Poll: Favourite power/abliity macguffins in fiction?

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Kilroy17

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For example for a character to be able to shoot fire out of his hands he needs a reason to be able to; magic, race specific physiology, mutation or gadgets etc.

The reason I use the word macguffin for this is that supernatural abilities are seldom ever explained properly. Why can he shoot fire out of his hands, because magic etc.

The main ones I think are:

Magic - As seen in LOTR, Harry Potter, Skyrim etc. In my opinion one of the more stretched ones. Anything can be done but it's mainly how prone to change and seems to lack set boundaries in a lot of instances that weakens it for me. For example in Harry Potter the room of requirement just came out of nowhere exactly when it was needed, not some time beforehand and then used.

Race Specific Physiology - Like Superman, Goku etc. I quite like this one as a macguffin as it allows room for a huge amount of creativity but once power/abilities are chosen it's more "set" and less prone to change like magic. For example Superman has some cool powers but that's it he can't change them. There is some wiggle room with Goku learning new abilities but it's limited.

Gadgets/Technology - Fairly self-descriptive. I feel it makes a good macguffin as it's usually something we can measure to an extent, for example jetpacks, we can see slow stuttery ones at the moment in reality some imaging a really good fast one isn't hard as it's technology we already know about. Also for example the grappling line so Batman can "fly".

Mutation - For example Hulk arising from gamma radiation poisoning and the Flash getting electrocuted standing next to some chemicals. I like it as a plot device as it's sort of explained and powers are often strongly related to their cause.

Anyway when one of these is used as a reason for a power or ability which is your favourite?
 

Imthatguy

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Tech because its the only kind that you can even try to explain and I'm a stickler for plausibility.
 

Icaruss

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Jessie Custer's word of god power from Preacher.You will do as i say.that would be considered magic right?
 

Shadowstar38

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This is why alchemy kicks so much ass in FMA. It has a wide range of uses but can all be explain with some type of science.
 

SajuukKhar

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Spiral energy from Tengen Toppa Gurren Lagann, its basically a "they can spawn galaxy size robots through sheer willpower" dues ex machina.

To get more powerful, the just believe more


Also, best, anime, fight, of, all, time, bar, NONE.
 

Eclectic Dreck

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Imthatguy said:
Tech because its the only kind that you can even try to explain and I'm a stickler for plausibility.
That isn't precisely true. Sympathy, a system of magic in The Kingkiller Chronicles, does not defy any particular laws of thermodynamics. When Kvothe wants to inflict a wound across a distance, he needs something that is like the thing he wants to wound (in an actual case in the book, a dead bandit played the role of pincushion), a means to do the thing he wants to happen at a distance (in the same case a knife), he has to commit the act he wants to replicate (he stabs the corpse) and a source of energy to apply this act at a distance (in the same case, he used his own body heat). The exact nature of "how" that works is a bit nebulous (it is derived from belief in essence that allows the two objects to be linked) but the fundamental violations of various laws of science are not made here.

In a different book by a different author (The Mistborn Trilogy) you get three different systems of magic - allomancy (burning metals to various effect), feruchemy (storing attributes for later use), and hemalurgy (stealing some power by means of a storage apparatus). With allomancy, the basic powers allow a user to (if mistborn) push or pull on metal objects only in a direct line from themselves to the object), sensing the presence of metal objects (largely used to assist in those first two), sensing the use of this magical ability, clouding that same sense, gaining physical potency and stamina, or just plain having better senses. The rules of motion remain unviolated and the laws of thermodynamics are likewise unmolested as any energy required could easily be explained by the fact that the power requires a fuel in the form of some metal in order to function.

Feruchemy simply takes something a character already has and stores it for later. In order to store strength for example, one would have to spend a period being weak. So, if one wanted to be four times as strong for 10 minutes, they would have to be half as strong for an hour and 20 minutes. This one does violate a few laws in cases as mass is mutable through use of this power. Still, given that only three characters in the books make use of this power, the violations are happily rare.

Hemalurgy is the last of them and it essentially takes some other power and applies it to another person. The act of acquiring this power results in the death of the original owner and the power transferred is less than what that person originally had.

