Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Mark Mark@******.demon.co.uk
Subject: [Nerps] [NEPRS]
Date: Mon, 26 Apr 1999 22:34:22 +0000
Let mayhem commence.

As Gurth was mad enough to ask for it, these are the rules i wrote
for spell matricies in Shadowrun. Familiarity with at least the
Earthdawn main rules and the concepts contained therin is assumed.
Similarly it is assumed you have read and digested Grimoire 2 in some
detail.

These rules have previously been seen by a handfull of people i
sent them to for evaluation or whom asked for them.

Submission to NERPS for consideration for whatever this 'grand
collection of things NERPS came up with, chewed, digested, and
reformed' gets called.

If you find the format rather hard to read the original is a 7 page
Word 6/95 document which is a little easier to read!

Note this was written with SR2 rules, SR3 doesn't seem to affect
things much but as Magic in the shadows has probably just got to the
distributers and i am unlikely to have a copy and have read it for a
few weeks here it is.

And do with the folowig in character bit that preceeds the article as
you see fit, yes it does make sense <grin> however only to those that
know the whole story.

Mark

---------------------------------------------
> Welcome to some secrets many would prefer best left undisturbed.Had
they left things to thier natural course such measures would not be
needed. However if like me you have seen things from the depths
of the astral realms that make bugs look tame, and about which those
that know will not speak except in riddles, this may offer you a
chance.
> Mist

Error tracking sender source.
Error tracking message
Distribution node failure
Critical routing error Zurich
Source node not identified
.........
Overide alpha
Overide
routing error

> Ok who the devil hacked the blasted system then

> who said that

>

> Well i traced where it came into the grid, a transponder on Zurich orbital.
However working out who decker the routers so it was passed on and
working out which satellite sent it, because there were apparently
none in view of that reciever at the time is a job for anyone that
can do it. And yes i know the senders dead, which makes matters even
more interesting becasue the embedded codes are siilarly interesting.
> Sys

---------------------------------------------
Article follows
---------------------------------------------
SR Implementation For Spell Matrices

Introduction
========
The first section attempts to set spell matrices for Shadowrun in
context for those who have heard the term before from FASA's
Earthdawn game from where it originates. Shadowrun and Earthdawn are
set in the same 'campaign world' but although some parallels may be
drawn between the two games and a skilled GM can convert characters
from one for use in the other the game systems are very different and
techniques which work well in one may not be rewarded in the other
game system. These rules should therefore be viewed in relation to
other Shadowrun rules rather than the the Earthdawn systems that
inspired them. The description proceeds through the game mechanics I
have devised and then attempts to address how this technique fits in
with the Shadowrun magic system. I provide examples in the text but
this is rather complex to write down although the basic
implementation is reasonably simple. Note that the term 'thread' is
used in these rules. With respect to spell drain codes a thread is
considered equivalent to a drain level, for other purposes thread as
in thread weaving may be considered the same as gathering magic.
Threads are an Earthdawn concept and should be familiar to anyone who
has played that game I am merely used to the terminology and it makes
the parallels clearer where they are present.

Concept
=====
This idea is based on the spell matrix talents in FASA's Earthdawn
game. Matrices are implemented here as meta-magical skills, much the
way that centring operates in SR. The costs are based on skills not
the Earthdawn talents which are much cheaper to buy. Some knowledge of
the Earthdawn game would probably assist in understanding this but
this revised version now uses a Shadowrun based explanation for the
channelling power through matrices and this technique as presented
here although achieving the same ends as the fourth world methods
described in Earthdawn is quite different. To compare the two consider
the matrices as a spell and the Earthdawn implementation a Shamans
method of casting it and the Shadowrun version a mages technique, the
end results are much the same but the method though similar is
different. The survivability of the different types of matrices to
attack is now covered with respect to metamagical dispelling by
initiates but not astral combat because that requires Earthdawn
talents, for example matrix strike which of course you cannot acquire
under normal conditions in Shadowrun. To give some idea the 'ordinary
matrix' would be about 1/3rd the karma cost to buy if you were and
Earthdawn adept buying the ability as a talent as opposed to a
Shadowrun magician using these rules to buy the ability as a
metamagical skill. The gathering rules from Shadowlore one are
attached as the thread weaving skill was based upon these. If any
terms are confusing / unfamiliar go make FASA happy and but Earthdawn.
Note I do make the assumption here that a certain initiation grade in
Shadowrun is numerically equivalent to a circle in Earthdawn. (i.e. a
1st circle Earthdawn character is considered equivalent to a 1st Grade
initiate in Shadowrun) This conversion need not be correct, but
remember grade is pretty irrelevant after a point without the skills
to back it up and Earthdawn adepts are much 'broader' characters than
just their circle/grade. In fact you need 18 Talents at rank 13 to
achieve 15th circle in Earthdawn, just consider trying to buy 18
Shadowrun skills to that level!


