two posts
I have a question: When you are attempting to use a magic skill you already know, but mess with the duration or add/remove components, is that ALWAYS a new skill? I foresee it getting complicated if every time I try to learn to 'do a spell better' by being more efficient (as my character would see it) it is instead a new spell, and starts at a low level.
On another note, in Harry's thread, I notice he combines multiple effects into a single skill, and he has like 4 different types of blessing (at least). How does combining spell effects work? Is that ALWAYS a new skill?
Are there bonuses to skill learning attempts if you already know how to do something extremely similiar? It would make sense.
Brock - IT seems to me like it is always a new skill, at least in how MJ does it as referee. To me, I would just footnote the difference in sit-mod underneath and change nothing else about the skill. It's really quite subjective in terms of how your referee sees it. I, personally, find it annoying as hell that something like a change in casting time or duration generates a new skill that starts from scratch, when you've fundamentally changed nothing else, and your ability to perform the skill really isn't affected at all - you're not doing something that completely different. So instead of having one Battle Blessing that you're really good at, and slightly less so if you rush, you have... 10 or 12 versions of the same skill, and they're all identical except for the casting times, and you suck massively at all of them even though you've been using some of them (some versions of it because really it's all one skill) for years.
I have mixed feelings about starting this game tonight, because things are all off schedule here and bound to get worse before I get through. However, I appear to have a chance at the moment, so let me see how far I can get with Brock and Scott answering Van-Eric, Maxx being born again, Harry charging a docked pirate ship, and John 2--I have no idea what he's doing at the moment.
There actually isn't anything for me to post for Brock's thread, but I can at least post that.
Maxx is talking about what he's going to do when he's out, but he's still in. I paused because I wondered whether he would attempt telepathy under these conditions, but he is instead going to attempt self-hypnosis. He rolls 16 on this, which is going to make him feel positive even with a significant sit-mod penalty, but is certainly not going to take away the pain.
The prayer intrigues me. Even without it, though, the birth is going to take several sessions.
Harry's rolls are 91 and 42 for his blessings. The 91 is neither success nor botch, but the 42 requires some checking. He has a 1@2 SAL, and I'll credit him the +10 sit-mod he gets if he prays this while engaging in risky action in honorable combat, +13 for his religion, +10 for alliance, +2@3 BRA is easily a success. He has one minute of protection of -5 on all attacks against him.
John 2 moves to the next day's training session.
--M. J. Young
I am in the middle of the games and realize abruptly that I missed Brock's question yesterday because we cross-posted, so I've done a bit of a trick to cross-post with myself (I've got a window open in which I've almost finished the behind the screens post for today, but I've opened another so I can address the question).
The BIG reason for the outcome that differences in ritual elements mean new skills listed is that the probability of success in the use of a skill is based entirely on the ritual elements. Secondary to that in game mechanics terms is the fact that I do not generally save the calculation sheets from one iteration to the next, so I can't be certain exactly what values were given for what elements that are now being removed. Secondary in terms of in-game logic, performing ritual magic involves getting better at the ritual, and changing the ritual means you are less certain of what you are doing each time.
A really good example of this is Harry's recent "this is just like that double battle blessing" bit--in which he neglected the facts that the other used thirty emeralds and was always cast on prepared holy ground, two major factors in the bonuses of the other skill which I might have overlooked simply by taking his word for it that they were the same but for casting time.
As far as becoming more efficient goes, that is built into the skill advancement system: a skill designed to take 1 minute for an "amateur" 1@ SAL user will take half that, thirty seconds, for a "professional" 2@ SAL user and a third, twenty seconds, for a 3@ expert. This is based on the notion that you have the confidence and understanding to move through the ritual much more swiftly, glossing the less important parts, spitting out the words and making the motions that matter very quickly, and overlapping elements that can be performed nearly simultaneously. You don't redesign the skill; you get better at it from use/practice.
On the other hand, yes, if you have a version of a skill and you want to create a different version, and they are similar enough, you can claim that the version you have is an example on which you want to base the version you are creating. That will get you a bonus in your chance to learn, but not in subsequent chances to use, the new skill. (Although it should be mentioned in this regard that a high but successful skill learning roll will result in a higher initial SAL--successful rolls >50 are 1@2, and those >80 are 1@3. So a greater chance of learning success gives you a better chance of a higher initial ability.)
If you want to combine effects in a single skill, there is an inherent penalty of -10 for the second (the first added) skill and -5 for each additional one. All things in Multiverser have parallel reasons: why is it so for mechanics purposes, and why is it so within the game world. In this case, the mechanics reason is that if you did not combine them you would have to cast each separately, and so roll for each separately, and you would have a greater chance of failure and/or botch in the process, so combining them has to reflect that. The in-game reason is because you are expecting more when you combine effects. To pray first for bonuses in your attacks, second for bonuses in your defenses, and third for protection against pain means that you are expecting one thing at a time; to put it all into one prayer that is to bonus your attacks and defenses and protect you against pain means you are expecting three things at once, and the ability to expect three distinct outcomes as if they were one outcome is more challenging.
All sit-mod penalties can be offset by increased ritual levels--longer casting, more physical involvement, aspects of the spoken part, use of objects and foci, sacrifice of valuables--so you can do very powerful magic if you're willing to craft powerful skills. This, though, comes back to the base point: if you're crafting rituals that have different levels of involvement/commitment, they have different potential power and thus different chances of success, and even a seemingly small change can make a big difference if it happens to hit a key point. Cutting the casting time of a ritual from 10 minutes to 1 minute means you have cut it in half 3.2 times, for a -32 penalty on the chance of success--a big difference if you're not offsetting it with something else.
Hope this helps.
--M. J. Young
I have a continuing conversation between Van-Eric and Scott, then posts from Maxx, Harry, John 2, and Graeme.
I don't have to do too much in Van-Eric's thread, and with Brock struggling for computer time and Van-Eric preparing for a week's vacation, it might be a slow thread for a while. Maybe, though, we can spark a bit of life into it with a comment from Iggy.
I figured I probably knew most of what Maxx had in mind for his prayer, but partly because I did not want to presume and partly because time was short last night, I delayed consideration of the prayer for today. Let's tackle the numbers.
- He gets +10 for alliance magic, in the casting.
Also in the casting he gets +8 for half his 1@5 Religion SAL
We're going with a M+2@1 Limited Damage Repair just for pain.
I'll give +10 for the limitation that it's just for pain, but cancel it because it is ongoing, -10 for that.
I think we can give him 2:00 on his time factor, which is +10 for a doubled TF.
It covers two people, -10 for that.
I'm not going to specify a duration, but say "one event"; the birth process can go several hours.
I'm giving him +5 appropriateness on the content.
-25 because the ritual is entirely by thought.
Against his 7@7 bias
and his 1@9 BRA
Total inherent sit-mod=+10-10+10+5-25=-10
Chance of success=77+19+10+8-21=93%
He rolls 58, so he's got a 1@2 Counter Pain M+2@1 covers two people, thoughts directed to God for safety and to make pain bearable during one event -10SM.
He is also very near birth.
Harry rolls 43 on his martial arts activation, and so gets all the benefits--four attacks in a minute (style factor x2, 2@ SAL), +15 att SM, -5 def SM. His chance to hit an unarmored pirate--let's check the numbers, but let's remember that his first move is a feint, so that's what we use to base initiative: 1@8 SAL+15 att SM +2@2 BRA+2x7@ bias and no defensive adjustments (because he is not hitting them) =69%, against their 1@9 cutlass SAL+1@9 MSV+1@6 tech BRA+2x6@ tech bias=66 minus defensive values, which are 1@7 TV, and -5 style SM and -5 for the first minute from that prayer he prayed, -27=39% chance on their side, rolling Harry first, 42 to 89, he's got the clear advantage for two attacks before their one and two attacks after it.
