Saturday, December 28, 2019

Augmentation Cost

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.

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
 

Taint Level as a Mesure of Evil

 Taint levels Corruption Effects Table Level Taint Will Impulse Pts. 1 ...