Basic Rules
========In order to cast a spell though a matrix the matrix, a 'metamagical
construct' must first be 'attuned' to that spell. It takes ten minutes
to attune a matrix to a spell unless you have the 'thread weaving'
skill and decide to rush the process.

Gathering Magic and Thread Weaving
===========================The 'gathering magic' process [see gathering magic by David
Altman at
the end of this file] may be used instead of 'thread weaving', the
'gathering / thread weaving' skill being a special (general) skill
which you may use instead of your magic attribute to 'gather' magic
without having to go into the astral plane and leave your body
defenceless. However given likely skill and magic attribute ratings
astral 'gathering' will remain the faster technique, though more
dangerous. The gathering skill is complex and a magician requires to
be initiated and have learnt the 'gathering magic' metamagical
technique in order to learn it [well it can be learnt without but
where, just where, are you going to find an immortal elf prepared to
teach you J]. This skill is consider a 'metamigical skill' similar to
Centring in the Grimoire your skill rating determining your ability at
a magical technique.
Dealing with the rules first an explanation for this technique in
terms of Shadowrun magic follows, reference to the magic chapter of
the Shadowrun 2 main rule book will be required. I consider working
out the techniques for the metamagical gathering technique to take a
base time of one months research by an initiated magician. Converting
this technique to a skill based technique (with the advantage that
you don't have to leave your body to use it) requires a minimum
magical theory of six and a further month of dedicated study.

Spell Matrices
==========I limit the development of matrix techniques to initiates of grade
six or higher with magical theory of six or higher. Matrices are a
complex meta-magical technique difficult to understand and very rare
at this time in the sixth world. A base research time of two months
is required to complete studies into these techniques from a basic
understanding of the ideas behind them. Yes someone that understood
these techniques could in theory teach them to anyone of grade two or
more (see below that under these rule a magician 'acquires' access to
their first matrix at initiation grade 2) but why give out secrets.
These limits represent the much deeper understanding of magic that
initiates gain as their grade rating increases and the requirement
that you be very skilled in magical theory if you want to achieve
research that is beyond the ken of the average magician in the sixth
world.
Matrices hold spells in a from that enables them to be cast without
the need to channel magical power though the imperfect conduit of the
casters body, which does not appreciate being used as a power conduit
hence why traditional Shadowrun magic results in drain caused by the
strains imposed by this process. The more skilled the magician is
with each matrix, they are each considered separate skills which must
be learnt, the more powerful spell they can be attuned to. Matrices
are considered 'metamagical skills', the skill rating is never rolled
in dice but instead acts as a game mechanic limiting their usefulness
based on skill rating and costing karma equal to the cost of raising
a 'general' skill to improve. A limit is placed on the number of
matrices that a magician may learn. The first may be learnt on
attaining grade 2 and the second at grade 4 and so forth, much in the
same way that magicians acquire access to the centring skill at grade
zero and Druids access to the art 'cauldron making' at grade 5 [see
enchanting gear p30 Grimiore 2].

Matrices
===== This section sets out the capability of matrices for holding spells
with a 'skill rating value' corresponding to the maximum drain code
of spell to which that matrix may be attuned. Generally magicians
will want to cast their higher drain code spells through matrices to
avoid drain, it therefore follows that the higher the spells drain
the more skilled the magician is required to be in order to achieve
this. Four types of matrix are shown. Basically they all do the same
thing only Armoured matrices are more resistant to magical attack and
split matrices may potentially be attuned to several small spells at
the same time. Enhanced matrices under these rules are pretty mush
equivalent to a spell matrix with a drain code capacity equal to a
spell matrix of the same skill rating.
For these purposes +2 (or part thereof) drain target is equivalent to
a drain level [((f/2)+4)M = (f/2)D], each full -2 drain target is
equivalent to -1 drain level. Each 'thread' is equivalent to one drain
level so [(F/2)M + 1 thread] = [(F/2)S]. I have left the thread
notation for comparison with the Earthdawn system and to leave the
option open for enhancements to Shadowrun magic based on threads
should the GM wish. This also gives a reference for the use of threads
as a method of containing part of a spell in a matrix and expanding
the matrix using gathering techniques just prior to casting the spell.