He specified that he would do the feint first, for which we calculated the chance of success, and he rolls 21, adding +21 to the next attack, for which he rolls 00, probably bad, let's check the numbers: 1@1 SAL, +15 Att SM, +2@2 BRA, +2x7@ bias, +1@7 MSV +21 from the feint=100% minus the defensive values, so close but it is rolled as an attack against the weapon, giving the weapon a TV of (defender SAL+defender MSV+weapon density)/3=1@9+1@9+say 3@1 for convenience/3=69/3=23 making it an 77% chance of success and a 2% chance to botch, he loses an attack. The position is such that two opponents will attack him, with a 39% chance to hit, they roll 94, 85, the first not quite a botch (6% chance to botch is 95 or higher), but both distant misses.
John 2 has decided not to learn how to detect magic psionically, which is fine by me, but Lauren's going to give him a hard time about it--because he asked the question, and she will give him an answer.
Graeme has found a way to create a change of circumstances on the guard, so we'll roll again, 10 successfully but weakly cloaking him, and now rolling for the detects, 03, 20, 37, 98 botches. Let's do the botch list:
- Cloak the guard
- Vanish the guard
- Make the guard uncloakable
- Cloak the Azmayincan
- Cloak Graeme
- Vanish the Azmayincan
- Vanish Graeme
- Make the Azmayincan uncloakable
- Make Graeme uncloakable
- Gate to border supernatural
- Roman Aliance
- Roman Neutral
- Roman Anarch
- Mongol-chin
- Azmayincan
- Gate to
- Azmayinca
- Mongol-chin
- Rome
- Explosion
And the roll is 12, which requires two GE rolls, first is 27 for Annihilating+Fatal; second is 17 for Acre. This might be the end of the story, depending on the next two damage rolls: 82, 13, not a chance.
I need another world for Graeme. Kind of too bad, as there were some really interesting botch possibilities on that list and really less than about 9% chance of that botch being so destructive; but that's the way it goes sometimes. Let's see--Graeme has been to:
- The Postman near-term post-apocalyptic
- Quest for the Vorgo medieval horror swords and sorcery
- Tropical Vacation brief stay with magical experiments
- Mystery of the Vorgo alternate modern detective with some magic which he turned to fame and fortune
- B Monster Movie World alternate modern sci-fi
- Triverse Roma alternate high-tech modern with magic and psionic subtexts.
That raises another question: are any of these guys going with him? Half of that is up to him, the other half up to the dice, so we'll put it to him first and save the rolls if he doesn't want them. Pixie and Heph, of course, go with him unless there is reason to believe them unhappy, and I have no reason to think that.
You know, Narnia is really appealing for him right about now--but it might depend on who goes with him.
--M. J. Young
"As far as becoming more efficient goes, that is built into the skill advancement system: a skill designed to take 1 minute for an "amateur" 1@ SAL user will take half that, thirty seconds, for a "professional" 2@ SAL user and a third, twenty seconds, for a 3@ expert. This is based on the notion that you have the confidence and understanding to move through the ritual much more swiftly, glossing the less important parts, spitting out the words and making the motions that matter very quickly, and overlapping elements that can be performed nearly simultaneously. You don't redesign the skill; you get better at it from use/practice."
THAT is something I didn't yet know, and relieves me greatly. It also means that I won't be too worried about having a host of similiar iterations of a skill.
I've been having several computer-related problems today, and think I hear a storm approaching which might complicate things further, but I am going to attempt to nail down posts from Van-Eric and Brock, Maxx, and John 2.
Van-Eric is attempting a P5@2 skill in a flatlined bias world; but of course no one will know that he is attempting it, so no one can explain it. If this were a live game I would let the player roll the dice and then tell him that his attempt to enhance his strength by controlling his internal energy fails; from that, he would have to reason to whether he thought it failed because he rolled too high or because the skill did not work here. Brock is mostly interacting with Van-Eric and Scott.
I am recording the new physical attributes for Maxx in his sprite form here, with a twist:
- 0@7+1 Strength
1@1+1 Stamina
1@3+1 Resistance
1@1 Density
0@10+1-->1@5+1 Flexibility
0@7+1 Agility
He also wants to look at Morani, which is going to require several checks. First, the agility check to move himself that way, 17 puts it out of the question. It also occurs to me that he has been practicing telepathy during this time, so I am boosting his SAL to 1@3 (it's been eight months) and his familiarity with Lelach from +5 to +10. That gives him a 44% chance to reach her mind.
That's probably as good a place as any to take a break; he might want to fill in actions.
John 2 rolls 05 on his skill learning attempt for 1@1 Detect Magical Energy P3@10.
--M. J. Young
Although the thread for Brock and Van-Eric is active, Scott is the only poster, and I am embarrassed to have misplaced Iggy's land of origin, but I do not have to post there. That means that I have threads from Maxx, Harry, and John 2 to address.
Maxx gets a 19 GE roll on his telepathic opportunities. As to tagging Morani, that will require a roll: 48 fails. Now I have to track a post from "one week ago" that matches the post from one week ago on his thread, so I can figure out what I already figured out. Unfortunately, I don't see it, and I'm not sure what I did last time--except that it involves movement, and his abilities to move are still pretty limited. He has to make an agility check to control his movements, and fifteen fails.
I am going to take the liberty of changing the order of Harry's actions, because he should be able to get the groin kick into this minute but the prayers should be at the segue to the next. On the kick he rolls 15, and I'll allow the TK pulse as simultaneous, but 89 fails. The kick does 2 intensities of damage but requires the defender to make a simple stamina check, 20 against a 2@2 stamina. Offensive and defensive prayers are 97, 98, both botches I think but let me check, 1@2 SM, the first +6 the second +5, 2@3 BRA, 0 for bias, +13 for religion and +10 for alliance, 64 and 63 as the targets, both 3% chance to botch, so the attack does not botch but the defense does. The botch on the defense will reduce his defense -10 for this minute.
John 2 has to show Lauren the three telekinetic skills he knows that she does not, and she has to observe them. Her chance of observation is 78%; his chance is 2@2+2x5+SAL, which is 32+SAL, and the first SAL is 1@3, so that's 45%, followed by two 1@1 skills for 43%. Rolling John/Lauren thrice, I get 26/53, 83/14, 20/10. He can retry the second, because success on the third gives him change of circumstances, 82/43. She rolls 55 on projecting the skill pattern for the next, and he rolls 09 to learn it, 1@1 Telekinesis of Powder P4@7. He rolls 75 on trying to learn the steal initiative maneuver.
--M. J. Young
It took several attempts to reach the site this afternoon, but now that I am here let me attend to game threads from Brock answering Van-Eric, Maxx, Harry, and John 2.
Brock is mostly waiting for someone else to say or do something. I am considering wrapping up that scenario pretty soon, but I don't want to short Van-Eric on the opportunity to get answers to his questions.
Maxx asks some questions, but he also is trying to read Morani's mind (just for the frequency), and first meditate. Meditate is a 1@2 SAL; read minds is 1@1. If successful, the meditate adds RS/10 to the chance of success on the immediate subsequent skill. BRA is 1@9, bias is 1@, so his chance on the meditate is 33% and on the read minds is 31% plus the bonus for the meditation; the chance to botch is always 6%, 95 or higher. 50:09, he makes the tag the first day without help from the meditation. We'll give him 1@2 SAL on the mind reading for a new use.
I don't want to rush him through the growth period if he wants to observe and attempt things, but I don't want to drag things if he's eager to keep moving, so this is very much being done by feel.
I think we're going to need to check someone's agility for whether Harry can trade places with the next man in line during a fight, against the agility of the pirate pressing him back. Harry rolls 27, the other guy 16, an easy success for the pirate.
John 2 is eager to move to the next psionic skills, but he hasn't yet finished day 14.
