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Post by GreatMilenko on Jul 9, 2005 7:04:19 GMT -5
False Realization
Control Manipulation Type: Mental Range: LOS Target: Willpower (R) Duration: Sustained Drain: (F/2+2)M
This spell causes the target to come to the mental realization that whatever they're thinking at the time is important in some way and should be followed through with. The effects are unpredictable because the spell caster is never perfectly sure what the target is thinking of at the time the spell is cast. Only one success is necessary for the spell to work, additional successes simply elevate the level of conviction and increase the disorientating effect the spell has once it is dropped.
Example Of Use:
Jill magician is being chased by a gang member and is hiding behind a dumpster but still has LOS to the target. Jill waits until the gang member looks down another alley and, assuming the gang member probably is thinking that's where she went, she casts the spell and succeeds with 2 successes while the ganger achieves none on his resistance roll. The gang member says to himself "That IS where she went!" and takes off going the wrong way. Of course this also means that the gang member is now out of Jill's LOS and the spell has been broken but, since she got 2 successes, it will take him a moment to realize that he has no idea why he has chosen this path hopefully giving Jill time to escape.
Rubberband
Transformation Manipulation Type: Physical Range: LOS Target: 6 Duration: Sustained Drain: (F/2+2)M
Similar to a barrier spell, Rubberband sets up an invisible wall or dome with elastic qualities against living targets only. As a target encounters the barrier they are slowed and have the sensation that something they can't feel is pushing them back. In order to penetrate the barrier the target engages in an opposed test pitting their strength against the spell force. If this test comes out in their favor, they bust through. If it doesn't they're snapped backwards a number of meters equal to their strength minus the net successes the wall achieved while the target was trying to enter. Their strength minus the wall's successes indicates the number of meters the target penetrated before getting snapped back if they failed and the net successes achieved by the target indicates the number of meters they felt the wall's effects before breaking through if they succeeded.
Example Of Use:
This time Jill is being chased by an entire gang and decides to cast a Rubberband spell with a force of 5 to slow them down. She successfully casts it, getting her target of 6, and the gang members suddenly notice that they're not moving as fast as they're used to. Three back off without trying to get through but two more decide to give it a try. The first one rolls 2 successes with his body of 5 but the wall rolls 3 meaning that he A: Entered 4 (Strength - Wall's Net Successes) meters before getting snapped back and B: Flew 4 meters in the opposite direction when he failed.
Now the second gang member gives it a try and with his strength of 7 achieves 3 successes with the wall only getting 1. This means he felt the walls effects for only 2 (his net successes) meters before breaking through.
Dweeb
Control Manipulation Type: Physical Range: LOS Target: Willpower (R) Duration: Sustained Drain: (F/2+3)M
Dweeb turns the target into an annoying, pathetic little person of the type you always wanted to smack in high school. Everything they say will manifest in a high pitched, whiny, cracking voice and they may absent mindedly pick their nose or suck their thumb. The number of successes determines exactly how annoying and pathetic this person ends up.
Example Of Use:
Jill finds out that her ex-boyfriend is running for a seat in the city council and decided to pay him a visit at the debate that night. As he begins to verbally attack his opponent's level of maturity Jill casts Dweeb on him achieving 3 successes to his resistance of 1. Ex-loverboy's voice suddenly raises several octaves and he begins vigorously picking his nose, concluding his speech by eating the booger. Jill smiles.
Marker
Transformation Manipulation Type: Physical Range: Touch Target: 4 Duration: Permanent Drain: (F/2)L
Marker allows the user to write with their finger as if it was a marker, pencil, or crayon of any color the caster chooses. The number of successes determines how many turns it would take a person to wash the marking off.
Example Of Use:
Jill comes across the lovely Westwind 2000 belonging to ex- boyfriend and decides to leave him a heart to heart message on its recently waxed hood. She puts her finger to the hood and casts Marker, achieving a good 4 successes. Since the spell becomes permanent the same turn she casts it it is as if she is simply writing with her finger as she writes "DWEEB" in large, half meter high letters florescent green letters. (Although, technically, this means she would have to recast the spell each action in order to keep writing, for the sake of simplicity I would probably treat it as sustained.) It will take loverboy 4 turns to wash the marking off.
