[UA] Pharmomancy
Chris Milne
khris at clara.net
Mon Apr 3 06:01:53 PDT 2000
On Monday, April 03, 2000 1:01 AM, Nick Wedig
[SMTP:mrteapot at disinfo.net] wrote:
> >Blast Style: The aleetheiamantic blast does not, per se,
do
> >damage to the target. Rather, it causes the victim to
> >experience instant (and therefore disorienting)
> >hallucinations. These are usually sufficient to distract
> >the victim from whatever they were doing at the time.
>
> I might consider making this like the plutomantic blast
(i
> think) where the target ends up hurting himself. And
> have the hallucinations along the lines of the one
> dipsomantic spell (Timblebelly, i think).
D'oh! Something I forgot to add to the post. I envisage the
blast's effects as doing psychological damage to the target
- forcing them to take Madness checks (most likely Self,
but dependant on the hallucination), in addition to the
"standard" Rank-5 Unnatural check for being successfully
attacked by magick. A minor blast hits on one gauge at
rank-3, a significant blast on more than one gauge at ra
nk-6 (roughly speaking). That was my idea anyhow...
I was toying with the idea that each adept's blast is
unique, and reflects their personal view of the universe's
reality (similar, I think, to what you were saying about
Timblebelly). That way, the more "powerful" (read "more
tripped-out") aleetheiamancers have more effective blasts -
their view of reality is so different that it has a greater
impact when imposed on someone else. Not entirely sure
though.
> >Harry Houdini (2 minor)
> >The Aleetheiamancer can temporarily escape the natural
laws
> >of reality, or alter them to his needs. Thus, gravity
can
> >cease to affect the adept, or it can be made to act in a
> >different direction. The effect lasts for as long as the
> >adept concentrates. If this is done in view of other
> >non-aleetheiamancers, then the GM has the option to
> >increase the number of charges required.
>
> I thought this might be a bit too powerful, but the last
> bit about observers helps. Even then, I might up the
> cost (maybe make it significant)
Re-reading it, I should clarify that only 1 law can be
avoided/altered at a time, and that the adept can do
nothing else while the spell is in effect. I had a
significant version in which an area could be affected by
the spell for an indefinite length of time; the power of
the spell decreased as it affected people who weren't
attuned to the aleetheiamancer's way of thinking (think
Banality in Changeling).
Power is a definite problem with this school (such as it
is). In a way, these guys are going right to the heart of
magick by playing with reality itself, and they deserve to
have power because of the risks they're taking with their
mind to get it. BUT, changing reality is an easy power to
abuse (just take a look at any poorly-played Mage game) and
I wanted to avoid creating a super-powerful
school-for-munchkins.
> But those are all just my random thoughts, and I can't
> really suggest any other spells.
Thanks for the comments! Much appreciated.
At least I'm not the only one with a creative block.
:-)
> Mr. Teapot
> walks the road of evil
Chris
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