--M. J. Young
This is probably going to seem like a really asinine question to all of you, but why can't you just keep rolling the skill until you make it? My character is trying to teach himself a steal-initiate skill. I've got all the time in the world to do it in, and I'm not likely to give up until I get the hang of it. Why can't I just roll until I make it? I mean really, seriously, unless I botch again, there's no legitimate reason why I would stop trying. Just wondering.
(Doing Therapy)
Two Posts
Another example would be someone who was freezing trying to start a fire. Unless he freezes to death trying, he's not likely to stop. Why can't he just keep rolling until he makes it?
And John, STOP POSTING!!!!!!!!
(Doing Therapy)
You are rolling until you make it. You just don't get to reroll as rapidly as you would prefer.
That's really what we're talking about here - how often do you get to reroll, given that you have "all the time in the world?" Once a day? Once an hour? Once a minute? Once a second?
Twice a second? Ten times?
If you were sitting in a dark room in an empty universe with absolutely nothing to do and no possibility of being interrupted by anything ever, then yes, I would roll the dice until you succeeded (or botched), and I would count how many rolls it took, decide how much time passed between each roll, and make a note of how long it took you. (That might matter if, for instance, you had a limited supply of food.)
However, that's not what's going on here. You're trying to learn this skill, but you also have a part time job, and daily lessons, and semi-regular sparring matches. If MJ decides that you get a roll once per day or so (instead of three hundred rolls per second, or one roll per year, or some other period of time), that means you can't roll the fifth roll until you've played days 2, 3, 4 and 5 - because you might die in a freak psionic accident on day three, so it matters when you learn it.
I understand that, for the most part. The thing is that, this is a skill which would take at most a few minutes to prepare for. I don't think rolling every couple of minutes worth of game time would be unrealistic. However, I didn't write the rules, I'm just desperately trying to understand them. A lot of things about this don't make sense, I think I'll just chalk this up as one of the things that doesn't, and leave it at that.
(Doing Therapy)
Two Posts
Strike that, it does make sense. Define "Reasonable". Depending on your definition of that, once a day could be quite reasonable.
Makes sense, and only took 4 minutes of thought....
(Doing Therapy)
Multiple posts, 11 hours after last.
Scott cleared that other thing up nicely. I had something else. I was asking about Lauren becoming my associate. You said that wouldn't happen. What if I became her associate? I know my character really respects her, and he's almost certainly at least a little smitten by her as well. I think it's reasonable that he would follow her. Or would she just reject the idea outright, and it would never happen?
(Doing Therapy)
I think that it is solved by a willpower roll opposed by something. MJ will explain nicely, I'm sure.
No, I know how it's determined. I could have taken an associate out of my Pearl Harbor world. It's also your choice whether or not to take them, even if all the rolls are made.
(Doing Therapy)
Oh, well I would still like the to know how it's done. And it strikes me that you are seriously annoying Lauren, but Lauren is willing to put up with it because it is good to get along with fellow versers
I doubt she wants to travel with you.
I doubt she wants to travel with you.
You're probably right. I guess I too was asking how that was handled. I know how an NPC becomes a verser's associate, but not how a verser would become an NPC's associate.
(Doing Therapy)
O.K., let's cover it as simply as we can.
The questions are, do both versers want to travel together, and do they agree as to who is following whom?
Once upon a time, Chris and Tristan were both playing live at my table. Chris was maybe thirty and known for being reckless. Tristan was maybe nine or ten. Every time Chris said something like, "I know what I'm going to do" or "I've got an idea" or "Let me try this," Tristan would say, "I wrap my arms around Chris' legs." Chris would smile and blush, because he knew that meant two things: first, that Tristan was pretty sure Chris was about to botch and blow himself out of there, and second, that Tristan had every intention of going with him wherever he went. Since Chris liked having Tristan along, the agreement was pretty clear: Tristan was following Chris, and Chris was bringing him along.
Now, the way the question is usually raised is, will this non-player character travel with this player character? On the player's side, the question is whether the player's character is willing to take the other character along, so we simply ask the player. On the non-player character's side, the question is whether that character wants to go along as an associate, a follower of the player character. That can introduce a comparative attribute check; if so, the referee decides first whether the draw on the player character side is persuasion (did you try to convince him to come), charisma (is this because you have a strong relationship), or animal magnetism (is it raw attraction/likeability that is involved here). On the NPC side, the roll is will power: does the NPC assert his independence, or is he drawn into the relationship sufficiently to go along.
But before there is any consideration of any roll, the referee has to make a decision as to whether there is any sufficient basis for making the roll. That is, is it even remotely possible that this NPC would be interested in following that PC? After all, you might have shaken hands with Barrack Obama on the campaign trail, and you might have a terrific animal magnetism which has a good chance of beating his will power check, but that doesn't mean that you can take the President of the United States with you as an associate simply because you touched him once and out roll him in a comparative difficult attribute check. The referee has to believe that such a relationship might exist, and that there is some chance that this particular NPC would be interested in being a follower of this PC he met. If the referee thinks that such a relationship is possible, then the dice are rolled to determine whether it is realized. If the player character's attraction roll beats the NPC's will, then the relationship exists. ("Beats" here means that the PC roll is successful and the NPC roll either is unsuccessful or is successful but lower than the PC roll; tie goes to not changing, and thus not a relationship.) Otherwise, it doesn't happen.
The referee can also void the roll entirely: he can say, "Of course this NPC goes with this PC; the relationship is obviously there." NPC spouses usually fall into that category, unless there is good reason to think otherwise.
Now, the question is, can you reverse the thing, so that the PC becomes the associate of the NPC?
Well, presumably you can; but there are a lot of reasons not to do so. The big one? The referee bases the world selection and orientation on the primary, not the associate. If John connects to Lauren, then John will go where Lauren goes--which will be worlds in which Lauren will have things to do that seem important to Lauren. If memory serves, Lauren's next world is a century spent on a tropical island honing her skills, and then she goes to a far future version of the vampire world finally with the assistance of Bob Slade, Bethany, Derek, and Merlin, to bring down an antediluvian vampire who has managed to conquer the world. That is not a program for John 2, and if he's the associate I'm not going to focus on whatever it is he wants to do in those worlds, because the primary is, well, primary.
But otherwise the process is much the same: a charisma/persuasion/animal magnetism check for whether the NPC likes the PC, and a will power check for whether the NPC asserts independence from the PC, provided the referee believes there is any chance at all that it might happen.
As to Lauren, there is every reason to think she wants to travel alone, and no reason to think that John is the person who will change her mind on that (she is far more likely to take Derek, and perhaps even more likely to take Bethany, and I think that she would be more likely to take Raeph if he would go, which he wouldn't).
So let me post this answer and move to the next.
--M. J. Young
As for how many times you can roll to "learn" a new skill, the single roll means that having done everything you can think of right now to learn the skill you failed to learn it; therefore you get another roll when there is a change in circumstances.
Such a change in circumstances might include that you learned a different skill that impacts your ability to learn this one--e.g., a skill that does something similar, or a skill that raises your bias. It might include that you permanently, temporarily, or transiently increased your best relevant attribute in that bias area. It might be that you used a skill that would bonus your success at learning/doing skills of this sort. It might be that you obtained more help, changed teachers or got a different example. Most of the time, though, it means that sufficient time has passed that you've had an opportunity to sleep on it, to come back to it and approach it differently.
From a mechanics perspective, you can't roll repeatedly because if you have any chance to learn it eventually you will succeed, and if your chance of success exceeds your chance to botch you are more likely to succeed than to botch, and that means that multiple rolls changes the odds. That is, if the math says you've got a 40% chance to learn it and you roll once you have a 40% chance to learn it; but if you are allowed to roll twice if the first fails, your chance of failure is reduced (by 40% of 60%=24%) to 36%, and that means your chance of success is now actually 64%. If you are allowed to roll three times if the first two fail, you again reduce your chance of failure (by 60% of 36%=21.6%) to 14.4%, giving you an 85.6% chance of success.
