[Tripper] an idea from last weekend
Shawn De Arment
sdearment at earthlink.net
Sat Aug 27 08:31:37 EDT 2005
I know I am going to be talking to you tonight, but I have a few more
random ideas.
The Sorcerer Tables should be able to model/produce/quantify the
following 2 "spells". I imagine that a materialist would enchant an
object with these spells. The first as a fetish (you add the manna),
and the second as a onetime use (like a scroll or a potion).
1) Gun - does 1d6 damage, requires a skill roll to hit with it, has a
limited range and were the target is in the range affects the skill
roll, does physical damage (kinetic impact from a very fast piece of
metal) that can be reduced by armor and magic, affects a part of the
target (roll for hit location).
2) Atomic Bomb - does a huge area effect blast (the center of the blast
causes the highest damage, the damage decreasing away from the center)
damage, the damage is so high that it will vaporize the body leaving
only its "shadow", it has a second deadly effect (radiation) which has
an entirely different mode of destruction (radiation "sickness")
The range table should be different depending on the main effect of the
spell. Getting information (clairvoyance) should have a "easier" range
table than the one for causing destruction (fireball).
I have this unformed idea that different effects or level of effects
have a different color, so that 1 level of red effects could be "traded
for 2 level of blue effects. I still don't have a handle on it yet.
On a non-gaming note, I thought you might get a kick out of this.
http://unclebear.rpgshop.com/product_info.php?products_id=37362&
---Shawn---
On Aug 22, 2005, at 8:23 PM, Bryan Blackwell wrote:
> 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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