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Post by GreatMilenko on Jul 9, 2005 7:07:36 GMT -5
Hilarity
Illusion Type: Mental Range: LOS Target: Willpower (R) Duration: Sustained Drain: (F/2+1)M
Hilarity causes the target to perceive everything any person says or does as being insanely funny. The target perceives simple gestures or greetings as being the most hilarious thing he or she has ever seen or heard. The number of successes determines how funny the target perceives everything as being. 5 or more successes probably means the target wet his or her pants. Modifiers to any tests attempted by the target while under the influence of Hilarity may be added at the GMs discretion.
Example Of Use:
Jill Magician is attending a political dinner (don't ask why) and is currently being lectured by a drunken politician on how women should have never been allowed in politics and how they're responsible for all problems currently endured by (meta)humankind. Jill keeps her cool (don't ask why) and, as the blimp-like drunkard excuses himself and wanders over to speak to the city's Mayor, she decides to cast Hilarity on him. Jill tosses her dice in an opposed test against the drunk and, since his willpower has been dramatically reduced by the ingestion of alcohol, comes out a whopping 6 successes on top. The Mayor says "Hello, have you met my wife?" and the drunk politician erupts into hysterical raucous laughter which eventually floors him in a puddle of piss and drool. Jill smiles.
Comic
Illusion Type: Mental Range: LOS Target: Willpower (R) Duration: Sustained Drain: (F/2+2)M
Comic is similar to Hilarity only instead of the target perceiving everything as being funny, everyone perceives the target as being funny, no matter how mundane his statements or actions are in reality. Essentially an area effect spell, all applicable targets within a six meter radius of the target resist the spells effects with Willpower. Modifiers to any tests attempted by the victims while under the influence of Comic may be added at the GMs discretion. If the target is NOT willing, he also participates in an Willpower test. If this test comes out in the targets favor the spell cannot successfully make him the center of attention and therefore is not effective. Only one actual spellcasting roll should be made and all resistance tests should be measured off the success or failure of this single roll.
Example Of Use:
Jill magician is watching her friend Bill perform a comedic routine before a rather stiff audience at the Big Laugharoo comedy club. To put it mildly, Bill is dying, so Jill decides to spruce up his routine by casting Comic on him. She rolls her dice, achieving 5 successes and first compares her successes to those of Bills resistance test since he, technically, is not a willing target. Bill achieves only 4 thus allowing the spell to make him the center of attention. Jill then compares her 5 successes against those achieved by any special members of the audience. Anybody who fails to achieve five or more successes in their resistance tests succumb to Bills sudden influx of comic ability. One even wets his pants.
NOTE: Rather than comparing Jills die roll to the differing willpower ratings of various people she need only remember the number of 4s achieved and compare all resistance rolls against this total.
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Post by GreatMilenko on Jul 9, 2005 7:26:00 GMT -5
Print
Transformation Manipulation Type: Physical Range: Touch (Restricted Target: Paper) Target: 4 Duration: Permanent (1 Turn) Drain: (F/2)L
Print prints whatever image the castor is currently picturing in his or her mind on a standard piece of paper in full color. The number of successes determines the quality of the output. Only one page can be printed with each casting of the spell.
Example Of Use:
Jill Magician witnesses somebody shoplifting in a local Shop N’ Snack. She chooses against stunbolting the hell out of him, and decides to simply print a picture of the person to give to the store owner. She asks for a piece of paper, focuses on her memory of the shoplifter, and casts the spell. Jill rolls 5 successes, thus producing a very clear image.
Translate
Control Manipulation Type: Mental Range: LOS Target: 4 Duration: Sustained Drain: (F/2)M
When cast on a voluntary subject, the spell translates the basic meanings of words spoken in any language. The number of successes determines how clear the message comes across. If the message is extremely complex or far removed from the target’s native language, a large number of successes will be needed in order for it to be understood.
Example Of Use:
Jill is walking back from her favorite seedy bar when a desperate elf approaches her and starts speaking in Gaelic. Jill can’t understand a damn word the woman’s saying, so she casts Translate on herself in the hopes that it will clear things up. She rolls 4 successes, which helps a little, but not much, seeing as how Jill’s never even heard Gaelic before. She does, however, grasp the basic meaning of the words: The woman is running from somebody and needs to hide.
Foot Chase
Detection Type: Mental Range: LOS Target: 4 Duration: Instant Drain: (F/2)M
When perusing an individual, the Chase spell assists the magician in determining which path the individual may have taken. The number of successes determines the reliability of the determination and should take into account such details as the stealth of the opponent and the distance between the castor and the opponent.