While there are specific powers that obviously violate the rules, the egregious breaches are relatively rare. From time to time mass is changed (perhaps a half dozen times across about 2000 pages) and one character stacks powers in such a way as to gain seemingly limitless power. Still, while violations of various physical laws happen, such is reasonable in the world in which Mistborn takes place. Allomancy is derived from the God Preservation and is notable in that it generally produces some reaction in excess of what is expected (for example, burning pewter allows the protagonist, a girl who ranges between 16 and 18 of slight build, to wield a sword that it normally takes a giant 12 foot tall monstrosity to carry) thus in line with a god who is the embodyment of preservation. Hemalurgy results in a net loss - reasonable considering it is derived from Ruin. Feruchemy is in perfect balance (even if some parts are ultimately inexplicable) and is notably the power of the god who eventually wields the power of both ruin and preservation in equal measure.


Yes, most magic is dumb. Much of the time, when I see magic in a work of fiction I scoff. But I think what bugs me is how arbitrary it all is. When places in the framework of consistent rules that define what the power can and cannot do, it becomes far more palatable.
 

Imthatguy

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Eclectic Dreck said:
Imthatguy said:
Tech because its the only kind that you can even try to explain and I'm a stickler for plausibility.
That isn't precisely true. Sympathy, a system of magic in The Kingkiller Chronicles, does not defy any particular laws of thermodynamics. When Kvothe wants to inflict a wound across a distance, he needs something that is like the thing he wants to wound (in an actual case in the book, a dead bandit played the role of pincushion), a means to do the thing he wants to happen at a distance (in the same case a knife), he has to commit the act he wants to replicate (he stabs the corpse) and a source of energy to apply this act at a distance (in the same case, he used his own body heat). The exact nature of "how" that works is a bit nebulous (it is derived from belief in essence that allows the two objects to be linked) but the fundamental violations of various laws of science are not made here.

In a different book by a different author (The Mistborn Trilogy) you get three different systems of magic - allomancy (burning metals to various effect), feruchemy (storing attributes for later use), and hemalurgy (stealing some power by means of a storage apparatus). With allomancy, the basic powers allow a user to (if mistborn) push or pull on metal objects only in a direct line from themselves to the object), sensing the presence of metal objects (largely used to assist in those first two), sensing the use of this magical ability, clouding that same sense, gaining physical potency and stamina, or just plain having better senses. The rules of motion remain unviolated and the laws of thermodynamics are likewise unmolested as any energy required could easily be explained by the fact that the power requires a fuel in the form of some metal in order to function.

Feruchemy simply takes something a character already has and stores it for later. In order to store strength for example, one would have to spend a period being weak. So, if one wanted to be four times as strong for 10 minutes, they would have to be half as strong for an hour and 20 minutes. This one does violate a few laws in cases as mass is mutable through use of this power. Still, given that only three characters in the books make use of this power, the violations are happily rare.

Hemalurgy is the last of them and it essentially takes some other power and applies it to another person. The act of acquiring this power results in the death of the original owner and the power transferred is less than what that person originally had.

While there are specific powers that obviously violate the rules, the egregious breaches are relatively rare. From time to time mass is changed (perhaps a half dozen times across about 2000 pages) and one character stacks powers in such a way as to gain seemingly limitless power. Still, while violations of various physical laws happen, such is reasonable in the world in which Mistborn takes place. Allomancy is derived from the God Preservation and is notable in that it generally produces some reaction in excess of what is expected (for example, burning pewter allows the protagonist, a girl who ranges between 16 and 18 of slight build, to wield a sword that it normally takes a giant 12 foot tall monstrosity to carry) thus in line with a god who is the embodyment of preservation. Hemalurgy results in a net loss - reasonable considering it is derived from Ruin. Feruchemy is in perfect balance (even if some parts are ultimately inexplicable) and is notably the power of the god who eventually wields the power of both ruin and preservation in equal measure.


Yes, most magic is dumb. Much of the time, when I see magic in a work of fiction I scoff. But I think what bugs me is how arbitrary it all is. When places in the framework of consistent rules that define what the power can and cannot do, it becomes far more palatable.
Hmmm... I stand corrected. It really doesn't bother me as much as it should when something breaks physical laws[1] just when its arbitrary, has no set rules, and no explanation it just 'happens'.

