From: | Jason Batchelor <jbatchel@*****.CS.DU.EDU> |
---|---|

Subject: | Wyld Magick 2 (LONG) |

Date: | Tue, 13 Sep 1994 18:41:49 -0600 |

1) Describe the effect desired, including whether you want it to affect

more than one target, or deliver Stun damage instead of Physical. (All

damage is by default Physical, unless stated otherwise by the caster.)

2) The GM will come up with a target number, according to the effect

desired and how vulgar the effect is.

3) Magickal Effect Test: (highest Sphere rating+Sorcery)/2 vs. target#

4) Defense is made. If more than one Sphere was used for the casting, the

target can make a resistance roll based on his highest attribute. Every

two successes negates one success from the attacker. Magick Pool can be

used, as can Shielding Dice.

4) Depending on how well the effect is described and the number of

successes not negated by the defender, the GM makes a call as to the final

effect. (This may sound a little odd, but the idea is to make the

_roleplay_ of the casting take on a more significant part of the game.

GM's should, of course, use their discretion.)

5) Drain is rolled. See chart below. Use the highest drain code for

multiSphere Weavings. (Note: <n>=Number of dice rolled in the Magickal

Effect Test.)

Targets:

Sphere Target# Drain Code Damage Code

___________________________________________________________________________

Mind |Will(R) |[<n>/2]M M

Life |Natural Body(R) |[<n>+1]M M

Matter |Ob.Resist.Table (ORT) |[<n>+2]M M

Forces |See Forces Range Table |[<n>+2]S S

Entropy |Body(R) (or ORT if inanimate) |[<n>/2]S S

Spirit* |as per Conjuration

Time |Special |[<n>+1]D L(StunOnly)

Correspondence |Special |[<n>+2]D L-D(Varies)

* Success tests for Spirit Sphere are (Spirit+Conj.)/2 vs target #.

Non-combat effects: Difficulty is a base 4, unless it directly affects a

specific person (or group) or object. Add +1 per extra effect desired.

Add -1 per additional Sphere used (up to -3). Add -1 to -3 for Vulgarity,

according to the description of the effect.

Vulgarity is the chance that the effect will be noticed by onlookers. Any

Wyld Mage will automatically sense a Weaving.

For -1 to the target#, roll Perc.(10) for mundanes.

For -2 to the target#, roll Perc.(6) for mundanes.

For -3 to the target#, roll Perc.(4) for mundanes.

Give magickally active creatures and characters -2 on the

above Perception test, until the -3, when it will be obvious to any

magickially active critter or character.

Forces Range Table:

PB(2) Short(4) Medium(6) Long(9) Extreme(12)

-------------------------------------------------------------------

0-2 3-10 11-75 76-100 101-on

+4 +2 -2 -4 Power drops to 2

According to Range, the +#'s are the amounts that the Power of the attack

will change. Power of a Forces attack is equal to the number of dice

rolled for the Magickal Effect Test, plus range modifiers. Forces

attacks start with a damage code of Serious. This assumes that the Forces

are being directed like a Manipulation Spell, and that power is bound to drop

off at longer ranges, while it will be stronger at close range. Thus, a

Point Blank Electrical attack, rolling 4 dice for the Effect Test, will be

a 6Serious attack, before counting successes.

Time Effects Table:

By increment: +1 to +10 add to Initiative= Target 4 + (1-10)

-2 to -10 add to Initiative= Target 4 + (1-5: for every +1,

subtract 2 from target's Initiative)

Freeze Frame: for a scene = 6 for self, Will (R) for target

for an hour = 6 for self, Will(R) for target. +1/ev3hrs.

for a day = 5 for self, Will(R) for targ. +1 per day

for a week = 5 for self, Will(R) for targ. +1 per 2wks.

for a year = 4 for self, Will(R) for targ. +1 per year.

***NOTE: These numbers are untested. I am still unsure as to how well

they would work in practice as I haven't had time to try them out.

Please, if anyone cares to, try them out and let me know via private

email. Thanks in advance.***

Correspondence Effects Table:

Shift Awareness:(equivalent of Clairvoyance/audience) 4

+1 per 10 km.

+2 if done with visual cue only

+4 if totally unfamiliar with target site.

(modifiers cumulative as always)

Shift Spatial Distance: 4 +2 for every Range Level decreased or increased.

(Ex. The Sniper wants to fire his shot as if he were only Short Distance

instead of Extreme. His target number to Shift the Spatial Distance

between himself as his target would be 10.)

Note that Shifting Spatial Distance can also be used to deliver blows as

if in Melee range, as well. Count Melee range as being an additional

level to shift. (i.e. Melee-Short-Medium-Long-Extreme)

Shift Location: Must Shift Awareness first. Once accomplished, your

target is 6, +1 for each additional "passenger". (Target 4 for self

_only_; no gear, no clothes, etc.)

Create Temporary Portal (Lasts 5 mins.): Shift Awareness, then your

target is 6.

Create Perm. Portal : Shift Awareness, then target is 12. -1 per point of

Good Karma spent.

Close Portal : 6 (+ the amount of Good Karma spent to Create it.)

Any Portal will be an opening 2m tall by 1.5m wide. +1 to target numbers

per sq. meter extra. To make it a one-way portal, halve the target number.

Correspondence can also be used to deliver damage. The code is [<n>/2]M,

or higher, depending on how you describe your damaging effect. (Ex.

teleporting a slot's head off of his neck is more likely to be <n>D

damage. Use your better judgement, GM's.)

____________________________________________________________________________

This is what I've come up with so far. Please feel free to tell me what

you think, or if you have suggestions as to how it could be done easier,

let me know that, too. Thanks for taking a look.

Moriarty

(jbatchel@***.cs.du.edu)