[UA] Another UA Fantasy Mod (Magic Tweaks & Paradigm Skills)
Matthew SPEIGHT
mspeight at adelaidebank.com.au
Mon Nov 24 23:38:29 PST 2003
I prefer to follow the lead of the Body-bags...
charges can be accrued by personal sacrifice by giving up fragments of
your Soul
1 minor charge = 3 pts of Soul damaged
1 sig charge = the sum of 2 dice in Soul damage
1 major charge = firearm damage to Soul (permanently)
both minor and sig damage is healed at a rate of 1 lost point of Soul
per day
major damage is just gone, expended powering the magic.
additionally, charges can be accrued from ritual blood sacrifice
1 minor charge = the sum of 2 dice + weapon modifier to a victim's
Wound Points
1 sig charge = firearm damage + weapon modifier capped by the
Sorceror's Body stat
1 major charge = mass ritual slaughter, we're talking having to wade
through corpses here
keep the one way charge translation, it makes the majors special (and
gives you more control over the game)
Matt
"Disbelief in magic can force a poor soul into
believing in government and business"
>>> judd_harris at yahoo.com 25/11/03 17:41:20 >>>
Magick
I have figured out how I will change the post-modern magick system to
make the magick of fantasy UA heinous and dangerous.
Basically, I will change two vital things:
10 Minor Charges Equals a Significant Charge
10 Significant Charges Equals a MAJOR Charge
With a Major charge you can rock the world, re-write history or create
a life from nothing. Big time power. They can't be stored, as people
burst with that kind of energy but it can be done, making folk who use
magic, nasty bastards, like how Sorcerers are described in Howard's
Conan or the Fafrd and the Grey Mouser series.
There is a price Adepts pay for this expanded power. If an Adept
violates their taboo, they don't just lose their charge. When they
violate their taboo, a Demon comes for them. A big hungry nasty Demon
that reflects their school of magick comes up outta hell. It might take
a moment, a day or it might take a week but it is a-coming.
I'll probably go through the schools at some point, figure out which
ones work and which ones don't and little society stuff for each.
Fantasy Paradigm Skills
Adventurer - Your last group of friends was a nice bunch of blokes you
met at a tavern. They're all dead now. Well, it is about time to strap
on the ole armor and give this adventuring business another go!
Resistant to Violence, Vulnerable to Isolation "Never split up the
party!"
- giving credit to Jim Delrosso for coming up with that Adventurer gem
and Sorcerer...ah the glories of IMing with brother-geeks
Sorcerer - Unholy eldritch might from moonless bindings with cyclopean
beasts from hell have taken their toll. You could rule the world some
day if no pesky heroes bar your path. Resistant to Unnatural, Vulnerable
to Helplessness "No! This cannot be! I am invinciblAAAAAAIIIGHH!"
Barbarian - Sorcerers are filthy creatures who can only be trusted to
stab a good man in the back and make off with his money...or worse yet,
his soul. Best to trust in steel. Resistant to Violence, Vulnerable to
Unnatural "Magicks!?! RAGE?!?"
Strange Blood- Your mother, or father or an ancestor consorted with a
strange otherworldly creature and took it to their bed. Now its blood
flows in your veins. They say all creatures were human once but this
creature had no memory of such a time. Resistant to Unnatural,
Vulnerable to Self 'By the Gods, what am I and what am I capable of?!?'
Noble - Blood of kings flows in your veins, centuries of backstabbing
and the wisdom of ancestors have given you your power. Remember your
father's face and leave even more for your children. Resistant to Self,
Vulnerable to Helplessness "Do you know who you are speaking to?"
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