[1]For example: Orbital ring made out of super dense material that breaks a handful of laws? No prob atleast you bullshited me enough(Works on 'Bullshitium'?). Or Pan-dimensional being works on completely different (and probably unknowable) rules? No prob.
 

Lil_Rimmy

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I say tech is usually the best, as it not only looks cool but can USUALLY! be explained.

However, magic makes sense in some cases. In the Eragon books, when you use magic, you use energy. You can use your own energy, energy that's stored in a ring or you can take it from others.

Basically, if you want to move a box, you use the same amount of energy that you would use TO move it, and then, boom, you have moved it, but you would feel weaker or some of the energy you are using will be used up. In the same way, you can replenish your energy by taking some from others or a storage object, so if you are puffing and out of breath, and all of your limbs are sore, you can just take more energy.

Like, you COULD move a mountain, but only if you had the ENORMOUS amount required. If you use all of your energy, you die. Poof. Dead.
 

Riddle78

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I'm quite partial to telekenisis. In theory,it can do ANYTHING to any entity which possesses mass. Up to and including splitting atoms. Imagine a telekinetic with a working knowledge of human anatomy. Telekenisis is all SORTS of fun. So is lumaturgy...Illusions AND lasers? What's not to love?
 

Mr Thin

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Technology.

I am so thoroughly bored of characters that just "have" their powers somehow. With gadgets, even if the science behind it is wafer thin - to the point of working more or less the same as magic - at least it's not a person just being automatically awesome.

Also, gadgets/tech can break or be taken away, which tends to make for interesting situations.
 

Basement Cat

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Riddle78 said:
I'm quite partial to telekenisis. In theory,it can do ANYTHING to any entity which possesses mass. Up to and including splitting atoms. Imagine a telekinetic with a working knowledge of human anatomy. Telekenisis is all SORTS of fun. So is lumaturgy...Illusions AND lasers? What's not to love?
Ditto.

I like the idea that we are getting closer to figuring out "real psionics".

That may sound like a bunch of hooey, but I've got some kinfolk who have the Sight. A few of the now dead old timers were water witches, healers, and seers. I knew some of them.

There's definitely something there. The problem is that the people who can do stuff like that don't have the kind of personalities that result in their ending up on Jerry Springer or chasing after The Amazing Randi for his $1 million dollar prize.

NOTE: I looked up Randi's challenge. It turns out that the only way anyone can claim his $1 million dollar prize is by first becoming a public celebrity. WHAT?!?
 

Fappy

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Tech, because watching writers jump through hoops to explain what Mr.Fantastic's latest macguffin is and how it will save the day never gets old.
 

SomeLameStuff

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Well, magic. Because as a writer (kinda, sorta, not really) magic is really useful as really, you can have it do anything. Of course, you have to keep Sanderson's first law of magic in mind.

Sanderson's First Law of Magics said:
An author's ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.
 

The Wykydtron

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I like magic and tech combined, like a sword that shoots magical lasers or something. As long as the mechanic behind the power is interesting and/or if the power itself just looks cool i'll like it.

I'm quite partial to Ezreal's glove that is also a bow powered by his own natural magical talent in LoL. The bow just looks cool when it's fizzling in and out of existance between ability uses. It also goes God Mode when firing Trueshot Barrage AKA the coolest ability in the game.

I just love Ezreal dammit. His entire essence is awesomeness itself and I will not hear otherwise.

Oh I suppose tech gives more of an excuse to use Steampunk or Cyberpunk settings as well. So tech all the way if so. XD
 

Leemaster777

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In broad terms, I don't really have a favorite, but specifically, I do. Namely, the King of Hearts crest in G Gundam.

Can anyone explain to me exactly what that thing IS? Why is it that it seems to make the main character stronger? And why it it that people who have crests are able to sense when someone else who has a crest is in danger? And how was it able to purge DG cells from someone's body? And why does it let you become a Super Saiyan? Why does it glow? Why are they all playing-card-themed?

The crest is never explained, in any way shape or form, but it's basically a "get out of fight free" card. If you have one, it's like you can't lose to anyone who DOESN'T have one.