In other words, for the statement that you have a 40% chance to learn this skill to have meaning, it must mean that you get to roll the dice once "now", for however long a period "now" is taken to be, and you do not get to roll them again until something changes that gives you a new probability of learning it.
I think again I'll post this, and then I'll attempt to tackle the game threads, although my time is getting short tonight.
--M. J. Young
Now we can turn our attention to play posts from Maxx, Harry, and John 2.
I've covered things for Maxx, I think.
Harry rolls 38 on the gun skill, 2@2 Bod BRA (it's a bod gunslinging skill), 2x7@ bias, 1@8 RSV, 1@3 SAL, +20 for point blank range, against the pirate's 1@7 TV, 70%, damaging+DC for style, 4 intensities of damage. Oh, the question is, who goes first? If he's got a 70% chance to hit, a 47 initiative roll is good, and beats the 34 the pirates roll, so he gets to shoot first. The pirate was already hit for 2, so he's down 6.
It is Day 15 for John 2. Lauren rolls 76 on the skill pattern projection, and I don't see her chance of success on that readily available, but the bias is 2x10@, her BRA is 2@8, and her SAL 2@10, so that's 78%, and that's a solid success. John rolls 24, so he's got 1@1 Fly P4@10. Is that good, Pan?
--M. J. Young
Is that good, Pan?
Ya know why Peter Pan is green and flies? If somebody hit you in the peter with a pan, you'd be green and fly too!!!!!!
(Doing Therapy)
Two Posts
MJ, I think you missed Brock's game yesterday.
No, it's that no one but me posted, and I said that I would wait for the other two to continue their conversation and then chime in with my thoughts afterward.
And despite my twenty-four hours of travel over three days, it appears I'm still waiting on Van-Eric. But it's only been a week since we saw him last, so I'm not too concerned yet.
Speaking of not seeing people, where's MJ? Anyone know?
Answered elsewhere.
Let me see if I can cover Van-Eric and Brock, Maxx, Harry, and John 2.
I think we have two people with computer problems in that thread, but I've pointed Brock to his character sheet, which I think is much as I have it.
I've been having a lot of trouble working through some of the skills Maxx has tossed my direction, but I think I'm settling on a P3@4 Detect Materials for his pattern searching, and am going to roll on that basis. 75 is clearly a failure on learning that skill, given his bias. I've also decided that the skill he wants to do for compelling his future actions is a P1@5 Suggestion, but I want to confirm that.
Harry is engaged in a battle in a bottleneck. He has a cutlass attack against the injured pirate, 11 connecting for a mere--wait a minute, his cutlass is +DC+1 (I did not check that), so it goes from damaging to dangerous to lethal (being used in style) and is treated as a roll of 12, which means 3 intensities of damage. The pirate is down 9 of 1@8, and sacrificing his life is not on his agenda, so he'll give ground with a strike-and-run maneuver, rolling 93. His chance to hit is penalized -10 for the maneuver, but there's already a penalty against Harry's defenses from the botch, so it's a 39% chance to hit, 6% to botch, this is not a botch.
It occurs to me that no one got a head count on the crew of the ship, but once we're engaged in battles in which multiple NPCs are fighting, we usually rely on general effects rolls--and his is 12, Good Enough.
John 2 has a bit of conversation before the day ends.
--M. J. Young
I was going to duck and run, but it's only Harry and John 2, so hopefully I can get through these posts quickly and then run, and not be too late.
Harry has his evidence. The case should close now.
John 2 appears to have a couple of quick questions; I've got a couple of quick answers that match.
--M. J. Young
Again Brock has posted only an administrative aside on the thread shared with Van-Eric (whose computer problems seem to have derailed him), so we'll really begin with Maxx, then Harry, then John 2.
Maxx rolls 91 on his next attempt to detect pattern, which is not a botch. We'll let him do it a few times, so we can move the calendar forward a few days, but that means I'll need to crunch the numbers. The complication is that he's doing the meditation each time, for which he has a 33% chance of success giving him an RS/10 bonus, possibly as much as +4% on the next skill, so I have to roll each time. Without that bonus, he has 1@3 bias+1@9 BRA+15@ world bias=45 minus the 3@4 target for the Detect Materials skill is 11%. He rolls 89/04, and so nails it on the second day without the benefit of successful meditation. He has 1@1 Detect Materials P3@4 (known patterns: seed mush), and his bias jumps to 3@4, which will improve his chance of success on other things.
Harry raises what I find a fascinating question in all this, but I don't think he will find it so. He might, though, see a potential for future adventure here.
00 on John 2's latest attempt to teach himself the steal initiative from stance. I think we'll do it a bit differently this time, because I don't want to create too much fuss. Let's create a botch list, but this time, everyone can contribute.
We'll see what you all think makes an appropriate botch for such a thing.
--M. J. Young
I am continuing games for Maxx, Harry, John 2 (with a botch), and Graeme (with a new world).
Maxx rolls 08 on the hypnosis skill, giving himself an automated reminder to tag minds of creatures which enter his vicinity. This is hazardous, though, because there are significant penalties against tagging "non-human" (in his case, non-spritish) minds. The -20 penalty for animal and -30 for alien means that his base chance (1@2 SAL+2x3@ bias+1@9 BRA) of 37% is only 17% for animals and 7% for plants. That also means a lot fewer successes and a lot more problems. He gets a 20 GE on this in terms of who he tags.
I'm increasing skill ability levels to reflect practice in utero:
- 1@3 Meditation P1@0 one minute of mind relaxation gives +RS/10 to immediately subsequent psionic skill attempt, touching hand to head for focus gives +5SM
1@2 Self-Hypnosis P1@0 causes character to feel positive
1@4 Read Minds P1@1 used also to obtain mental frequency
1@3 Enhanced Recollection P1@1 (read minds on self)
1@4 Telepathy to Humans P1@3
1@10 Focus Senses P3@0 sensitivity variant enables sorting specific auditory or other sensory information from background
Harry is cooking a new plan, and it looks interesting.
We were working on a botch list for John 2 so I'm going to take side notes on the suggestions and try to organize something. I've covered that there; the result is falling for 4 intensities of damage and a broken nose.
He specifies that he's going to attempt to teach himself psionic healing first, 44 is rolled and his numbers include 5@10 bias+10@ world bias+2@2 BRA-6@1 heal damage to self=22%, failure. Let me roll the injury from the annoying attack he makes on himself with that needle: 85 is one intensity.
Graeme is taking Pixie and Hephalump with him, and no one else. I hate to say that I've had most of a week to think and don't know where to send him--but you know what? Maybe I do.
I am increasing his SALs in Latin to 1@8, and in Mongolchin and Azmayincan to 1@7, due to the practice he's had working with them. His flexibility check roll is 19, which against a 1@10 flexibility means he advances one stage from 3 to 4. Oh, I have to roll for his companions: Pixie was at 3, rolls 5 to go to 4. I don't have a stage listed for Heph, but given the beast's 1@4 flexibility I'm going to put it at 1 and then roll: 6 rolled, stage 2.
The new thread is Graeme's Tangled Jungle. I'll post character papers in a moment.
--M. J. Young
Name Graeme Ian Comyn
a.k.a. Blue Canary (screen name)
N. Djinn Eyre (Supernatural Deliverer and Consultant) used on Cards in Vorgo worlds
Earl Gray: so dubbed by the Architect in B Monster Movie World, for the tea he ordered
Monsieur Messenger: name taken in Roma, when the gods recognized that he was a verser from outside their world and chose him to warn the Roman government that their scriff project was not what they thought.
