Cliomancers/Power

James Palmer jrp36 at hermes.cam.ac.uk
Tue Feb 16 16:38:56 PST 1999


The list's been quiet recently, so I'm trying to kick it up again a
little ...

Greg recently mentioned that he believed Cliomancy might well be too
powerful.  I agree, particularly given the ease of gaining charges and the
long-term effects of many of the spells - even the minor ones.  

I suggest, therefore, that the charges drawn by the cliomancers become
much easier to accidentally drain.  Only one charge should be available
from any one site per day, for one thing - so only one cliomancer could
benefit from a site, meaning that cliomancers are forced to fight over
significant sites.  Other sources could also drain a site's energy - I
gave the example in an earlier post of urbanomancers, and Wounded Kings
and similar Avatars might drain the meaningful mojo too.  This forces
cliomancers to spend more time defending their power sources, and cuts
down on the "build up in between adventures, unleash" problem.

Cheers,

James

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