home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Current Shareware 1994 January
/
SHAR194.ISO
/
games
/
me100693.zip
/
!MECHA.#01
< prev
next >
Wrap
Text File
|
1993-06-17
|
18KB
|
444 lines
:Mecha_Mage_Tradition
Addition to The Mystic Earth Roleplaying Game
By Michael Duffy & Joseph Teller
The major source for this character tradition comes from the Wild Card
series of books.
The Mecha_Mage is capable of forging a mental bond with almost ANY
mechanical device. This bond is called a ~Basic_Link~. This bond will
allow the mage to "know" the condition and capacities of the device bonded
to. (for instance, bonding to a commercial jet would allow the mage to
know how much fuel the jet has, it's current maximum air speed, and whether
it is in usable condition.
~Mecha_Mages~ have limited ability to affect the 'real world'. Thier
abilities are almost exclusively related to machinery.
A ~Basic_Link~ is the link that the Mecha_Mage creates by first cutting
themselves to let blood and touching the damaged part of thier body
(usually thier fingers or hands) to the device to be controlled. This
physical touch must be maintained the entire time or the link is lost.
For each HTK expended, they may bond for 1 hour.
The mage must either be able to damage thierself, or must have a
bleeding wound to touch to the machine to be linked to.
Forging a Basic_Link requires a certain amount of time. The Link
formula is:
20 rounds base - Mecha_Mage SpellCasting level - skill level in device
(if any). (Minimum 1 round)
Add 5 to this if the link being forged is ~Non-Direct~ (see below)
So, a ~Mecha_Mage~ at level 5 with ~Pilot, Commercial Jet~ would
require 14 rounds to link to a Commercial 747. While a Mecha_Mage at
level 10 with Auto would only require 9 round to link to any type of car.
The mage can attempt to forge a non-direct ~Basic_Link~ to a device they
cannot touch for some reason, but thier blood must come in contact with the
device. Also, for a non-direct link, the ~Mecha_Mage~ must expend an
additional HTK per hour to mantain the link AND the mage can only maintain
the link while they are concentrating on the device.
By casting a ~Mecha_Link*~ spell while bonded to a machine, the mage
can additionally control the device just as though the caster had the
minimum amount of skill necessary to control the basic abilities of that
device. If the mage actually has skill in using that device, he functions
at his current ~Mecha_Link*~ spell rank PLUS his/her skill level. (If a
mage with 1 level in ~Military Tank~ is currently bonded AND using a
~Mecha_Link*~ spell at rank 2, he will operate it at level 3.
There are also disadvantages to being bonded to a device. If, while
bonded to a device, it takes any damage, then the mage will take 1 HTK of
damage for every 10 HTK that the device suffers.
Now for the advantages. The ~Mecha_Mage~ has a definate advantage over
most people in the world. As a result of the specific training and natural
abilities to bond with machines, the mage heals at an accellerated rate of
1 HTK per hour of rest (Non-Bonded), so long as the damage recieved is less
than 75% of the mages total HTK AND the damage can not have been caused
directly by acid or fire.
Required Skills :
Any 1 regenerative ability (including any were-race or
hyper-metabolism)
Suggested Skills :
Any Vehicle Skill
Restrictions & Modifiers :
-20% if device is currently at less then 75% functionality
-10% if caster is at less than 50% total HTK
-40% if unable to physically touch the device (however, the
caster's blood MUST be able to make contact with the machine.
+20% if can manually operate target machine
Cannot use Tools of any kind.
Cannot be Token Mages.
Mecha_Mage links are unaffected by crossing a Pentagram.
Cannot be a SHAMAN, Voodon, Wiccan, Bloodmage, or Technomage .
:Acoustic_Damper
COST : 5
MODS : D
This spell can ONLY be used while the mage is ~Basic_Linked*~ to a
device. This spell will cause the device to create NO sound for the
duration of this spell (jets will cause no backwash, guns will be silenced,
vechicle engines will be quiet, etc.)
This spell REQUIRES a Basic_Link to be active.
:Back_Fire
COST : 1
MODS : R
This spell will cause any powered vehicle-type machine to emit a
backfire sound, even if the vehicle is normally incapable of making such
sounds.
The 'quality' of the sound is controlled by the caster to seem as
distict or a general as desired (the caster can create a backfire that
sounds like a shotgun, a pistol, or just a car backfiring)
If the mage is currently Basic_Linked to a vehicle, then only the base cost
is required, otherwise range must be paid as well.
:Charge_Battery
COST : 1
MODS : D
This spell will cause all batteries held by the caster (or connected to
a ~Basic_Linked~ device) to slowly recharge. A battery recovers one Volt
(1V) per round, thus a radoi battery recovers in 9 rounds.
A battery that is already partially charged will reach full charge more
quickly. If the caster holds more than one battery, the spell will split
itself evenly among all batteries that need more charging, unless the
caster specifically concentrates on a particular one.
If the mage is currently ~Basic_Linked*~ to a device that uses
batteries, the caster will 'know' how long a duration to use on this spell.
