From: | barbie@********.DE |
---|---|
Subject: | Astral Forms |
Date: | Fri, 20 Nov 1998 23:29:44 +0100 |
With another in the making stuff.
Please note that it is not finished yet.
Comment as usual :) Enjoy as you wish ::::)
1. Overview
A astral form is a magical circuit in the astral template of its
subject. This
is similar to quickened or anchored spells, but much more
complicated because
the astral template is altered to directly utilize the astral energies
around
the subject, creating so different effects that can be compared to
the effects
of cyber or bioware in a physical body. The creation of a form is a
very
difficult metamagical ritual and only very few beings deem it
possible at all.
To create a form the creator must know the current condition of the
subjects
astral template as precisely as possible. This can only be done
with a astral
quest of knowledge from the creator. The quests rating is equal to
the essence
rating of the subject. Of curse this quest must be redone for each
form, since
each form alters the astral template. In the second step the
creator designs
the forms formula. Each form and subject needs a unique formula
which must be
created as thesis like astral pattern, holding the true name of the
subject.
Should the formula fall into the wrong hands, the subject can be
effected like a
free spirit over its true name. The designing of the formula takes
time equal
to the karmic cost of the form in weeks. This time can be lowered
by the usual
extra success in the design test. After the forms formula is
designed the
creator can now perform the next step, a ritual of change to alter
the subjects
astral template. This ritual takes place over the curse of one day for
each
karma point the form costs the subject. Again the time needed is
effected by the
usual success test of the ritual. To finalize the change the subject
or creator
pays the karmic cost.
2. Game mechanics
Things to be done
Generally speaking each effect achieved by cyber or bioware
can be
duplicated but in a magical way. Is it not possible to stack forms
into other
forms to achieve the effect of cyberware that is only part of another
cybersystem like a Tactical computer in a cyberarm. Forms
enhance the astral
attributes equally to the bodily enhancements, unless noted
otherwise. Each
form adds stress to the astral template, this can be so great that
the astral
template starts to dissolve under it. Forms and normal cyber or
bioware can't
be combined in the same subject, this is because the implants
aura damaging
effect interferes with the astral energies of the forms. In such case
make a
test of essence lost/Body index vs the stress rating the winning
side overrides
all parts of the losing side, rendering them useless. In a tie both
are
rendered useless by a magic short out. To restore a functional
system all
enchantments must be removed.
Stress
Each form has a stress rating which roughly equals the essence
or body index
of similar physical wares. The stress rating can theoretical raised
by adding
more forms, this however bears a deadly risk for the subject.
When the
stress rating is higher then the essence rating of the subject aural
overstress
occurs. This is similar to the biosystem overstress of bioware. The
subject
makes a test with its essence rating against the total stress rating
of all
forms the subject has. A failure is fatal and result in the dissolving
of the
astral template. If the stress test is successful the subject has two
choices,
raise its essence to a greater value then the stress rating or again
change its
astral template to remove one or more forms so the stress rating
falls below its
essence rating. A to high stress rating is very very risky for
subjects with
altering essence ratings, then in the case the essence falls below
the stress
rating, the overstress hits with full force.
Dissolving
A dissolving astral template kills the subject very painful in a
amount of
time, which equals to the stress rating in days. The process is
clearly visible
on the astral plane, the subject starts to bleed its essence into the
astral.
This creates a `fog` around the subject which attracts astral
predators and
other entities towards the dying subject. Especially critters that
feed from
essence come beaming in on such poor subjects. A magical
active essence drainer
is able to feed directly from the bleeded essence, it doesn't need to
feed from
the subject in such case. During the dissolving process the
subject is at
stress rating minus essence to all actions and tests due to the
high pain and
hallucinational effects of the dissolving. A spirit that dissolves in
this way
is permanently dead and will not reform on its homeplane. Its
essence is
spilled into the astral.
Payment for the wicked
The basic karmic cost of a form is equal to the following formula:
Karma = 10 plus [(Essence/Body Index plus complexity) times
3]
The subject can lower the stress rating of the form by spending 10
extra karma
points per 10% of the forms stress rating. The maximal reduction
possible in
this way is a 50% reduction of the stress rating.
Complexity
Forms can very much in their makeup and complexity. To
determine a forms
complexity, simply look at what the form does and count the
number of game stats
that will be directly effected by it, be it attribute, skill or ability. Add
this number to a basic complexity of 1. If the cybersystem has
side effects, IE
the Move-by-wire system, those side effects will be present in the
form as well,
unless the complexity is raised by 1 for each side effect, removing
so the
side effects of the wares original from the form.
Example Wired Reflexes effect directly the reaction and initiative
scores of
the subject it is implanted in, so its complexity is 1+2=3.
Handing over to the feast
The formula design has a basic target number of stress rating
plus
complexity. The creator use its astral enchanting skill plus its
template
magic-forms specialization for the design test. The target number
can be lowered
by a extra astral quest of the same target number as the initial
design test
target number. Each such quest lowers the design test target
number by two.
Multiple quests for the same design raise their quest rating by two
each time
the quest is retaken.
