Shamanic disciplines

From: boris (mabeyke@batman.b11.ingr.com)
Date: Thu 27 Jan 1994 - 19:20:45 EET


  Something I thought of when looking over the Shamanic abilities section.
  Instead of this new mechanic of having Primary, Secondary, and Tertiary
  abilities, and each at various "levels" based on the fetch's POW, why not
  allow a shaman to take the chosen specialty ability (i.e. the Primary
  one) as an easy skill, the two secondary specializations as medium skills,
  and any others would be hard skills. Limit them to three unspecialized
  abilities if you want, though I don't see the need myself. Then base the
  abilities' effects off of the skills, i.e Skill/10 translates to the
  "level" of the current draft. This eliminates the need for a new mechanic,
  especially one as unRQ-like as this "Level" mechanic.

  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
        1/(1+Skill/10). So Skill/10 = 1, 1/2 time, Skill/10 = 2, 1/3 time,
        etc.

  Again, these are only suggestions. But replacing the "level" mechanic
  with the more RQ like skills is certainly desirable.

-- 
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