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Corporia open playtest - Chapter Four (assets/spells)

Started by Mark Plemmons, November 09, 2012, 03:07:53 PM

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Mark Plemmons

Okay, here's Chapter Four: Assets! This covers 'talents'/'edges'/etc, including spells and spellcasting.

If you want to go back and see the previous chapters, they are posted as:

Chapter One: Basic Rules
Chapter Two: Human Resources
Chapter Three: Expenses

===========

Assets are optional backgrounds and supernatural talents. Each costs a set number of points; Bravado costs 1 point, Hack costs 5 points, and so on as noted. Deduct these points from the amount awarded in Step Three of character creation (page XXX).

All characters have 10 points to spend on general assets. Gifted characters also have 5 points to spend on supernatural assets, and Fluxed character have 10. These can be spent during character creation or saved to spend later, but can only be spent on assets. Save them for later if you want to start playing more quickly, or just want to try out a character concept first and see what assets might help the most.

GENERAL ASSETS

BEATIFIC (2)
Your character's innate connection with the Flux gives him the angelic aura of a saint. He receives a +3 bonus to any Influence checks to calm a situation.

BRAVADO (1)
If your character fails his Valor check in the face of overwhelming danger or supernatural
horror, and chooses to stand his ground instead of doing the smart thing and fleeing, he can attempt to defend himself if attacked (instead of losing his entire next action). He does not gain additional Valor for doing so.

CONVICTION (3)
Your character believes so strongly in his cause that he can ignore the first wound he receives in combat. The next wound he receives counts as his first wound instead, and so on.

DETECTIVE (3)
Normally, it costs a character 1 Flux Point to add a 1-point bonus to a check. Characters with this asset receive a 2-point bonus per 1 FP spent—but only on investigative type checks. For instance, a character might gain this bonus on Instinct checks to identify relationships between objects, sense motives, spot clues, and sense trouble. This bonus also applies on Humanities and Sciences checks that involve research and investigation (e.g., delving into records to discover whether an antique is a fake, using a laboratory to determine the nature of a strange 'ectoplasm', and so forth. This asset is most popular among Badges and Journos.

FORTITUDE (4)
Your character heard the phrase "Never give up – never surrender" somewhere, and it stuck. If your character is wounded in combat, you may then start to add 'X' to his melee attacks, where X is the number of wounds your character received in this combat. Additional wounds suffered increase the bonus, but once the combat ends, so does the bonus. Wounds remaining from previous combats do not apply.

FUNDING (VARIABLE)
This asset shows how much money a starting character has available to him in cash and credit. Suits (and other characters with 'day jobs' outside of the Knightwatch) may continue to receive this same amount annually, if the Director agrees, though you should expect your character to have to work for it! Check with your Director to see how he or she wishes to handle Funding in your campaign.
1 FP: $25,000. Individuals in this category usually belong to the poorest 10% of
the work force. This category is common among Radicals, poor Zeroes, and Drones
with illegal income. Drones cannot have funding above than this level.
2 FP: $45,500. Characters with these funds are probably in the bottom 20%. Zeroes, runners, and radicals are usually in this category.
3 FP: $55,300. This character is slightly better off, in the bottom 25%. Zeroes and
Runners are common here, as are some Journos.
4 FP: $135,200. These individuals are usually in the middle 33%. Hackers and
junior executive Suits usually start here.
5 FP: $152,400. This character is probably in the middle 20%.
6 FP: $190,500. These characters will likely be in the top 25%.
7 FP: $226,100. Individual with this rating are likely in the top 20%.
8 FP: $410,500. This character is in the top 5%. Powerful Suits and expert Headhunters
are usually in this category.
9 FP: $614,500. An individual with this rating is in the top 1.5%. A select number
of senior Suits are in this category.
10 FP: $860,300. These characters are in the wealthiest top 1%. The most powerful
executive Suits are common here. Salaries higher than this do exist, but only
among the richest NPCs.

HACK (5)
With this asset, a character can attempt to breach the security of electronic devices, from simple handheld pads to elecronic door locks to powerful security systems, routing data or freezing screenshots in order to avoid detection. If it's got electronic components, a [KNO + Sciences: Computer] check can probably breach it. Sample TNs are for onsite hacking attempts where the character can directly interface with the target computer. Attempts from a remote location should have TNs at least two steps higher (e.g., TN 13 instead of TN 9).