Attributes
Persuasion 1@8
Charisma 1@8
Animal Magnetism 2@2
Strength 1@6
Stamina 2@1
Resistance 1@7
Density 1@2
Flexibility 1@10
Agility 1@7
Hand/Eye 2@1
Intellect 1@10
Intuition 1@5
Education Level 2@3
Will Power 1@4
Averaged Attributes
Ranged Strike Value 1@8
Martial Strike Value 1@7
Target Value 1@5
Damage Value 1@6
Best Relevant Attributes
Tech 2@3
Psi 1@5
Mag 2@2
Bod 1@6
Bias
Tech 11@
Psi
Mag 12@9
Bod 7@7
Weaknesses
Bad Teeth
Description
Hair: Dirty blonde
Skills
Tech
1@4 Create Primitive Ink T1@4
1@10 Rope Use T2@1+2
1@5 Survival: Forest T0@1
1@10 Tailoring T2@1
1@5 Escape Ties T2@1
1@8 Braid Rope T2@2
2@7 Carpentry T
1@8 Pick Locks T3@1
1@3 Use Mace T3@1
1@1 Horse Shoeing T4@1
1@1 Make Doping Compound
2@8 Engineering (Nautical Specialization) +2
1@2 Operate Catapult
1@4 Astral Navigation by Sextant T6@1
1@1 Create Gunpowder T6@1
2@1 Use Pistol
1@1 Create Hard Shell Bombs T6@2
1@4 First Aid/CPR T7@1 includes veterinary applications
2@3 General Science T11@0
2@8 Computer Use T11@0
2@3 Computer Programming: Basic, Visual Basic, Pascal, Fortran T11@1
Psi
1@1 Speak Japanese P0@0
1@1 Speak Malaysian P0@0
1@8 Speak French P0@0
1@8 Speak Latin P0@0
1@7 Speak Mongolchin P0@0
1@7 Speak Azmayincan P0@0
1@1 Speak/Read/Write/Understand Pernican P0@0
1@1 Speak/Read/Write/Understand Ancient Auron P0@0
1@5 Teaching P0@1
Mag
1@2 History of Vorgo World M0@0
2@6 Acting M0@2
1@2 Play Didgeridoo M0@0
1@1 Language Identification M0@0
1@3 Bonus Mag Skill Use M1@4 tie a cord and a hair around a dried leg bone with complicated knots for ten minutes while reciting "Fortune always will confer an aura of worth, unworthily; and in this world the lucky person passes for a genius" and "Fortune brings in some boats that are not steered" then break the bone to initiate the bonus, RS/5 bonus, duration ten minutes, +57
1@1 Protection from Insect-like creatures M1@6 light a small fire and put on it some material which will create smoke, such as green wood, then dance around the fire, crouched low and miming wings with arms and buzzing like a mosquito, then begin chanting "Repello culex" while pulling smoke from the fire with hands and brushing it over face, head, arms and body, 5 minute TF 12 hour duration, prevents insects from approaching subject, willpower check RS=S/D/N +15SM
1@1 Operate Vorgo M1@9 (Unmaking)
1@3 Protection against Detection Magic M1@9, a special mirror must be prepared through 1:00:00 of ritual, after which it may be stored until needed and the activation ritual cast 10:00. The mirror must be at least one twelfth the dimensions of the object to be hidden, which itself cannot be larger than 40' in relevant dimension. It must be framed, and preparations include marking the frame with symbols of the moon, sun, planets and stars. Before activation, the mirror must be affixed to the object or vehicle to be hidden, facing the direction against which protection is desired, and as an activation ritual washed by the caster with water and a rag while the caster says "Mirror, mirror on the wall, who's the fairest of them all. Now you see me, now you don't!" The mirror creates the protection of one side of a cube, that is, blocking all detection magic from any point perpendicular to it. Protection lasts 24:00:00, +1 SM.
1@8 Remove Fatigue (self) M2@1 (sit cross-legged, close eyes take long, slow breaths, relax, visualize energy flowing into me and fatigue being released, for one minute) +15
1@1 Remove Impurities (including alcohol) from Food and Drink M3@1 with one hand on one container think pure thoughts for a few seconds and take in a deep breath, then blow on the container and wave one hand as if waving away vapours three times, then tap the container three times and on the third say "Slainte!", 0:15 TF -12 SM.
1@2 Remove Ink from Surfaces M3@1 rub hands together six seconds, then rub marred surface while saying "Interlitum deliquesco", removes ink of any sort from the surface of any material permanently, +31SM
1@3 Restore natural surface M3@1 removes all impurities including paint, stains, dirt, ink, varnish from the surface of any object, restoring it to its natural appearance, rub hands together six seconds, then rub marred surface while saying "Interlitum deliquesco profundus", +11SM
1@2 Patch Wooden Object M3@3 Run hand along edge of break or damage chanting, "This seam will be no more." touching entire edge three times. Put both hands on lumber of sufficient volume to replace lost or destroyed part, visualize desired repair and say, "Repair!". Lumber will be consumed and form itself to match the seam. Limited to wooden repairs. Ritual duration 2 minutes. Permanent effect. +65SM
1@6 Increase Object Size to any dimension M3@3 Ritual begins by touching two nearly identical objects or two halves of the same object together, and separating them, then performing written calculations detailing the size needed for the application and the consequent change in size which must be effected; the two objects are placed adjacent to each other with a telescope between the two, and when the word "Abracadabra" is loudly pronounced and the calculations burned the one near the lens disintegrates and the opposite one grows to the desired size. 12 Minute TF, weight commensurate with size, permanent, +44 SM
1@6 Restore Object to Normal Size M3@3, Ritual begins by touching the crystal or solid glass container in which the energy taken from the reduction is stored to the target object, then taking pre-written calculations detailing the size needed for the application and the consequent change in size which must be effected; the object and glass are placed adjacent to each other with a telescope between the two, the lens effect sketched with chalk on the floor, and when the words "Aedifico Collossus" are loudly pronounced and the calculations burned the object returns to its original size. 4 Minute TF, weight commensurate with size, permanent +37SM.
1@4 Release Lock or Hold M3@4 Focus on the lock for a few seconds, tap it three times with any finger of either hand, snap a toothpick, and say "Open Sesame" +25SM
1@2 Lock Luggage M3@4 form hand into tight fist and place onto the object (suitcase, wallet, backpack, et cetera) I want to lock closed and say "Contineo!" 0:12 TF +18SM
1@3 Undo Magic Lock M3@4 place my hand onto the object I want to unlock and form it into a tight fist and say "Distineo!"
1@8 Temporarily change object color M3@5 use standard scarf, hold it up in one hand, then with two hands shake it, crossing hands and back to show both sides, then with one hand touch it to something while saying Presto Chango, 0:12TF, 10:00 duration, object touched will change to the color of the scarf; it will remain that color for RS minutes +33SM.
1@1 Extended Temporarily change object color M3@5 use standard scarf, hold it up in one hand, then with two hands shake it, crossing hands and back to show both sides, then with one hand touch it to something while saying Presto Chango Annosus, 0:12TF, 10:00 duration, object touched will change to the color of the scarf; it will remain that color for RS hours -37SM.
1@3 Temporarily change object color M3@5 use standard scarf, for 0:45 fold scarf into pentagon, then crease with fingers across every second corner (to make a star with the creases), then hold it against item to change colour; when I feel the energy emptying from the scarf, say the words, "Presto Chango Annosus!", 1:00 TF, RS hours effect, one object changed +11SM
1@3 Temporarily change object color (controlled duration of effect) M3@5 use standard scarf, for 0:45 fold scarf into pentagon, then crease with fingers across every second corner (to make a star with the creases), knock hands together once for minutes or twice for hours, count the desired duration in chisenbop taking a full minute to do so, then hold the scarf against item to change colour; when I feel the energy emptying from the scarf, say the words, "Presto Chango Hora Mutabilis!", 2:00 TF, effect lasts as determined, one object changed +11SM
1@1 Temporarily Change Color of Scarf M3@5 Shake folds out of a scarf; hold one corner, slide it through a loose fist of other hand, then mirror the motion, sliding it through first hand; then drape scarf onto surface to be copied, and smooth it onto surface, press hands gently against scarf on surface, concentrate on pattern and fix it in mind; say "Imitor!" and peel back scarf; TF 2:00 duration RF hours +16SM
1@1 Temporarily Increase Mass M3@5 Using special gadget constructed of a strip of wood and samples of materials of different densities, shift the marker toward the more dense end while saying "Gravidus Tardesco", TF 0:12 duration RS/2 minutes, requires both hands, +26 SM, will cause slowing of affected object if object is in motion.