Example Of Use:
Jill Magician is chasing an individual jacked up on NeoSpeed, finally losing sight of the individual as he darts into a complex sewer tunnel system. Jill arrives at a 3 way split and decides to cast Foot Chase in an attempt to figure out which path the target may have taken. She rolls 5 successes and, since the individual isn’t concerned about stealth and just recently passed by the location, the GM determines that 5 success is sufficient to produce the reliable response that the target darted into the tunnel at Jill’s right.
Dead
Health Type: Physical Range: LOS Target: 4 Duration: Sustained Drain: (F/2+1)S
Requires a willing target. When cast successfully, this spell causes all physically detectable lifesigns in the target to cease, decreases body temperature to that of a deceased individual, and stiffens the muscles in a simulation of rigor mortis. The number of successes determines the believability of the death state when the individual is examined by superficial or medical means. The target is fully aware of his or her surroundings and, if examined astrally, still possesses the aura of a living being. When the spell is dropped the body instantly returns to normal.
Example Of Use:
Jill Magician is busy removing an expensive piece of cyberware from a corpse located in a corporate morgue when she hears a contingent of response troops coming down the hall. She looks around, spots an empty gurney, lays down on it, and casts Dead on herself, achieving 4 successes. The troops enter and quickly examine several of the bodies in the room, including Jill’s. Since the troops are not trained medical professionals and do little more than poke her body a few times, the GM determines that Jill’s ruse worked.
Weaken
Health Type: Physical Range: LOS Target: Body (R) Duration: Sustained Drain: (F/2+2)S
Weaken decreases the target individual’s ability to withstand physical punishment. For every net success the castor achieves, the target loses a success while resisting physical damage.
Example Of Use:
One of Jill Magician’s co-runners is involved in a savage sword battle with an Ork of much superior size. Even when the co-runner manages to hit the Ork, the Ork is able to easily shrug off the damage. Jill decides to cast Weaken in an attempt to even the odds. She tosses the spell and achieves 4 successes while the Ork’s resistance test achieves a mere 2. The next time the Ork gets hit by the co-runner’s sword he must subtract two successes from his damage resistance results. Jill sustains the spell throughout the duration of the battle.
Snake Staff
Transformation Manipulation Type: Physical Range: Touch (Restricted Target: Snakes) Target: Body (R) Duration: Permanent (1) Drain: (F/2+1)L
The Snake Staff spell transforms any given snake into a staff, or visa versa. The size of the staff is generally the same length and width as the snake. The spell may be ‘dropped’ via a complex action during which the magician must simply resist drain using the full force of the spell as the base. When perceived astrally, the staffs bear the astral signature of the snake used in the transformation. (Note that the snake is NOT under the control of the magician (i.e. the magician can’t tell the snake what to do), although GMs may wish to make this a possibility for specific, snake oriented players).
Example Of Use:
Jill Magician is doing an undercover job at GothHell, a club catering to the darkest of Seattle’s magicians. In order to compliment her exotic, depressive garb she decides to generate two Snake Staffs to use as walking sticks. She chooses two large snakes of non-lethal variety and casts the spell, generating 5 successes for each snake. The snakes generate no successes in the resistance test and undergo transformation. Later, during a discussion at the club, somebody challenges Jill’s goth status. Jill launches into a convincing monologue, during which she adds emphasis to her words by ‘dropping’ the Snake staff spell, resulting in wide eyed looks as Jill’s argumentative opponents lock their eyes on the creatures now slithering before them.
Tumor
Health Type: Physical Range: Touch Target: Body (R) Duration: Permanent (10) Drain: (F/2+4)D
Tumor causes the target to develop a localized tumor at the location of the magician’s touch. If the net successes exceed 4, the tumor is considered to be malignant (i.e. cancerous). If a cancerous tumor is not excised or neutralized within several days the effects of the disease will spread to other parts of the body. Regardless of the type of tumor, the visual effects of the growth may not become visible for many days. (GMs: Be careful with this one.)
Example Of Use:
Jill Magician has finally tracked down Maanas Grall, the individual responsible for detonating a bomb in a Seattle playground, killing 25 children. Having stealthily broken into Maanas’s apartment, Jill stands gazing over the sleeping body of the murderer. She determines that such a monster deserves something far worse than a quick death, so she reaches out her hand and gently touches Maanas’s bare chest, near the heart. She gives the spell her all, blowing extreme amounts of karma during the test, and generates 7 successes. The GM determines that the tumor she generates is not only malignant, but is already beginning to spread to other parts of Maanas’s body.