LADY LUCK (4)
You get one free re-roll per session, which can be used on any check you make. You may choose to accept the result of either roll.
LIONHEART (1-5)
A character with this asset keeps his grace under pressure. Each Flux Point spent on this asset improves your character's Valor checks by +1.

MAGICA POTENTIA EST (4)
For each point of MGK, the character receives an equivalent defensive bonus versus guns and energy weapons. For example, a character with MGK 3 receives a 3-point bonus against Firearms checks (except for bows) and against Getting Medieval attacks with raypiers. (Com/Bats are just considered metal clubs, not technology). However, there is a % chance that any piece of technology he attempts to use does not respond for him (where % = the bonus x 10%). Thus, there is a 30% chance that any piece of tech (EyePhone, gun, car, vending machine, etc.) will not function for a character with MGK 3, though no one else seems to have the same problem.

MASTER OF RED TAPE (2)
This character has a flair for navigating the labyrinthine corporate structures and paperwork of The City, giving him a +2 bonus on all Business checks.

NETWORK (VARIABLE)
A character's network is composed of friendly NPC contacts, such as family, friends, acquaintances, or business associates within the character's profession. How easy it is to reach one of these NPCs, how trustworthy they are, and the reliability of any information they can provide, is up to the Director.
It's best to talk with the Director and define the exact Flux Point cost, as well as who these contacts are, before you start your first adventure. You don't need to necessarily name each one and define their exact relationship to your character, but you should know their occupation and roughly where they can be found. Some FP guidelines for this asset are listed below.
2 FP: Two minor contacts (e.g., Zeroes with no other significant friends or family)
4 FP: Four minor contacts, or one moderate contact with a small network of his
own (e.g., gang member, Radical, Runner, family member)
6 FP: Six minor contacts, or two moderate contacts, or one major contact with a
moderate network of his own (e.g., Journo, Badge, Headhunter)
8 FP: Eight minor contacts, or three moderate contacts, or two major contacts
10 FP: Ten minor contacts, or four moderate contacts, or three major contacts, or
one power broker (e.g., a character in charge of his own large network, such as a
wealthy Suit or high-ranking Badge, who may be able to occasionally bail your character
out of serious trouble).

NULL (1)
A character with this asset permanently loses his personal connection to the forces of magic. This gives him extra potency elsewhere, but he suffers greatly for it when facing magical foes.
You may take your character's MGK value and redistribute it to any other core values (max +1 each). For instance, if Shane's character has MGK 2, Shane must first reduce this to 0. He can then add 1 point to two other core values, such as changing STR 3 to STR 4 and WIT 1 to WIT 2.
Null PCs become invisible to any magical scrying device (such as a crystal ball) or tracking spell, but can no longer use their MGK score to resist magic spells, nor can they ever become a 'caster. They also cannot gain any bonus from magical weapons or use any other magical items. For example, the null character can swing a magical sword as easily as a normal sword, but any bonus attack, bonus damage, or other special ability of the sword does not function while in his hands. Other types of magical items, such as a ring of dispelling, do not function for the character.

PONDEROUS (3)
This asset provides a +2 bonus on any two Knowledge-based skill checks.

PRUDENT (3)
Your character is reluctant to take unnecessary risks, and keeps his eyes and ears open for signs of danger. This asset provides a +2 bonus on all Instinct checks, as well as a 2-point bonus on surprise rolls (see pXXX).

SCIENTIA POTENTIA EST (4)
Knowledge is power, and perhaps nowhere is this more true than for characters with this asset. For each point in any Science skill, the character receives an equivalent defensive bonus on opposed checks versus MGK. For example, a character with Chemistry 2 receives a 2-point bonus to resist or avoid an opponent's MGK check. However, he also suffers an equivalent penalty on all checks that involve using a magic item (attacks with a magic sword, for instance).

SINGLE-MINDED (VARIABLE)
A character with this asset has specialized in a particular skill. You may purchase a +1, +2, or +3 bonus that applies to any skill. Each +1 costs 2 points (so a +2 bonus costs 4 points, and a +3 bonus costs 6 points). You may purchase this asset multiple times, but each purchase must apply to a different skill.

STREET FIGHTER (4)
Characters with this asset are skilled in the art of dirty combat and know exactly where to strike in order to inflict the most damage. This asset provides a +X bonus to all damage rolls on unarmed (or blunt weapon) attacks, where 'X' is equal to the character's KNO score.

