From: boris (mabeyke@batman.b11.ingr.com)
Date: Thu 27 Jan 1994 - 19:20:45 EET
With this, the abilities can be based on both skill and fetch POW, making
for more variety. It would allow the possibility of a highly trained
shaman who's fetch has been wounded, or a young shaman who has had
excellent training.
The various disciplines could go as follows:
SECOND SENSE: Fetch POW x Skill/10 meter range, intensity of Skill/5.
DISCORPORATION: With a normal roll, can Discorporate or recorporate in one
full turn. A special takes one turn, a critical one melee round.
A failure allows a retry in 15 minutes, a fumble calls for a Spirit
Travel roll to avoid getting lost, and if successful, can retry
Discorp skill in an hour.
POSSESSION: Can add an additional species other than your own, or add a
group of species, per 10 points of skill.
MIND EXPANSION: Gain INT x Skill/10 in spell memorization.
SPIRIT TRAPPING: Each additional spirit greater one requires a skill roll
at -10% per spirit already held; fumbles require rolling to keep
the spirits you already have, a crit let's you hold this spirit
at no penalty. Or just allow 1 spirit per Skill/10.
MAGIC ATTACK: Gain +1 per Skill/10 to MPs for overcoming a foe with
spellcasting.
MAGIC DEFENSE: Gain +1 per Skill/5 to defensive POW vs. spells
SPIRIT MASTERY: +1 to damage done in spirit combat per Skill/20,
+1 to MPs for defending in spirit combat per Skill/5.
SELF RESURRECTION: With a normal roll, can Resurrect yourself in one day.
A special takes one hour, a critical one full turn. A failure
allows a retry in 1 week, a fumble calls for a second roll, failure
meaning your dead dead, and success allowing a retry in a season.
It costs 1 POW per attempt.
SPIRIT AFFINITY: Time reduction for finding the appropriate spirits is
Again, these are only suggestions. But replacing the "level" mechanic
1/(1+Skill/10). So Skill/10 = 1, 1/2 time, Skill/10 = 2, 1/3 time,
etc.
with the more RQ like skills is certainly desirable.
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