Spell matrix, capability grid : Each index equivalent to.
'At skill 'x' holds spells with a maximum drain of 'y' code'


[===========================================]
Note for NERPS, this may well need a LOT of reformatting to be
legible after various email programmes have had a go at it.
the first column: is a number
then: ({F/2)+X)X, ie a SR style drain code
column three: drain code followed by the words '+1 thread'
column 4: as 3
column 5: again a simple drain code.

The progression of the table should rappidly become very obvious its
is simply changing by one step at a time
[===========================================]


Skill Spell matrix Enhanced matrix Armoured Matrix Split Matrix
1 (F/2)L ((F/2)-2)L +1 thread ((F/2)-4)L +1 thread ((F/2)-6)L
2 (F/2)M (F/2)L +1 thread ((F/2)-2)L +1 thread ((F/2)-4)L
3 (F/2)S (F/2)M +1 thread (F/2)L +1 thread ((F/2)-2)L
4 (F/2)D (F/2)S +1 thread (F/2)M +1 thread (F/2)L
5 ((F/2)+2)D (F/2)D +1 thread (F/2)S +1 thread (F/2)M
6 ((F/2)+4)D ((F/2)+2)D +1 thread (F/2)D +1 thread (F/2)S
7 ((F/2)+6)D ((F/2)+4)D +1 thread ((F/2)+2)D +1 thread (F/2)D
8 ((F/2)+8)D ((F/2)+6)D +1 thread ((F/2)+4)D +1 thread ((F/2)+2)D
9 ((F/2)+10)D ((F/2)+8)D +1 thread ((F/2)+6)D +1 thread ((F/2)+4)D
10 etc...

Threads are an Ed concept, treat as a drain level for these purposes.
Yes this does make enhanced matrices nearly identical to spell
matrices, there is a difference in their resilience to attack however.
Armoured matrices are considerably more resistant to attack than
enhanced matrices. Split matrices hold 'spells' with an equivalent
drain level to 'y', this is unlikely to be much use in Shadowrun, but
is actually very useful in Earthdawn (where they are a 13th+ circle
talent) where casting raw (Shadowrun style) magic is trouble even if
the drain would be in the, 'oh my it might give a flea a headache',
league in Shadowrun.

For example 'fireball'
===============In Shadowrun its ((F/2)+3)D that's 6 drain levels [four for a base
drain of deadly and two more for that +3 drain target number, rounding
against the character of course] or needing a ((F/2)+4)D matrix, spell
matrix at 6, or Enhanced at 6 (as one drain level can be called a
thread, takes longer to set up, but you only get two 'spell' matrices
by these rules). In Earthdawn its a 5th circle 1 thread spell, which
requires an enhanced matrix at rank 5 (fifth circle) and enhanced (to
hold one thread), equivalent to above enhanced matrix at skill 6. One
note here, although in Shadowrun this drain level to spell circle +
threads conversion is very useful it is not valid in Earthdawn which
has a spell design system which is considerably more difficult to
abuse so don't think you could develop a sixth circle no threads
fireball in Earthdawn, you almost certainly could not! [however such
tradeoffs in Shadowrun work very well indeed, why the 'thread'
terminology is redundant in most cases, thoug I have left it for
compatibiltiy with other rules sources]



Now the big advantages to what is looking very expensive.
No drain!, you channel the magic through the matrix not yourself. No
background count created, ignore the comment on 'background count
level one for three practising magicians', in the Grimoire, this is
more subtle. No flashes of magic, it looks very strange on the astral
as you don't channel magic through you but its not visible physically
(no flashes from your aura struggling to contain the magic) and is a
lot less 'bright' on the astral. No penalties from background count.
In Earthdawn matrix casting is unaffected by the condition of the
astral plane, yes you can stand at Cermak, throw a Hellblast and not
scream when the GM tells you the TN is +ouch, drain +'hey WHAT!', but
the radiation will still get you J. But then you won't get any bonuses
either [only really affects druids very much].

Now as you might expect there are limits on learning these skills,
each extra matrix becomes available at a certain grade, the 1st matrix
at 2nd grade, (yes Earthdawn magicians get 2 free at circle 1, but
you're not an Earthdawn adept!) The third rating is the minimum grade
required to use dispelling to disrupt a spell matrix of that type, the
associated drain [dispelling usually causes the character using it to
take the same drain as the caster of the spell being dispelled] should
be taken as that of the most powerful spell the matrix could possibly
hold at it's full skill rating. Matrices disrupted in this way come
back after their owners next proper nights sleep.