Orgasm
Control Manipulation Type: Mental Range: LOS Target: Willpower (R) Duration: Instant Drain: (F/2+2)M
When successfully cast, this spell causes the target to experience an orgasmic climax resulting in a pretty good amount of distraction. For each success generated, the target receives a +1 modifier for all actions. The plus modifier decreases by 1 each following turn until it reaches zero.
Example Of Use:
Jill Magician is in a Seattle park watching a speech being made by a local politician, William LaFunk, that she personally hates. She casts Orgasm on him, generating 4 successes while LaFunk generates only 1. A sudden yelp echoes through the park as LaFunk experiences a personal moment in front of 1000 people and is unable to say anything but “Oh, boy....” for the next 9 seconds.
Rip
Transformation Manipulation Type: Physical Range: LOS Target: Object Resistance Duration: Instant Damage Level: S Drain: (F/2+2) D
The Rip spell decimates a swath of pavement, concrete, earth, etc. covering an area 150 meters long and 1 meter wide, creating an effect similar to that of a giant mole tunneling underground at about 150 kilometers per hour. All objects and people standing within 1/2 Force Rating meters of the rip is subject to elemental Blast effects and living entities must resist a damage levels ranging from S Stun if the terrain was simply dirt to S Physical if the terrain consisted of heavy, rebar laced concrete (the combat pool may be used to augment these resistance tests). The rip begins no more than Spell Force meters away from the casting magician and extends 150 meters or until it encounters terrain different from that located at its point of origin.
Example Of Use:
Jill Magician is in some deep shit. She’s being chased down a narrow alley by a stream of gang members, two of which are mounted on motorcycles. Finally finding herself cornered, she turns to face her oncoming opponents and decides to give the Rip spell a try. The GM determines that the asphalt alley floor has an Object Resistance rating of 6, so Jill decides to cast the spell at a force of 6, rolling 10 dice total (obviously she decided to call on some help from her magic pool.) She achieves 3 successes and the ground erupts as a gash quickly stretches from her feet, down the middle of the alley, and to a building nearly 145 meters away (since the asphalt ends at the building, so does the spell), tossing asphalt, trash cans, and rat poop with its blasting effect. The GM determines that all of her targets are within the effective range of the ground ‘blast’ and all are forced to resist 6D Physical damage (asphalt is heavy stuff, especially if it’s moving at a few meters per second). The GM must also determine whether the cyclists were knocked from their vehicles, whether or not windows were blown out, and other ambient factors that would be affected by the elemental effect of Blast.
Racial Conversion
Health Type: Physical Range: Touch Target: 10 - Essence Duration: Sustained Drain:(F/2+6)D
The Racial Conversion spell requires a willing subject, causing them to undergo a drastic physiological metamorphosis that renders them biologically and visually identical to a chosen basic race (i.e. Human, Troll, Ork, Dwarf or Elf). The individual also acquires all Physical racial bonuses (or limitations) applied to the race; Mental modifiers are not applied. Any visual or medical tests designed to determine race must roll an opposed test against the number of spell successes x 4. The transformation is extremely painful as well as being extremely risky to individuals possessing large amounts of cyberware. If the total number of successes does not equal or exceed the number of essence points the subject has invested in cyberware the subject is still successfully transformed - but their cyberware is not. Needless to say, a failure of this type will almost certainly lead to instant death as over or undersized parts rip through or collapse the physical structure of the subject.
Example Of Use:
Jill Magician has a friend who is being paid big, big bucks to go undercover as an elf. Problem is, Jill’s friend is a dwarf. After much whining on the part of her friend, Jill decides to cast Racial Conversion on her. Since the friend possesses an Essence of 3, the target number for the test is a risky 7, and Jill knows she must achieve at least 3 successes lest her friend wind up as a pile of flesh in the middle of her living room. Jill rolls her dice and manages to pull 3 successes - just enough. Jill’s friend howls as her body undergoes a grotesque transformation and, after rolling off drain, Jill barely has enough strength left to quicken the spell. After everything is over it still takes Jill’s friend a few days to overcome the psychological shock of the change.
NOTE: Since characters seldom undergo changes in the game (priority system allots for class selection) they never really explained what would happen if a troll carrying 200 lbs of cyberware (including a cyberleg and dermal armor) suddenly started changing into a dwarf. Now his Cyber leg is bigger than he is... and the dermal armor wears like a nighty... and lets say he has an adrenal pump... the pump is triggered to administer enough adreneline for a troll to respond. You can bet your ARSE Simsense is OUT once the druggies learn what 4x normal feel of adrenaline is like...
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