The ritual of change which is needed to craft the form into the
subject has a
target number of 4 plus stress rating, in addition to the usual time
reduction from the success test, the creator can allocate success
to lower the
stress rating of the form by 5% per success so used, up to a
maximal reduction
of 20%. The creator can't use the achieved success for both goals,
she must
allocate the achieved success specific to lower the stress and to
reduce the
needed time.
3. Disadvantages of forms
Masking a form
A form is normally not masked in anyway, beside the normal
masking of a
initiate and so clearly visible on the astral to any initiate. A
magical active
being can mask a form permanently by allocating magic pool dice
equal to the
stress rating of the form to mask the form from been detectable
without careful
assensing. Magic pool dices so used can't be used for spell
casting unless the
masking is dropped.
Assensing a form
The target number to pierce the masking is is the magic rating
of the subject,
for each masked form a new assensing test must be made. On
the astral a form
looks like a filigrane web of magical energies, woven through the
aura of the
subject.
Attacking a form
A form can't be attacked like a foci or spell in the astral. To
attack a
form a astral quest must be made. The quest rating equals stress
rating plus
complexity, with a minimum rating of 5. When the citadel is
reached the form
can be attacked like a spell of a force equal the karmic cost divided
by ten.
The subject which has the form knows instantly that a form is
about to be
endangered when the questor reaches the citadel and can also
undertake a astral
quest to prevent this. Her quest rating however is much lower, 4 in
fact. She
reaches the citadel at the same time the first questor does if she
chooses to do
so and succeeds in her own quest.
4. Detailed list of forms
Interaction
Equals rating 4 Datajack
This form emulates an ASIST interface by magical energies, to use
the form the
subject must be in physical contact with the to be used equipment.
IE lay the hand on
the dataport of a phone line or lay the hand on the dataport of a
cyberdeck.
This form allows only the translation of `brainwaves` like a normal
Datajack and
is so the foundation of the more advanced forms. For additional
karma points
spend a ranged effect to interfere with a dataport can be gained,
each 10 karma
points gives a ranged effect of half a meter.
Stress Complexity Karma cost
0.2 2 17
Speedy thoughts
This form increases the intellectual capabilities of the subject in
the same
manner as an Encephalon, but does not provide the skillwire or
display link
functions.
Rating Stress Complexity Karma cost
1 0.5 2 18 +1 to intelligence
2 0.75 3 22 +1 to intelligence, +1 task pool
3 1.5 3 24 +2 to intelligence, +2 task pool
4 1.75 3 25 +2 to intelligence, +3 task pool
Situation awareness
One of the more complex forms, this one enhances the situational awareness
of the subject greatly by providing the subject with a subconscious awareness of
threats and the situation around it, providing so a better understanding of
tactical situations. Use the same rules as for a tactical computer.
As sensory enchantments count each additional sense a spirit has gained through
sensory forms, powers or karma expenditure for new senses. The situation
awareness counts as a rating one tactical computer.
Stress Complexity Karma cost
3.5 5 36
Aural armor
Creates an energy damping field inside the outer parts of the aura,
providing so some protection against material and astral attacks. Add the rating to
the resisting body attribute.
1 0.5 1 15
2 1.0 1 16
3 1.5 1 18
Vehicle Possession
This form it allows the spirit to interfere with a vehicle control rig
system like a normal rigger, merging the conscious with the vehicle and taking
so control of it. If a rigger is already present a contest of will takes place.
The winner dumps the other from the system.
Rating Stress Complexity Karma cost
1 2.0 3 25
2 3.0 3 28
3 5.0 3 34
Fluidity
This is a rather drastic from, which alters the subjects movement and
reaction speed by deeply attune it to the astral energy flows, using the flow to
move the spirit along. Its like riding the waves so to speak. Each level adds
1d6 to reaction, 2 to reaction, 1 to quickness and 2 to athletic and stealth.
Rating Stress Complexity Karma cost
1 2.5 7 39
2 3.85 7 43
3 5.2 7 47
4 6.45 7 51
5. Special forms
Special forms are forms that combine more then one effect of a similar effect like
multiple sensory enhancements in one form.
Sensory form
A base sensory form must be created first to hold the multiple effects. The 10
base karma cost for each additional effect is not be used, instead a fixed karma cost
for each additional effect is used as listed in the table.
Base form 0.0 3 19
Infrared vision 0.2 1 5
Lowlight 0.2 1 5
Flare compensation 0.1 1 5
Vision magnification 1 0.1 1 5
2 0.1 1 5
3 0.1 1 5
Range finder 0.1 1 5
Sonar (Ultrasound) 0.3 1 5
Hearing amplification 0.2 1 5
Sound damper 0.1 1 5
High frequency 0.2 1 5
Low frequency 0.2 1 5
Sound filter 5 0.2 1 5
Location detector 0.2 1 5
Olfactory boost 0.2 1 5
Orientation boost 0.5 2 10 gives subconscious awareness of
orientation.
Balance augmentor 0.4 2 10
Otaku form(unfinished thought)
This form reproduces the ability of an Otaku, allowing so the
interaction with
the matrix without the aide of a cyberdeck or terminal. As
prerequisite is a
interaction form essential.
--Barbie-who-thinks-been-a-free-spirit-does-lead-to-a-strage-view-of-
magic