The caster can use this spell WITHOUT forging a ~Basic_Link*~ first.
:Detect_Machine
COST : 5
MODS : D,R
This spell will detect the presence and location of any machines
within range. It will also identify the type of machine by power
source, and give an aproximate idea of the size and sophistication of
the machine.
:Detect_Metal
COST : 10
MODS : D
The caster specifies one metal type and this spell will detect any of
such within a 50' radius. Additional RANKS add 10' to the radius.
:Electric_Arc
COST : 20
MODS : R
This spell causes an arc of electricity to leap from the caster's
extended fingertip. This electricity unerringly strikes one target of
the caster's choice, inflicting 1d10 damage with NO armour absorption,
per rank of the spell. An INTuition save DOES apply to the target.
Magical Armour absorption spells WILL apply. Additional Ranks add
1d10 to the effect. Electric ARC cannot be cast underwater.
The mage MUST be ~Basic_Linked~ to a machine with a battery or
electric source available to tap into for the electrical effect, and
will drain 1 volt per point of damage inflicted.
:Heat_Object
COST : 5
MODS : D,R
This will cause a targeted object to become red hot, making water boil or
metal become too hot to handle. If cast on armour it will cause the wearer
1d10 damage from the metal parts heating (except to leather). If duration
is bought the water would boil away on the second round, flammable goods
will burst into flames and metal will go to white hot and cause more
damage. After three Rounds Metal melts, crystal shatters (as does glass)
etc. Heat Object beyond the 4th round will cease to function since the
target object will no longer exist.
:Invisibility_to_Machines
COST : 7
MODS : D,R,T
Caster, subject being or subject object becomes invisible to
electronic or mechanical means of detection. While under the effects of
this spell, they cannot be photographed or recorded. They will not set
off alarms which would react directly to their presence. (They may
still set off alarms which react to doors being opened or other actions
which involve objects not covered by the spell.)
If an invisible being is wounded their blood will become visible
when it strikes the ground. If a person their equipment will be
included in the effect, BUT if they fire a missile weapon or throw such
it will become visible after leaving their presence. Caster can turn off
the spell at will. Once turned off the spell MUST be recast in full.
:Machine_Mold
COST : 10
MODS : R, D
This spell will allow the mage to manipulate the shape of any machine
with the same relative limits as a Change Self command. For instance, a
volkswagon could be made to look like a FireBird, or a Chevy to look
like a Rolls, or a MotorCycle to look like a bicycle, etc.
:Merge_Machines
COST : 25
MODS : D
This is a very powerful and versatile spell that will allow the mage to
merge two machines into one. Thus an amphibian machine could be created by
merging an auto and a mini-sub, or a flight-capable car by merging a cessna
and a small car.
This machine can also be used to merge a weapon and a machine, allowing
an uzi to be merged to a motorcycle, for instance, or a bazooka to a car,
etc.
The total mass of the machines to be merged cannot exceed 1000 Lbs per
rank of the spell.
This spell REQUIRES a ~Basic_Link~ exist between the mage and one of the
machines.
:Mecha_Link
COST : 10
MODS : D
The ~Mecha_Link~ spell allows the mage to control a machine that he/she
is currently ~Basic_Linked~ to just as though the mage were the machine.
The spell will automatically allow the mage to perform all basic
functions of the machine whether or not the mage actually has skill for
that type of machine.
If the mage actually has skill in the machine they are linked to, then
they are able to perform with that machine according to this formula:
SKILL + (RANK/2) Skill represents any education levels for the machine,
Rank represents Ranks in ~Mecha_Link~. This effectively gives the mage +1
for that skill while linked for every two levels of rank bought for this
spell (no fractions!)
This enhanced potential represents the intuitive knowledge of the
machine's capabilities that this spell imparts to the mage.
This spell REQUIRES a ~Basic_Link~ to be usable.
This spell's duration CANNOT be longer the the ~Basic_Link~, as when
the ~Basic_Link~ is finished, the mage is no longer bonded to the machine.
:Mechanical_Familiar
COST : 25
MODS : R
This spell allows the ~Mecha_Mage~ to forge a special link with any one
machine that they own.
The machine to be affected requires at least a form of locomotion (gas
or battery engine, solor power, nuclear, etc) and a computer brain tied
into it's functions (minimum cost for parts: $3,000. GM: use discretion.
If the mage wants a Batmobile type machine, the cost is at least $25,000).
A perfect example is Booster Gold's "SKEETS" or Michael Knights "KITT".
The mage must shed 1 HTK per rank of this spell to forge the link.
When completed, the machine will have the appropiate intelligence
warranted by it's computerized brain's capabilities and also the loyalty of
a well-trained dog.
The familiar will do ANYTHING for the ~Mecha_Mage~ upto and including
"sacrificing" itself at command.
The familiar is capable of thinking on it's own under specific
circumstances (if the request is worded properly), and is capable of
independant action when it's master is harmed (ie, if capable, it will
carry it's master to safety when the mage becomes unconscious.)