[===========================================]
This table should be simpler
colum 1: number
column 2: a word, 'spell, enhaced or armoured'
column 3: 'skill rating', maybe '+ X'
[===========================================]


Grade Matrix Minimum grade to dispel
2 Spell Skill rating
4 Spell Skill rating
6 Enhanced Skill rating + 1
8 Enhanced Skill rating + 1
10 Armoured Skill rating + 3
12 Armoured Skill rating + 3
14 Split Skill rating + 1
16 Split Skill rating + 1

That's it, but then how many grade 16 initiates have you heard of.
Minimum grade to dispel. Normally you are limited to dispelling spell
with force ratings equal to or less than your grade rating, this
system uses matrix skill rating plus a modifier in most cases to
replace that limitation.

Use of gathering magic with matrices
========================== First read the gathering magic rules as these rules expand o
the
options for the use of gathered magical energy.

Each 2 success on either the magic attribute or gathering skill dice
roll provide 1 magical force point, target number for this dice roll
if 'weaving', for matrices is a base 4. This is modified as usual for
wounds, running away from the bad guys while you are doing it and so
forth but not background count. Uses. -1 effective force off a 'raw'
cast spell 1 point : note TN = spell force ['raw' casting refers
here to standard Shadowrun spell casting, i.e. any spellcasting using
standard FASA Shadowrun rules. This is explained in more detai in th
'gathering magic rules attached] weave 1 thread into a matrix 2
points : note TN = 4 (i.e. use that bonus drain level for weaving a
thread into an enhanced or armoured matrix) To get the full benefit of
an enhanced or armoured matrix this must be done after attuning the
matrix to the spell. Once done for the bonus drain level associated
with the thread that an enhanced matrix holds it need not be redone to
cast the spell again. A technique for extending this idea is presented
below. re-weave, a spell into a matrix or 're-attune a matrix to a new
spell' (in under ten minutes)
4 points : note TN = 4

Given the above attuning a fireball spell to a skill 6 enhanced matrix
is a two stage process. Note: Enhanced matrix at skill 6 drain
((F/2)+2)D +1 thread First the matrix must be attuned to the spell.
This requires 4 points of 'gathered magical energy'. As gathering is a
continuous dice roll these can be accumulated over several actions,
e.g. with a skill of 8 a magician might get 3 success on the first
action, getting 1 point of energy and a spare success and 5 on the
second [this can be a slow process, not advised while the sammie is
busy shooting at you] which added to the spare one makes 6 for 3 more
points of gathered energy making 4 in all. The matrix now holds a
spell with a maximum drain of ((F/2)+2)D. A further two points of
gathered energy are required for the thread to finish the job. Had the
matrix been a spell matrix only the first stage would be required. Yes
a spell matrix is faster, but is easier to destroy and you only have a
maximum of two of them. You can now 'matrix cast' fireballs as often
as you like for a complex action each, fun real fun! An enhanced
technique is to attune a matrix to a spell larger than it can
nominally hold and expand it temporarily each time you wish to cast
the spell. The same rating 6 enhanced matrix but a hellblast spell.
This has one too many drain levels even after the first 'thread' has
been added. However it can be cast is Directly before each casting of
the spell the magician gathers enough energy to weave one more thread
to the matrix and then casts the spell.

This goes.
1) attune spell Matrix holds ((F/2)+2)D
2) weave one thread Matrix holds ((F/2)+4)D
: the magican may break for any length of time at this point in
proceedings.
3) weave a thread Matrix holds ((F/2)+6)D
: enough for the hellblast
4) cast hellblast.
: Matrix returns to ((F/2)+4)D capacity.

To cast the spell again however the magician must repeat both steps
three and four requiring at least two complex actions. The magician
may not pause during steps 3 and 4 or must start over, no holding
actions and willpower (2) tests as per the losing concentration on
sustained spells rules must be made if the magician is disturbed
during the process.

Note : a few further rules for those using the physical magician rules
in Awakenings or who follow the path of the burnout / go around
putting cyberware in their magicians. There is a +1 penalty to
gathering TN if using the gathering skill (as opposed to projecting)
for each essence point below 6 (not magic loss from wounds). Note
Magic points put towards physical adept abilities for physical
magicians (awakenings) could be considered for this rule as well. They
will also need help learning as they cannot project, grade rating is
of course only those allocated to spell casting not adept abilities.
This is intended to limit the full effectiveness of this abilities to
those who consider magic their life and to some extent to uphold game
balance. It also seems to make some sense that there should be a
penalty for replacing flesh with metal. You might like to add half of
body index to the TN as well if using the common house rule that
bioware cost magic attribute but not does not cost essence. (don't use
this additional modifier if playing the standard FASA rules for
bioware on page 5 of Shadowtech)



