends with a kicker by transforming the objects into
something else.
Transportation: The
magician causes something to move from one place to another—a borrowed
ring is found inside a ball of wool, a canary inside a light bulb, an
assistant from a cabinet to the back of the theatre, or a coin from one
hand to the other. When two objects exchange places, it is called a
transposition: a simultaneous, double transportation. A transportation
can be seen as a combination of a vanish and a production. When
performed by a mentalist it might be called teleportation.
Escape:
The magician (or less often, an assistant) is placed in a restraining
device (i.e., handcuffs or a straitjacket) or a death trap, and escapes
to safety. Examples include being put in a straitjacket and into an
overflowing tank of water, and being tied up and placed in a car being
sent through a car crusher.
Levitation: The
magician defies gravity, either by making something float in the air, or
with the aid of another object (suspension)—a silver ball floats around
a cloth, an assistant floats in mid-air, another is suspended from a
broom, a scarf dances in a sealed bottle, the magician hovers a few
inches off the floor. There are many popular ways to create this
illusion, including Asrah levitation (prop dependent), Balducci
levitation (possible impromptu), and King levitation and players may
research these if interested.
Penetration: The
magician makes a solid object pass through another—a set of steel rings
link and unlink, a candle penetrates an arm, swords pass through an
assistant in a basket, a salt shaker penetrates a tabletop, or a man
walks through a mirror. Sometimes referred to as "solid-through-solid".
Prediction:
The magician accurately predicts the choice of a spectator or the
outcome of an event—a newspaper headline, the total amount of loose
change in the spectator's pocket, a picture drawn on a slate—under
seemingly impossible circumstances.
PSA: The PSA for this skill will depend on the skill system being used:
Alpha Dawn: treat as an ad hoc skill with advancement following the out of PSA Technician costs.
Zebulon’s Guide: It does not fit any of the archetypes in these rules so just treat it as out of PSA if a character opts for it.
“A Skilled Frontier,” Star Frotniersman #9: it’s a specialized form and separate from performance art under the Artist PSA