One of the key features of cyberpunk, and shadowrun by extension, is the fusion of man and machine, and its cost.
For this to work, we've chosen to create augments as powers, so they
have a character point cost. If you want to require money as an
additional cost a quick, and untested, rule of thumb is each CP is equal
to around $50. So a piece of cyberware that cost 16CP would also cost
$800.
The way we've chosen to express this is that is for cyberware to come
with inherent drawbacks. Total the number of character points that the
subject has in cyber & bio augments and take an amount of drawbacks
equal to one tenth the total round up.
For example: If a character has 98 points in cyberware, they have to
take 10 points in drawbacks. Particularly appropriate flaws would be
lowering Quintessence, to represent the growing disconnect between body
and spirit. Other flaws are also appropriate, mental disorders or social
stigmas come to mind.
Saturday, December 28, 2019
Monday, September 2, 2019
Skills For An Alternate Magic System
Arcana
IQ/Very Hard
Defaults:
IQ -7
Arcana is the practical application
of magical theory and the arcane potential of various natural materials.
Using the Arcana skill allows the
character to create the formula for spells, rituals for calling spirits, and
designing enchantments.
While a mundane character may make
use of the skill, they cannot use the result themselves.
Assensing
Per/Very Hard
Defaults:
Per -7
Interpreting astral information is
handled by the Assensing skill. Some of the subjects it covers are auras,
astral forms, identifying spells, spirits and magical effects.
The skill requires the character to
have some way of viewing the astral. This can be an innate ability or an
outside force.
Conjuring
QN/Very Hard
Defaults:
QN -7
Conjuring is the ability to call
forth a spirit from the astral plane or to banish one back. It may also be used
to wrest control of an enslaved spirit from its master.
In all cases a spirit arrives with
free will, getting it to serve you is not part of this skill. Use one of the
social skills instead.
Only characters with the Unusual
Background Mystic may use this skill.
Enchanting
QN/Very Hard
Defaults:
QN -7
Covering the arts or alchemy and
enchanting, enchanting is a versatile skill. It also covers the harvesting,
preparation, and preservation of the innate magical nature of things.
Only characters with the Unusual
Background Mystic may use this skill.
Spellcasting
QN/Very Hard
Defaults:
QN -7
Spellcasting is taking raw mana and
imposing their will on it.
Casting spells is only one part of
the equation, it can also be used to counter a magical effect such as a spell
or ward.
Only characters with the Unusual
Background Mystic may use this skill.
Thursday, June 13, 2019
Corruption and Taint
Corruption
threatens anyone who deals with “things man was not meant to know”. It almost
always comes from a supernatural source, though super science could also tap
into strange and alien realms. Exposure is measured in taint, and the more one receives
the greater the chance of side effects.
When a
character is exposed to a source of corruption the GM should note both the dose
and date. Each dose diminishes separately from all others. It takes 30 days in
a corruption free environment to start dissipating taint at a rate of 10 per
day. However, 10% of the original dose will never heal without outside help.
This can be magic, ultra tech, spiritual aid, etc..
Example: A
mage calls upon raw chaos to fuel his spell and takes 20 points of taint. After
30 days, that particular dose starts to heal at a rate of 10 taint per day.
After 2 days, 18 points are gone while the remaining 2 points, 10% of 20, remain.
Corruption Hazards
Magic: The use of raw chaos to
fuel spells or effects is the quickest way to accumulate taint. Every FP that
would have been spent counts as a point of taint.
Environmental Factors: Some areas are
steeped in corruption. They will have a rating of points gained in a particular
time frame. For example, a raw wound in reality may give 10/day to anyone in
the vicinity, while the site of a black magic ritual only gives 5/week.
Ingested Materials: Tainted material
has a similar rating to Environmental Hazards and will normally be listed
separately. Some are toxic as well as tainted.
Innate Attacks: Any attack with the
Corrupt damage modifier delivers one taint per point of damage rolled.
Effects of Taint on
Living Things
When a
living being accumulates at least one point of taint, but no more than once per
day, for continued exposure to a given source, they must make a Will roll. On
the Corruption Effects table below, find the current, total, taint score in the
Taint column. Apply the modifier in the “Will” column to their Will roll. Then
roll the dice. Use the first result in the “Effect” column on a critical
success, the second on a success, the third on a failure, and the last one on a
critical failure.
Corruption
Effects Table
|
||
Taint
|
Will
|
Effects
|
1-25
|
+0
|
–/–/A/B
|
26-75
|
+0
|
–/A/B/C
|
76-250
|
+0
|
A/B/C/D
|
251-500
|
-1
|
A/B/C/D
|
501-1,000
|
-3
|
A/B/C/D
|
1,001-5,000
|
-4
|
A/B/C/D
|
Over 5,000
|
-5
|
C/D/E/E
|
–
|
The dose has no obvious
effect, but doses continue to accumulate.
|
A
|
Tainted, gain a temporary disadvantage.
|
B
|
Minor Mutation, roll 1d-4
on the mutation tables.
|
C
|
Moderate mutation, roll 1d/2
times on the mutation tables.
|
D
|
Major mutations, roll 1d
times on the mutation tables.
|
E
|
By the whim of fate the
character either dies or becomes a demonic being.
|
Corruption and Nonhumans
The above
effects apply to humans and most other creatures. Some. Rare, creatures may
have Taint Tolerance. (See end of document.)
Protection from
Corruption
Some
materials, objects, or effects offer protection from a source of corruption.
These are given a Protection Factor (PF) that reduces your received dose.
Divide your dose by PF. For example, a PF of 100 means 1/100 of the dose takes
effect.
Other
effects offer an Armor Rating (AR) against taint. These work like standard
armor, but only vs sources of corruption.
A rare few
artifacts can offer both.
Treatment
Magic
offers the surest way to dissipate the lingering affects of taint, there are
several spells available for the express purpose of purifying an individual or
area. The same can be said for spiritual intervention.
Science can
hide the effects but cannot dispel taint on its own. At least not until you
reach TL 10+.
New Advantage
Taint Tolerance
Variable
You are
resistant to the effects of corruption. The cost of this advantage depends on
the divisor of the effective dose of taint you receive, after dividing it by
any other protection factor you may have.
Divisor
|
Cost
|
2
|
5 points
|
5
|
10 points
|
10
|
15 points
|
20
|
20 points
|
50
|
25 points
|
100
|
30 points
|
200
|
35 points
|
500
|
40 points
|
1,000
|
45 points
|
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