From: | "Mercury (Uditha DeSilva uidesilva@*****.meto.govt.uk)" |
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Subject: | Re: `Buzz' spell (Sorry about prev post...) |
Date: | Mon, 26 Jul 1993 11:08:17 +0000 |
pushed the wrong (window) button!
On Fri, 23 Jul, Hobbes Patrol Headquarters <TYGER@****.WINONA.MSUS.EDU> wrote:
>Submission : Spell: "Buzz"
>Designer : Rob Rubin / Winona RPSIG
>E-Mail : Tyger@****.winona.msus.edu
>Description: See below.
>
>Type : Physical Range : Touch Target:12 - Essence
^ ^
| 2.
1. I'd say `Mana-based Health spell' -- a certain quote from Twin peaks
springs to mind:
Cooper: Remember, Doc, when the will is invoked, the recuperative powers of
the
human body are incredible.
2. How about 2x Body as a Target number? even if this IS a mana spell, it
is trying to boost the body via
>Drain : (force) S Duration : "Permanent"
^ ^
| 4.
3. Probably about (force/2)+3 S ish.
4. Well, dunno, creating a duration using successes with an `overload'
provision sounds better: say, like RESIST PAIN: it works until the
target takes enough physical or mental damage to KO him, and stops then.
>
>This spell needs a willing target. Upon successful casting, the subject
>has an adrenaline surge, and an endorphin rush simultaneously. It also
>affects the mind to feel nothing but pleasure.
Yeah, certain hypnotic techniques can do that, so I guess a spell could too...
>
>If the target has blood filters, symbiotes, pathogenic defenses, or any
>other filtration / purification systems, each level adds one to the target
>number of the caster.
? Why? if it affects the mind, it should hit the results instead... eg if
someone has a good filtration system, it would dampen out most of the
benefits... -- say each point of rating takes away a `plus' point
and two such points takes away one `minus' point (IQ)
>The spell lasts for 5 - 15 minutes (2d6 + 3). Effectively, the spell works
>to add a +1 to strength, +2 to willpower (to racial maximum), +1 to
>reaction and -2 to intelligence. (Minimum of 1.) All damage modifiers are
>halved (round down.)
Duration: make it dependant on successes instead -- say 2 mins per success?
this should mean you have fewer successes for excessive stat-boosts
(I REALLY don't like AD&D-style variable duration stuff... B)
Adds: why the heavy willpower increase? this is open to abuse...
I suggest (instead):
1. a straight +1 to Strength and REACTION:
(adrenalin boosts strength and reaction time, but doesn't help accuracy...)
-2 to Intelligence (due to `euphoric/panic' effects)
2. Damage is taken as normal, but the EFFECTS don't! treat it as a
`RESIST PAIN' spell --- with `Serious' as the limit level... ie
it all takes effect if mental OR physical damage exceeds Serious.
This means that the guy in question FEELS invulnerable... but it's
just a case of feeling no pain... until you drop (okay maybe not
Dead, but incapacitated... ?)
>
>At the time of casting, the mage can use his extra sucesses to either
>bounce up the numbers or extend the time. The stats increase by a 3-1
>margin. Meaning for every 3 extra sucesses, the target can have a stat
>boosted +1. Or the mage can increase the time by 1d6 per 2 sucesses. The
>caster must make this clear before the spell is cast what sucesses are
>going where.
Use (say) 2 successes per +1 to the Stat, but (say) 2 minutes per success
for the duration... ALSO: don't allow the minuses to INT to be reduced
this way!
>
>The down side to all this is the spell is addictive. Every time the spell
>is cast on a target, the target must roll a willpower test. The target
>number is the force of the spell. However, they must overcome a threshold
>equal to their UNMODIFIED (charisma+body / 2) - 8. If they succeed, they
>remain 'normal' after exposure to the spell. If they fail, they are
>addicted to the spell's effects. (Detoxing them is the GM's problem, sorry.)
>
>Again, if the target has any filtration / purification system, they may use
>them as normal.
I don't like this idea at all. Taking damage afterwards fits better IMHO. I
suggest `resist (4+boxes of damage)S damage using Body+(filtration etc rating)
dice'
-- thus reflecting the stresses that the body has been pushed through --
running around with a hypered metabolism can EASILY screw you up -- possibly
even dying when the spell wears off.
>
>-Tyger
>
This is a nasty, dangerous spell. It is also just about perfect for the
Gang mentality. interesting idea!
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| Doing Wizard stuff: | ____/V\ercury___ B>) |
| Building a .sig file for VMS Mail! | Uditha DeSilva |
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