[UA] Charge Availibility
Ted Cabeen
secabeen at entropy.uchicago.edu
Wed Feb 17 23:01:54 PST 1999
Since we've had a discussion on charges and cliomancers recently, here's a
table of approximately how often each kind of Magician can get a charge and
how much their spells seem to cost.
Cliomancers: Depends greatly on the GM. I see about 1-3 minor charges a day
for sure and approximately 1 significant charge a day if the GM is kind.
However, there are no restrictions, so a munchkin could get up a 4am and try
to hit all the significant sites for that day. (This would obviously annoy
the usual harvesters of that location) Cost: relatively expensive. No
blast, the avoid damage spell is 2 sig charges, but Past sight (3 minor) will
screw over any mystery plot you have. (As any Mage GM whose dealt with Time
mages will tell you. No taboo, so no way to lose the charges.
Dipsomancers: Incredibly easy. Approximately 18-25 minor charges a day
(Depending on penalty desired) With a historical vessel 18-25 significant
charges a day (Any GM that lets a Dipso get more than 2 sigs a day has
problems). Charges can be held overnight with limited sleep and drinking as
soon as you get up. (If I were GMing this, I'd give someone at high
impairment levels penalty to inherent skills like Walk(Stumble down the
street) and Tell How Much I've Drunk) Spells are pretty good, with blast
being pretty cheap (2min/1sig) and Hold My Liquor and God Looks out for
Drunks being pretty cool. Also, the avoid damage spell is one sig, but has
to be used before the attack. Taboo is pretty bad, as you will usually lose
your charges when you sleep, but they're *really* easy to get.
Entropomancers: Again, depends on the GM. Risks are easy to take, but it
depends on the GM how often they bite you in the ass. (Personally, I'd not
let a Tropo get a charge from anything that they had more than a %50 chance
of succeeding at). Ideally the risks will be things that the Tropo has no
skill in and are true random chance. Eventually though, the Trobo won't have
anything left to risk besides his life, and eventually he'll lose that too.
Spells are somewhat cheap, both blasts are 1, The damage aviodance is
typical, (1 sig), I win is awesome, and Edit the World is cool. All in all,
it's pretty balanced, since much has to go by the GM and many of the spells
are cheap (1 or 2)
Epideromancers: Pretty bad. 4 minor charges a week, or 1 significant charge
per week (on average) with convalescent healing only. With a First Aid
skill, this can be increased if you make your First Aid roll, depending on
how the GM runs First Aiding yourself. Wound Location is important here.
I'd probably change the damage numbers to some portion of your total wound
points, since you can get up to 250 WP after a time, and 12 damage just
isin't much to someone with 250 WP. (Thought: Damage done for charges
effects your original WP, and cannot be healed using First Aid. You can
stop the bleeding, just not heal the damage, of course).
Major charges are really easy to get though. Cut off a body part and get enough
power to do something pretty damn cool. Other spells are pretty cheap.
Both blasts are 1 each, as is damage avoidance. Body like Iron is expensive,
but eventually makes you super boy. Most spells pretty good, although the
blasts are hand-to-hand and most spells only affect you.
Mechanomancy: Pretty Irrelevant. Since charges can only go into building
things, and that takes time, it dosen't really matter. Significant and major
charges come mostly from the GM as items, although giving up memories can be
done, it's a little too risky for everyday work.
Plutomancers: Charges are somewhat hard to get and depend greatly on your
position in society. If working a job of some sort, it might be possible to
work on a weekly basis and as such get 1-4 charges on a regular basis. Also,
very wealthy people can generate tons of charges in the stock market. The
key is in keeping costs down and plan big purchases to avoid taboo, and be
careful about how you get money. As such, this is largely something that has
to be worked out between the GM and the player, so it's not too much of a big
deal. As for spells, the minor is expensive, but the major is cheap, and the
minor can do major damage if they're in a dangerous situation. (And who
isn't in a UA game?) The other spells are okay; somewhat cheap, but not all
together that cool, although the expensive spells totally rock.
Pornomancers: Charges are pretty easy and you could get 2-4 minors every
day, and if you had the equipment and partners, 2-4 significant charges every
day. The big restriction on Pornomancers is that they need partners to join
in the Naked Goddess sex rituals, which may or may not be hard to find. The
blast is only significant, and does minor damage unless you're having sex
with the target, where it's significant. Spells are pretty cool, although
the combat defense can be overcome with a soul roll. The other spells are
pretty good for the price, in general, and no spell seems too expensive.
Looking at the schools overall, Dipsomancy seems to be the most overpowered.
Although Clio's can be buff, their spells are all expensive and the GM can
restrict the charges they get pretty easily. Anyways, let me know what you
think. Thanks
--
Ted Cabeen http://fnord.rh.uchicago.edu cabeen at netcom.com
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