The familiar will not respond to any voice but that of it's creator
unless it's creator specifically orders it to assist someone. And even
then, it will only obey orders that fall within the scope of the creators
original orders. (ie. "Help John find a way into the building." would NOT
allow John to ask the familiar to attack a guard, but would allow him to
ask the familiar to break a second story window and drop this hook in there
or go inside and look for an open window or door on the ground floor.)
The familiar will instantly fall apart upon the death of the caster. The
familiar will last upto 30 days per rank (max 12 ranks) and can absorb upto
5 HTK per RANK per Cubic Foot of area before being destroyed.
If the caster wants to transfer the familiar's computer mind into a
larger body, he must build the body and wait for the current duration to
end.
The familiar can exist on minimal or no fuel, but must maintain a
constant electrical supply for it's brain. If the brain runs out of
energy, it will require 1 day of recharging for every hour spent
'uncharged'. If the brain goes withoout energy for more than 1 hour per
rank, it will 'die' and the ritual will have to be recast.
:Micro_Bot
COST : 15
MODS : R
The ~Micro_Bot~ spell allows the mage to create a remote control unit
with which to control other machines from a distance. This ~Micro_Bot~ will
allow a ~Basic_Link~ to be forged even though the mage is not in physical
contact with the machine.
To cast this spell, the mage creates a small device which is mobile in
some way (wheels, airborne, aquatic, etc.), and also a "control unit"
(which is just a unit created and designated as the control unit for that
'bot.)
To use a 'bot after it has been created, the mage sheds blood into a
recepticle inside the 'bot for the duration they want the Link to last.
(For instance, 2 HTK for 2 hours of link.) Then the mage 'programs' the
'bot to go connect itself to a machine that the caster can see.
The machine to be linked to must be LOS of the mage and Range must be
paid for, unless someone physically carries the 'bot to the destination
(such as a familiar)
Once the bot has reached the machine, the control unit signals the mage
that it is ready. The mage can delay activating the link for as many hours
as they have ranks of this spell.
When the mage decides to forge the link, they inform the 'bot through
the Control Unit and the 'bot "annoints" the target machine with the
caster's blood.
At this point, the mage only needs to roll to forge the link. If
successful, a ~Basic_Link~ is established, and the caster can now cast any
spell that requires a ~Basic_Link~ with no penalties for range.
The mage can have ready 1 ~Micro_Bot~ for every 5 HARD they possess.
:Open_Mechanical_Lock
COST : 5
MODS : R
This will open a mechanical lock instantly. It does NOT remove traps,
spells or electronic locks.
:Resist_Electricity
COST : 15
MODS : D,R
This lasts for the duration or until a total of 10 points/RANK of
damage have been absorbed by the spell to protect the target from harm.
This spell can be cast on a machine instead of a person. In that
case it will absorb electricity from power surges and the like as well
as the standard types of damage. In no case will it interfer with
electricity which is not harmful to the subject.
:Resist_Technology
COST : 7
MODS : D,R,T
This spell allows the caster to protect themself from technospells
and technolgoical devices. It gives a +5% per RANK of addition to
saving throws versus technomagic. It gives a +10% per RANK of addition
to PROW when used defensively against technological items within 5 feet
per RANK of the caster. A critical on a PROW save causes item not to go
off at all, possibly protecting others in the area.
:Stall
COST : 5
MODS : R
This causes an active vehicle engine that uses spark plugs to
suddenly stall out and cease to work temporarily. It will turn over
again with effort, but the initial stalling will cause a delay, possible
loss of control (if the vehicle has automatic steering and/or brakes)
and possible loss of speed.
:Start-Not
COST : 3
MODS : D,R,T
This can be cast on any vehicle that uses an electric starter that
is not already running. It prevents it from turning over by coating
the contacts with a non-conductive material. This coating CAN be
scraped off by someone who understands automobile maintenance, but
it takes some time - but it will also crumble away at the end of
the spells duration.
:Summon_Taxi
COST : 7
MODS : N
Only castable in an Urban area, this will summon a taxicab to the
street the caster is on, if there is one within a 1/8 mile radius (this
increases per RANK) and the driver will bring it to a stop as close
as possible to the caster safely and believe that they had received
a call on their radio to pick up a fare at this address.
:Unplug
COST : 1
MODS : R
This spell will cause all electronic devices that have plugs
(including electrical outlet connections, Speaker wire connections and
computer cable connections) to suddenly and subtley become dislodged
inside the radius of effect (no saves!).
This can be real annoying, especially to other Technomages and those
who depend on technology.
:Devices
A device, to a ~Mecha_Mage*~, is any machine or tool which has internal
moving parts or manual operating controls.
Just about any device that requires 'hands-on' operation can be affected
by a Mecha_Mage.
Examples of devices:
Any powered vehicle. (cars, motercycles, boats, planes, jets, subs,
etc.)
Any manually operated machinery. (newspaper press, x-ray equipment,
computers, household appliances, etc.)