1@1 Temporarily Decrease Mass M3@5 Using special gadget constructed of a strip of wood and samples of materials of different densities, shift the marker toward the less dense end while saying "Agitabilis Accelero", TF 0:12 duration RS/2 minutes, requires both hands, +26 SM, will cause acceleration of affected object if object is in motion.
1@1 Activate Technological Device M3@6 works by closing/opening the normal path for the energy source to reach the device, such as closing an electrical switch or opening a steam or water valve; if the device is activated through a variable control (e.g., valve, rheostat) relative success determines the percent of available power provided, but simple on/off systems are activated fully; strike object with hand or foot, instant activation TF +9 SM
1@2 Deactivate Technological Device M3@6 works by closing/opening the normal path for the energy source to reach the device, such as opening an electrical switch or closing a steam or water valve; if the device is activated through a variable control (e.g., valve, rheostat) relative success determines the percent decrease in power, but simple on/off systems are deactivated fully; strike object with hand or foot, instant activation TF +9 SM
1@2 Create Duplicate Documents M3@6 3:00TF +65SM, light ceremonial candles to work by and strike a bell to begin; With ashes of a lit incense stick sketch the symbol chosen for myself on cover of photocopier: gear with 10 teeth with 5 pointed star within, points coinciding with every other tooth of the gear. In centre mark it with G. Open photocopier and place clear plastic sleeve with raw ingredients on the glass surface (paper, staples, binding glue, cover material, lamination plastic, gold foil, photo, sample of signature, various colours of ink, 24 crisp new $20 dollar bills to represent authority of the state, fee/bribe for service, and number of pages in passport. special paper and inks in paper money will add to raw materials.). take out borrowed passport and read it from front to back. put passport on photocopier and close lid while intoning "Speculum" and press the 'Copy' button.
1@3 Alter Documents M3@6 1:00TF +18SM. I will then remove the duplicate passport and place it in the centre of my gear symbol. I will wrap a page with the appropriate passport particulars (name, date of birth, place of issue, etc) around my photo and signature and light it on fire with one of the candles. While it is being consumed, I will drop it onto the open passport and close it up, intoning "Usurpo!" while I hold it closed and concentrate on my image and information replacing the one that currently occupies the pages.
2@1 Control Rope M3@8 0:18 TF focus on target, stroke the knot, tapping it three times, use fingers of both hands while giving commands, "Animo Exsolvum" while wriggling two hands apart to untie, "Amino Impedo" while performing tornado-like spirals to wrap around target objects, "Amino Contecto" while wriggling fingers together to knot, "Amino Adlevo" with arm verticle to get it to stand vertically, "Strigo" with hands by head, one palm out the other fisted, to hold position, "Etcetera ad Infinitum" with taffy-pulling motion to continue same action, "Amino Protrudo" while shooting arm forward and holding one end of rope in the other hand to extend the rope forward, "Amino Tracto" while holding rope with both hands for rope to pull (if end is secured), "Amino Urgeo" while holding rope with thumb and performing pushing action with palms +43SM, ++10SM on commands after the first. +1
1@5 Pass Through Wall M3@9 may take others with him, use special wand to draw enclosed shape large enough to pass through, knock on wall while saying Adaperire foris, 0:30 TF, 5:00 duration, +8SM
1@1 Pass Through Stone M3@9, caster only, 0:30 TF, 5:00 duration, words (which you understand only in English) may be spoken softly, anoint self with oil using both hands, +11 SM.
1@3 Transmute Water to small solid objects M3@10 Transforming water (only) that passes through a solid metal hoop, specially prepared with etchings of magic symbols and formulas, into an equivalent volume of =some small solid object= (in this case, paper snowflakes). A paper snowflake (or other small solid object) is ritually prepared beforehand and held in the hand not holding the metal ring and will be consumed by the spell. Spell will last 1 minute and will transform any water that passes through the hoop during that time. For the entire minute, I will be chanting "metamorphosis aquula!" while rotating the arm with the snowflake such that my hand will follow the flow of water through the hoop. Preparing the hoop and snowflake beforehand as part of the ritual and a 10 second series of flourishes with the hoop will take a total of 1 hour +13 SM
1@1 Control Light Frequency M4@1 Using a writing implement and a piece of paper, write the words "Television is emitting light in visual range from 400 to 700 nanometres. The brightness adjust button control the wavelength. Let each button depression adjust the wavelength of the light by" and desired adjustment to be made by each button press. Fold paper loosely, light on fire by any means, and place in small receptacle such as ashtray atop a television set. Stand next to the television holding the remote, use remote to adjust brightness up and down, altering light frequency output accordingly, +16 SM, 1:00 TF, 15:00 duration
1@1 Create Ambiance M4@6 upon producing any real or fake flower, bowing gracefully, and saying "Enchante mademoiselle", the lighting and temperature become comfortable to a romantic mood, and ambiant noise (but not voices) becomes classical music, lasting four hours, RF1/6, -21SM
1@1 Unmake Undead M4@8 dispel magic limited to unmaking undead, 5min TF, 5':10':15':20':+5/1', words only, +14SM
1@5 Decrease Object Size sevenfold M4@8 (energy stored in crystal), Ritual begins by touching a crystal or solid glass container to the target object, then taking pre-written calculations detailing the size needed for the application and the consequent change in size which must be effected; the object and glass are placed adjacent to each other with a telescope between the two, the lens effect sketched with chalk on the floor, and when the word "Minutum" is loudly pronounced and the calculations burned the object shrinks to the desired size. 4 Minute TF, weight commensurate with size, permanent, +31SM.
1@2 Prolong Magical Effect 4@8 0:12 TF speaks the words "et cetera ad infinitum" while shaking a snow globe with one hand and setting it down, extends any spell effect for two minutes, +13 SM
1@3 Magically Unify Related Objects M4@8, draw a single chaulk circle around all objects to be connected, while repeatedly murmering "I define this area and all within it as one", then touch each item within the circle saying "as one" for each, 5:00 TF, permanently links all objects affected such that any magic used on them affects all as if one object, +9SM.
1@1 Alter detection spell to detect curse M4@8 changes the detect discontinuity spell such that it detects Magic that has been put in place to have harmful effects or is currently having harmful effects, cut a regular hexagram about 3 inches across the flats from a flat piece of wood or cardboard; in the very centre puncture a small hole for a string. One one side draw an eye with an iris of blue ink. On the other side draw a perfect circle (with a compass) inside the edges of the hexagram and another circle inside that one. Between the two circles write the words "Break A Leg" interspersed with a pleasing geometric design of triangles. At the centre of the circle draw the planetary symbol for Mercury (circle with cross below and half circle above). prick finger and smear blood around edges of hexagon while chanting "Double, double, toil and trouble. Let this blood fire, burn and bubble, If magic here, harm and trouble." TF 1 hour, prepares ritual for later completion. To activate detection ritual, slide the hexagon with eye side down onto pendulum string such that it sits on top of silver ring, activate discontinuity detection spell normally (necessary part of the ritual) but after tuning period flick edge of hexagon so it spins on string. side of the hexagon detecting harmful magic will become hot and begin to smoke. amount of smoke in proportion to strength of spell detected. duration is that of detect discontinuity spell. edges of hexagon will eventually be consumed by fire at end of spell and rendered useless. instant activation of second part, +116 sit-mod
1@2 Convert Friction to Kinetic Energy M4@10 point at moving object, move finger in direction of motion, recite "Turbo" repeatedly for one minute, +5SM, converts friction back to kinetic energy, total effect=((100/(100-RS))*base time)+base time.
