[Tripper] an idea from last weekend

Bryan Blackwell bryan at skiblack.com
Mon Aug 22 20:23:31 EDT 2005


I think we're getting close.  Since the manna point cost goes up as the 
square, this could be pretty simple.  Let's start with 1D4 offensive 
damage per level, 1D6 defensive.  Now add levels based on range, I had 
them wrong in the last note, let's say touch is minus one, sight is 
zero, magnified sight (like a telescope, up to 1km) +1, 100km +2, 
10000km +3, etc.  Something like that.  BTW, there's only one chart 
like this - doesn't matter what college you're using.  I think that 
gets close, I'll calculate out a couple spells this way.

The extras idea sounds good, and again, just one table.  Multiple 
targets start at third level, manipulation starts at fourth or so.  
Still need an accuracy/precision modifier and duration.

Perhaps a "free" extras table and an "additional level" table.  So you 
get some stuff automatically, but permanence for example ought to cost 
you.

--Bryan

On Aug 22, 2005, at 5:16 PM, Shawn De Arment wrote:

> For application 1, the GM looks under the column Source to find the 
> level of the transformer. That level is the limit to how high up you 
> can go on the Damage column. The Damage column is adapted from the 
> Sorcerer column of the same name. Both the Source and the Target must 
> both be within range. The player chooses a level of Damage equal to or 
> lower than the level of Source. The Application level is the higher of 
> the Range and the Damage.  The Extras column (first column of the 
> table after the one that labels the spell levels) indicates how many 
> Extras are appropriate for a spell of this level. If the Damage level, 
> the main effect of the spell, is lower than the range level, then more 
> extras may be allowed. Extras may be different main effects, like 
> "damage electrical equipment". They may modify the effect, like "area 
> effect".



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