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!PARADOX.#01
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1993-10-06
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:Paradox_Effects
Paradox effects occur randomly, and are the result of loose energy
residues in an area. They affect the area, objects within it, and
persons within it or passing thru it while active. The rules for Paradox
are subject to GM interpetation and should not be considered so solid
that you cannot enhance them or improve them. They are similar to the
realm of Spell Klutz's, but are not the same.
The GM must track the area involved over time, Paradox rarely affects
a place that is not regularly used by magic, and constantly affects
places like a Sanctuary of a mage. The GM must decide the background
level of the area before the first time a player uses it. In general
you can consider background levels thusly:
Beach 1
Church or other Religious locale 3
City Street 0
Graveyard 4
Home/Apartment (Mundane) 1
Place of Business (Mundane) 1
Place of Business (Magical) 4
Public Park 2
Sanctuary 5
Shipboard 2
Sports Arena/Ballpark 1
Theatre/Music Hall 3
An 'Area' is considered usually a 30' across sphere within the locale.
Note that a vehicle, such as a Ship, boat, Car, Truck, Bus,
plane etc DOES count as a locale.
Each time a spell is cast within an area, (After the first) except
those that are purely detection oriented magics, it adds 10% of the
total points spent to the background level (adding a MIMIMUM of one
Point). After each cast a d100 roll is made against this total, and
if the roll is equal or less than the total then the energy causes a
Paradox effect to occur within the area. After a Paradox Effect has
occured, the energy level of the area is reset to 0 (unless something
other is mentioned in the Paradox Effect Results roll).
Since PARADOX can produce lasting (and even permanent) effects to
an area, object(s) or people, it is feared by some mages. Others
consider it part of the price of magic, and others believe it is the
punishment of unseen divinities upon their lives for abuse of power.
Hermetics teaches it is simply loose energy, seeking to ground and
which builds up to produce a chaos effect with time. Paradox effects
do not appear to occur on Technomages for some reason.
Once an area has an ongoing Paradox effect there should be no
further rolls for castings within the area until AFTER it has ended
(If the effect is permanent in the area then recordkeeping becomes
unneeded).
Paradox effects cannot be dispelled by those responsible for their
generation, except by spells specific to them.
If an effect is marked with a (T) it signifies that the effect
will be more than instantaneous and a roll is made on the time table:
:Time
ROLL DURATION OF EFFECT
---- ------------------
01-05 5 Rounds
06-10 1 Minute (10 Rounds)
11-15 10 Minutes (100 Rounds)
16-20 1 Hour (600 Rounds)
21-50 1 Day (14,400 Rounds)
51-65 1 Week (100,800 Rounds)
66-75 1 Month (432,000 Rounds)
76-95 1 Year (5,256,000 Rounds)
96-00 Permanent
:Results
ROLL RESULTS
---- -------
01 Any Time Recording device will run in reverse in the Area (T)
02 Plastic brought into the area will Rust (T)
03-05 Any Liquid objects in the area will Spoil (Milk, Alcohol etc)
06-07 Any Glass objects in the area will crumble into sand
08 Fires in the area will burn without consuming their fuel (T)
09-10 Anyone present will cease to cast a shadow (T)
11-12 Anyone present will have their sense of taste reversed
(What did taste good tastes bad! those without taste
sense gain them from this effect!) (T)
13-14 Fires in the area will burn cold (T)
15 Anyone present will have their handedness reversed (T)
16-17 Any sound occuring in the area will echo for a full round (T)
18-20 Anyone present will find their reflections act of their own
accord instead of reflecting what they do (T)
21-22 Objects dropped within the area fall upward (T)
23-25 Electronic devices within the area turn off and on randomly (T)
26-27 Objects fall/move in slow motion within the area (T)
28 Anyone present will have their sense of hearing reversed
(Whispers are LOUD, Shouts are barely audible) (T)
29-30 Anyone present will have delayed nerve impulses, dropping
their Initiative by 5 points (T)
31 Anyone present will have sight reversed, seeing in darkness and
unable to see well at all in light (T)
32-33 Dark colored objects present become suddenly transparent (T)
34-35 Inanimate objects in the area not worn/carried by a person
become animate and move about randomly (T)
36-37 All electronic devices brought within the area fail to function
while in it but work fine elsewhere (T)
38-40 Broken or corroded objects are restored in the area
41-42 Firearms an explosives will fail to function in the Area (T)
43 Velocity (on bullets, arrows, throw items) fails to propell
them more than a few inches while in the area (T)
44-45 Solid objects within the area become immaterial to the
touch, randomly while within it (T)
46-75 The area becomes subject to time ghosts, that is those viewing
it from within or without will see in the area the prescence of
objects/persons of the past (01-50) or the Future (51-00)
randomly while in effect (T). Such time ghosts cannot be touched,
heard or in any way affected, and may include things that only
might happen or have happened, as distortion occurs from other
realities.
76-80 A Hobgoblin is formed. This is a projection from the memories
and imagination of whoever is present at the infliction, and
may look like anything from a classic monster to an old
enemy. The Hobgoblin will have random physical attributes:
PROW, HARD, INT, APP, MA (For defense)
and some random abilities based on what the image from their
minds had, its up to the GM. A hobgoblin will exist till
destroyed and will seek to harm, annoy and disrupt the lives
of all present at its creation. The GM controls the creature.
Hobgoblins cannot be dispelled thru ordinary means.
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