1@2 Gather Refuse M6@3 clean surface of TV for half a minute, permit to dry for a minute, then turn on TV (power does not matter) and say "There is nothing good on. TV, make yourself useful and clean this room!" +49 SM 1:36 TF material-specific pusher
1@3 Write on Surfaces M7@1 chant words desired in intended language while using both hands to position words as desired on smooth surface, image etches, sound is necessary, +8SM.
1@3 Television as Scrying Aid M7@2 point remote at television and press channel change button while saying "show me (name of person)", will show image of person on television screen, 0:06TF, 1:00 duration, +15
1@2 Temporary Language Acquisition M7@4 boil water in small pot, add flower petals, embroider with needle and thread equivalent words in desired language and English on paper, add to brew, full hour of preparation, decant into bottle; at any time later, quaff potion, and gain full ability to read/write/speak/comprehend specified language for twenty hours, -7 SM
1@1 Overcome Language Barrier M7@4 wrap small jacinth in small strip of mummy wrappings, cut back of own hand and soak packet with own blood, pop package into own mouth under tongue, grab target creature/character head with both hands, hold foreheads together, look into target's eyes with mouths nearly touching, say loudly, "Join with me, let us share tongues!", will magic to consume packet in mouth while inhaling to fill lungs with energies, then blow into target's mouth, gives power for caster and target to understand each other each speaking own native language for 24 hours, +29 SM
1@1 Full Translation Spell M7@4 The spell will enable those affected to read, write, speak, and understand all the languages for which the spell is attuned. The attuning requires a specially prepared rope, woven by a person who speaks the language or in sections by people who speak the languages to be included, speaking continuously in the language while braiding; any means of braiding may be used, then placed on a ring of written samples of each of the languages to be included, with one candle in the center of the ring for each such language, two concentric circles drawn around it and all the letters, upper and lower case, of both the English and Greek alphabets written between the lines of these two circles, and the preparer walking around the circle fifty-two times clockwise and forty-eight times counterclockwise. This special component may be reused for the same spell, as long as the same languages are to be included. The caster must touch or grasp the rope and will the spell to be cast. Thereafter anyone touching the rope will be able to understand all communication in any of the languages included in the preparation for as long as both he and the caster are touching the rope or a maximum of one hour. When the caster releases the rope, the spell ends +24 SM.
1@5 Detect Discontinuity M7@5 +44SM requires silver ring and thread, which must be swung from the left hand while asking a series of yes/no questions about reality; it will then pull toward a discontinuity as it swings, ten minute TF RS minutes duration
1@2 Conceal door/doorway M8@1 Sit cross-legged in front of the door meditating on the fine details that will have to be duplicated, then get up and pass hands along edge of area to be concealed, then step back and raise hand-held shaving mirror so that caster looking at the mirror edge-on and far enough away that the door appears to be the same size as the mirror; then say "Occaeco!" and turn mirror such that it covers view of door, all taking 10 minutes TF, door will become indistinguishable from surrounding wall, on both sides, for 24 hours, visual and tactile illusion, +7SM.
1@1 Create Rotational Momentum M9@10 2:00 TF draw diagram of spinning object, marked to indicate rotational momentum formula, beside drawn second spinning object, with flux lines marked to indicate them as magic, solve equation for conservation of momentum, stick paper to be in contact object touching actual spinning object, touch second object to this while touching with index finger, say "civi orbix fugax" to cause target object to spin at calculated speed and to change velocity proportionally to original object as long as original object continues to spin, +46 SM
1@1 Create Mental Block M10@7 Make eye contact with target and say, "Now relax. Clear your mind and focus on the swinging watch. Back and forth, back and forth. Now close your eyes and listen carefully to my voice. There is something here that you have seen every day. But from the time I snap my fingers you will overlook it as if it isn't there, nor has it ever been there. This item is _____. It does not exist. It has never existed. On the count of three I will snap my fingers and you will awake refreshed." while swinging a pocket watch with one hand and tossing gold glitter with the other, the latter consumed by the spell. Target will be unable to see the specified feature of the area and be completely unaware that it even existed. 0:05:00TF, 1:00:00 effect, complete mental block, +3SM
1@1 Short Teleport Hop M12@1. I whip the audience into a frenzy of yelling "Teleport!" in time with my punching my fist in the air and jumping up and down. I take up the crystal and when the time is right I lift it over my head and fall to my knees screaming "Teleport!" The ritual will be 30 seconds. The material component of an entire audience chanting in unison must be worth something. I will also have the glass crystal destroyed as part of the spell. Full body involvement. I will limit the maximum distance of the teleport to the distance across the stage (60ft). I know the departing point and arrival point intimately. I must rest afterwards or take penalties on my actions. SM+98
1@1 Gate to Off-World 12@9. Each person to be teleported holds a card from the same deck whose face is appropriate to their identity. A magical boundary surrounding the persons is defined by sprinkling salt around the outside while chanting "conscriptio", and then eight candles are lit and placed along the outer boundary. This requires ten minutes. A magic bonus spell is completed by the breaking of a bone, and the Magically Unify Related Objects spell is cast on those within the boundary, the chalk line drawn on the people, who hold hands to complete a circle, requiring five minutes. The caster kisses each person in the circle including himself, also kissing each person's card immediately after kissing that person. A jar is lifted and caster says "Let this jar represent the dimensional rift. Let the cards we hold represent he and she who holds it." I will take each card and drop it into the jar while reciting their name. I will chant "We cross the Threshold". The caster takes each card and drops it into the jar, continuing to chant for ten minutes. He then pours the cards out of the jar, and they vanish, consumed by the magic. At that moment, all who are included in the circle are teleported out of the rift to the world from which they came. +71SM
Bod
2@1 Surreptition B0@8 the ability to do things in front of people unnoticed.
