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Inactive Forums => Scattershot => Topic started by: Le Joueur on June 20, 2002, 05:31:26 PM

Title: Roughly, But It Should Be Magic
Post by: Le Joueur on June 20, 2002, 05:31:26 PM
Bankuei asked for information for using the Scattershot mechanix for Dungeons & Dragons type play.  I dug up my ancient notes.  Okay, this is in super rough-draft form, many things are still being worked out; be advised and use it for no more than a 'starting point.'  Sorry none of the spell schedules were finalized; if I can find any of them, I'll post them later.

Spells:MIB is the amount of Power drained from the caster for the failure.  A successfully cast spell takes no Power (or, more accurately, the Power used is refreshed by the nature of spellcasting and the 'ambient energy' of the world) unless in a place of zero magic.  (This does not include the real world.)

'Raw magic' manipulation is unlike spells.  There is a 'loose' skill that can be learned (often the 'Magic Skill' has some kinds of limitations - like Fire Magic - making it less difficult) which is Exceptional (that's 1 worse than difficult).  Use of this skill allows any single spell-like effect, except there is a Power drain for each use equal to the spell's rank (MIB points can be 'burned' to replace these at the time of use).

The Power statistic of a character determines the magnitude of the spell's effect on the UE Chart.  To determine the magnitude for the spell, look up the character’s Power rating on the left side of the chart and you will find this 'quantity' in the column listed as the facet for that spell.  This is the greatest amount the character can normally affect with this spell.  Taking variations on basic spells during character generation can alter the final scale of what they can do.

There are two components to most effects, raw power and finesse.  The entries found on the UE Chart show the raw power of a spell, but each spell also has a rating of the 'skill' of use with it.  These starting ratings are listed on the schedule, but can be raised using character points per normal skills (1 point up or down, for a point spent).  The MIB generated from this rating not only determines success or failure, but it defines the degree of fine control or specificity of that usage of the spell.[/list:u]Modifications
already have).  The list of modifiers for each spell follows its description and is expressed as a series of letters.  Each letter represents an Enhancement, Limitation, or Variation already applied to that spell.  The following list gives these letters and describes each modifier.  The inverse is what becomes of a spell when that modifier is taken away.

The modifiers listed on a basic spell may not be duplicated (except for Power rating customization see below).  When adding further ‘Extra Effects’ you cannot take that Enhancement again.  Taking different Superiorities and Inferiorities from those listed is okay as long as each is significantly affective and is in no way similar to those already in use on that spell.  Adding 'side effects' (‘Extra Effects’ in conjunction with ‘Non-direct Effects’) to a spell with ‘Extra Effects’ is also okay, so long as it does not already have other 'side effects' (you don't get further bonus for loading on even more 'side effects').  None of this means you cannot add more of any modifier, you simply cannot change the point cost by doing so.

Enhancements

Limitations

MIB generation ('effective MIB' is set at the time of character generation, usually related to points spent)
Inverse: must be actively used

R: Rangless
Subject must be within arms reach (often must be touched, depending on the character of the spell)
Inverse: normal aiming modifiers

S: Self-Affect Only
Only works on user
Inverse: usable on any subject

T: Tangible Agency
Some physical manifestation carries effect to subject (which can be affected, even attacked, interfering with spell effect)
Inverse: energy-based transmission, few physical defenses

X: Extra Add-on Enhancement
Must be an adjunct to another spell or action, adding to the other’s effects and can only cast when the other is active
Inverse: spell stands alone

-: Inferior in Effect
Miscellaneous Limitation as listed
Inverse: remove specific Limitation[/list:u]
Variations

Creating New Spells