Explanations of Theory
================The Spell Matrix, A Meta-magically Enhanced Method For Channelling
Magical Power

Those of you who have read the theory behind power foci as a
technique for channelling magical power to enhance the power behind
spells and increase a magician's safe power handling capacity, the
size of spell's he or she may use without causing physical damage to
the casters body, may have wondered how to improve on this idea using
meta-magic. Power foci increase the power which may be channelled
into and through a magicians aura. A matrix is basically a
meta-magical construct, something those who have used quickening and
Anchoring should be familiar with, which can itself shape and channel
power without having to be bonded to the magician directly as it is
created by the magicians dedicated study and will. This ability is
much like centring in that it is skill based and improves in it's
effectiveness with increasing ability and like quickenings and
anchorings in that it is an independent magical construct. Some of
the basis of masking is also present in that a matrices functioning
once it exists is independent of the magician except when the
magician is actively using it or altering it's purpose and that it
tends to cloak magical activity. As the magicians skill increases in
each matrix construct so does it's power handling capacity. Centring
cushions drain, masking hides astral signatures and anchoring powers
spells without a magician. Matrices channel power through another
astral construct, but around the caster rather than into him like a
power focus, thus avoiding drain due to the channelling of power
through mortal flesh that never really was supposed to be used for
such things. The casters link to the construct allows the magician to
imprint the formula of a spell onto the construct through thread
weaving / gathering techniques so the matrix forms mana into the
pattern of that spell and to synchronise the auras of the spell and
the target through the aura synchronisation inherent in normal spell
casting extending to all parts of the casters aura. The effect is
complex and builds on many of the standard and meta magical
techniques known in the sixth world, hence why it remains rare for
few have the understanding to achieve this, the insight to see the
possibility and the requirement to spend so much effort improving on
standard technique which are generally more than sufficient for the
purpose. Further the dedication to carry through the research, much
of which must be done amongst the meta-planes. As mana levels rise
though and ever more powerful spells are used this technique will
become more valuable as research indicates it was in the past. The
other major advantage is the overcoming of background interference as
you are now separate from the mana itself which if the trend to yet
more bugs and damage to the astral plane through high powered magic,
nuclear blasts and the corruption in some parts of the world
continues will become ever more valuable.



[===========================================]
Appendix
[===========================================]

Gathering Magic [from NERPS Shadowlore 1
reproduced for reference in this distribution of these rules. It
being NERPS used for redistribution here!]

David Altman (izzyux2@***.oac.ucla.edu)

Gathering Magic - A Higher Mystery

After long experimentation and research, scientists at U.C.L.A Occult
Studies have discovered a new derivative skill. The skill was
discovered to be a related derivative power of Centering, but one that
was seemingly available to only Structurally Astrally Sensitised mages
of second rank (Read: Initiate Level 1). This power allows the casting
mage to attune to astral space and "draw" astrally energy previous to
casting a spell. The mage was able to influence, by virtue of his
Astral Magico-Gravity, waves of raw Astral Energy. While more studies
are needed, the news would be extremely exciting, even revolutionary
to the field. More updates as they come in.

Reprint from the Astral Peek Column, of Magickal Proceedings, August
2054

Game Mechanics:
Once a mage (Initiation Level 1) has decided to cast a spell, and
specified a Force Level, he may try to "Gather Magic" in order to make
it more potent. To do this he must relax and go into Astral Space. For
every Complex Action he spends in astral space (up to a maximum equal
to his Magic Attribute) he may try to "Gather Magic". Every action he
may roll a number of dice equal to his Magic Attribute - this
represents him using his "sensitivity" to the threads and currents of
Astral Energy- to Gather Magical Force. Target Number is the Declared
Force of the spell. For every 2 success he gathers one point of
magical force. At the end, he MUST cast the spell at the declared
force or loose the spell and the Gathered Magic.

Benefits:

For every point the mage gathers his Drain Target number goes down 1,
thus possibly reducing a spell that would have caused physical damage
to stun damage.

EXAMPLE

Say the mage has an Magic Attribute of 7. He decides to cast a Force 9
fireball. Its combat time, and his crew is badly outnumbered. He
declares all this stuff and goes into astral space to Gather Magic. He
spends only 2 complex actions doing this (he's in a hurry) and gets 4
successes. Now he must cast the spell, which he does, his Drain Target
number is now 7. In addition, he resists the spell as if he had cast
it at Force 7 (Drain is stun, not physical).

Further Reading

If you enjoyed reading about [Nerps] [NEPRS], you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.