1@3 Pick Pockets B0@8
2@2 Swimming/Lifesaving B1@1 +1
1@4 Use/Care for Elephant B3@1
1@5 Use/Care for Horse B3@1
1@6 Moebius Style B7@1
2@4 Fencing B7@1 +10 Attack SM -10 Defense SM
2@4 Rapier B7@1
1@7 Steal Initiative B7@1
1@6 Feint B7@2 +RS/10 (xlevel) on next attack
1@4 Ground Fighting B7@2
1@5 Kick & Catch Dropped Sword Recovery B7@2
1@3 Intense Punch B7@3 dangerous -10SM
1@1 Lift and Throw B7@3 RS/2 feet, GE for damage, from crouch position
1@3 Disarming B7@5
1@1 Block with Buckler B7@5 RS/10 SM against attacker when used
1@1 Improvised Martial Weapon B7@6
1@1 Choke Hold B7@7
Equipment
Name of Mule Nelson
Sextant
Pistol: .45 Revolver RF6 six bullet full load :18 reload time dangerous
Elephant goad
Monkey
Ammo for pistol
Money in Bag
Rapier RF1 dangerous
Fencing swords, pair
Sextant
Armor, plate, chain, and leather, top of head helm, coif, -25 cover value
Rapier, from Vorgo
Mace
Engineering books
Asian Elephant
Malayan Throwing Knife
Didgeridoo
156 bullets
Swiss Army Pocket Knife
Mountain Bike with generator and lights
Backpack
Tent
Sleeping Bag
Cookstove
Pots
Tarp
Rope
Magnetic Compass
Utensils
Pliers
Hatchet
Flashlight
Snowshoes (homemade–Postman)
Rain Gear
Manual Wind-up Watch
Several Silver Rings
Silver Necklace
Good Leather Boots
Good Coat
Hat
Satchel
Fencing Practice Jacket
Fencing Practice Pants
Fencing Glove
Fencing Mask
Solar-powered Calculator
Beadwork, leather thongs, and feathers (on pistol)
Journal books
Archaic pens and ink (from Postman)
Pencils
Wallet with various pieces of ID, photos, and poems
Buckler
Toothpicks, wooden, dozen
Special wand for Pass Through Wall spell, constructed with a magic marker and two double-A batteries connected to the tip of the marker with copper wire, which has been placed inside a circle of copper wire and sprinkled with the ashes of burned papers on which were written electric charge formulas
28 knotted bones for M1@4 Bonus Mag Skill Checks spell
Cut-off Shorts
Sandals
T-shirt
Broad Hat
Sunglasses
Small plastic gyroscope 1" with metal pin bearings
Gyroscope, 3" diameter heavy metal
Old coin from Mystery of the Vorgo
Silver cross with gems on chain
Coins from Vorgo world (used for finger warm-ups)
Pack of cards for practicing flourishes
Small notebook and pen/pencil
Handcuffs
5 Coloured scarves
Brass-plated analog electronic pocket watch with chain
Passport, Norbert McCuaig, from Mystery of the Vorgo
Diamond-studded vest, with other jewels, from the Architect
Celtic cross, pewter set with opals, from the Architect
6 five gallon water jugs, filtered water, B-movie world
2 one quart jugs, filtered water, B-movie world
Pager, B-movie world
Star Sapphire teardrop pendant, from the Architect
Goth attire (various)Eg. A good pair of clunky calf-high black boots with bold silver zippers, black velvet pants, black pants with white pin-stripes with zippers or metal D-rings or whatever it is that they use to make it look outrageous, some shirts (red and black stripes, ones with skulls, made of nylon mesh, plain black long-sleeved and collared, white with lacy cuffs, etc.), a nice formal black velvet coat, a more casual black waist-length coat with big zippered breast pockets and high neck collar. Along with these I'll need a decorative spiked collar, some celtic or otherwise nifty temporary tattoos, a large tub of powerful hair gel, black lipstick, black eyeliner pencil (it's quite probable that I have a bunch of these already in my satchel...) and white mascara.
$120,000, B-movie World
CDs of Dar Koni/English Dictionary and Bible
Sunblock SPF12
4 sledgehammers, 2 crowbars, 4 box-cutters, bolt-cutters and an assortment of other useful tools (multi-screwdriver, pliers, portable drill, hammer, hacksaw.
Basic camping supplies (tent, sleeping bag, stove, pots), stock of non-perishable food
Large mason jar of river water
litmus paper
baking soda and a cake mix
Smaller mason jar of mutogenic potion
digital camera
T-Shirt with "Dol Nacht" printed on it
Goth Band "The Godzillas" propaganda (T-shirts, stickers, buttons, CDs)
Stage 4
World List The Postman
Quest for the Vorgo
Tropical Vacation
Mystery of the Vorgo
B Monster Movie World
Triverse Roma
*************
Name Pixie
a.k.a.
Attributes
Persuasion
Charisma
Animal Magnetism
Strength
Stamina
Resistance
Density
Flexibility 2@9
Agility
Hand/Eye
Intellect
Intuition
Education Level
Will Power
Averaged Attributes
Ranged Strike Value
Martial Strike Value
Target Value
Damage Value
Best Relevant Attributes
Tech
Psi
Mag
Bod
Bias
Tech
Psi
Mag
Bod
Weaknesses
Description
Skills
Tech
Psi
Mag
Bod
Equipment
Stage 4
World List (The Postman)
Quest for the Vorgo
Tropical Vacation
Mystery of the Vorgo
B Monster Movie World
Triverse Roma
****************
Name Hephalump
a.k.a.
Attributes
Persuasion
Charisma
Animal Magnetism
Strength
Stamina
Resistance
Density
Flexibility 1@4
Agility
Hand/Eye
Intellect
Intuition
Education Level
Will Power
Averaged Attributes
Ranged Strike Value
Martial Strike Value
Target Value
Damage Value
Best Relevant Attributes
Tech
Psi
Mag
Bod
Bias
Tech
Psi
Mag
Bod
Weaknesses
Description
Skills
Tech
Psi
Mag
Bod
2@8 Walk 4.5 mph B1@4
2@7 Lumber 15mph up to 1 hour B1@6
Equipment
Stage 2
World List (The Postman)
Quest for the Vorgo
Tropical Vacation
B Monster Movie World
Triverse Roma
*****************
Obviously there are still a lot of gaps; please update anything that you think needs to be addressed.
Thanks.
--M. J. Young
his numbers include 5@10 bias+10@ world bias+2@2 BRA-6@1 heal damage to self=22%, failure.
MJ, I think you goofed on the math there. I remember I had a 21% chance of pulling that off in a flatline bias. This is a 10@ bias. A 10@ bias gives me more than one extra point, doesn't it?
John, I don't remember the circumstance you cite, but I think it may be because you said it was a 5@1 skill and I didn't check--and when I did check, it was a 6@1 skill. A 10@ bias gives you +10 in skill learning (as against a 0@ bias), so that compensates for the level difference. You may have picked up an intensity in your BRA since then, which gives you the extra point.
--M. J. Young
OK, let me try this again.
his numbers include 5@10 bias+10@ world bias+2@2 BRA-6@1 heal damage to self=22%, failure.
If I'm reading this right, that's 60 for the 5@10, plus 10 for the world bias, plus 22 for the 2@2 bra. That adds up to 92, minus 61 for the 6@1 skill, is 31% chance of success. If I'm wrong, feel free to explain how.
Two Posts
Plus, if you count Oak's example, then that adds at least 11 to it. So, I actually have a 42% chance of making it. I'm so close, with a botch on the math, why not be nice and give it to me?
Plus, there's the off chance that Oak rolled it at 1@3, so I might have in fact legitimately made that roll.
You are correct; I added incorrectly, and was off by 10, so it was 31%. However, you cannot cite Oak's skill as an example because you never observed how he did it in terms of the mental process he used, and he never described it to you. Thus you do not have an example, only the knowledge that someone succeeded at this somehow.
Let me see if I can get through posts from Maxx, Harry, and John 2.
Maxx rolls 37 on the skill he has not fully described, but I've got a pretty good idea what it is. It will be a P3@1 Detect Thought variant with a +10SM for the limitation that it gives a vector to a specified known mind--that is, it is a locate person that works by finding the direction to their telepathic frequency. With that +10 SM, his 3@4 bias, a 1@9 SAL, and a 15@ psi bias against a 3@1 skill, we're in there for 1@1 Locate Telepathically Known Person P3@1 detects the direction of a specified mind provided that mind is known telepathically to the user, +10SM.
We'll reach a month in a bit.
Harry gets a 14 GE on finding someone who can play the part of a sailor.
John 2 rolls 42 on his psionic healing attempt, which as just explained is too high a roll still, so that's not going to work. Of course, there are medical services in the mall.
--M. J. Young
I see posts from Brock on his thread with Van-Eric, Maxx, John 2, and Graeme--and a clock that tells me I need to get out of here and come back later. That happens. Hopefullly I will be back later. If not, well, maybe I can get here tomorrow--but there's a chance that my computer will go out for a bit of maintenance tomorrow, maybe into the next day, so don't hold your breath.
--M. J. Young
I don't know how far I can get, but let me begin with Brock and continue with Maxx, John 2, and Graeme, if I get that far.
Brock is going to explore the cave, such as it is.
I'm taking Maxx to the beginning of his second month.
John 2 is being treated by a medical robot.
Graeme is getting oriented to his new world.
--M. J. Young
Don't forget me! I totally made it in before deadline. Really...