TRACEUR (1-4)
Your character has honed his spatial awareness and his body to traverse a route over the most direct path. Each Flux Point spent on this asset improves your character's Athletics skill by +1 in regard to Move actions only.
For example, let's say that Kim Wu has Athletics 3. Normally, a single Move action allows him to walk [Athletics] x 5 feet (see pXXX). Purchasing this asset at 1 CP allows him to walk [Athletics + 1] x 5 feet. Buying this asset at 2 CP allows him to walk [Athletics + 2] x 5 feet. And so on.
This asset improves all types of Move action distances simultaneously. For instance, Kim Wu gains this bonus on walk, jog, run, sprint, long jump, high jump, and climb movements.

WALL RUN (2)
A character with this asset can use a Move action to run parallel to the ground on a wall or similar flat vertical surface. He must end the Move action standing on a horizontal surface, or follow it up with a second Move action (climb, jump, or a second wall run) appropriate to the environment, or fall.
The character must be unencumbered with no unwieldy armor or shield. (Blur suits, suit weaves, energy shields, and similar items are not encumbering.) A character can further extend his wall running distance with the Traceur asset.

WEAPON MASTER (3)
This character has devoted himself to one particular type of ranged or melee weapon (e.g., dagger, short sword, pistol, etc.), giving him a 1-point bonus on all attack rolls with it.
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Mark Plemmons

#1
This post lists the supernatural assets. Sample spell tables will appear in a later post in this thread (since I still have to convert their current table appearance...).

=============

EDIT: I've removed this post, since the rules have since changed a bit, and I hope to have the Kickstarter ready to go fairly soon (2+ months).
Want to play in a Korean War MASH unit? MASHED is now available! Powered by the Apocalypse.
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Mark Plemmons

Here's the start of the Spells. The spellcaster section is designed as a 'technical report' from Globex, one of the largest mega-corps. Here's the first part, before the sample spell lists.

==========================

COVER
THE HALL-ADAMS ENERGY INITIATIVE
Applying the secrets of nonscientific causal effects through quantum energy resonance to establish a privately held and infinitely renewable energy resource.

FINAL REPORT

FOREWORD
We are pleased to present the Hall-Adams Energy Initiative (HAEI) policy
recommendations for strengthening the protection of Globex Power assets and unleashing the innovation of our scientists and creative thinkers to exploit the next generation of energy.
The HAEI incorporates extensive research and analysis, and provides a clear framework for further quantum energy resonance research and its manipulation of nonscientific causal effects, being referred to henceforth as 'arcane' energy. The HAEI reflects a proactive, flexible, and balanced approach in response to changing environmental conditions and the (re?)emergence of this new(?) energy resource.
The effect of arcane energy resonance as an asset class is causing greater volatility in the security and scientific markets, making it essential to deepen the analysis and understanding of the behavior and determinants of arcane energy resonance, as well as the linkages between current and historical activities.
Under your leadership, we can achieve the objectives of the HAEI by establishing the eight recommended disciplines (see following pages) as official company studies under a new ArcanoScience team and working with the Board of Directors to launch the framework for this immensely profitable new market.

Sincerely,
Simon Hall, Director
Megan Adams, M.Sc.

MANIPULATING ARCANE ENERGY

TEST SUBJECTS
Recent studies undertaken in GP Research, Development, and Demonstration Lab 4 (see accompanying scans) indicate a connection between brain function lateralization and the arcane energies a test subject can best manipulate.
Lefthemisphere dominance shows a distinct unconscious preference for what we have categorized as 'witchcraft' while righthemisphere dominance is towards the 'sorcery' disciplines. This is proven in 81% of test subjects. Corpus callostomy greatly reduced arcane ability in 97% of available subjects and is not recommended for further study.
The best test subjects were 'creative' types (e.g., radical architects, avantgarde composers, surrealist artists, and 'hard' sciencefiction writers).
Further studies are forthcoming.

CASTING & VISUALIZATION
Of the test subjects, 89% have indicated that the emission, or 'casting', of a particular type of energy is strongly associated with handedness and finger position. In these subjects, witchcraft 'spells' appear strongest when certain gestures are manipulated with the right hand, and sorceries with the left hand. This seems to be an unconscious action on the part of each subject.
Current studies indicate that the primary energy flow may be channeled from a 'morphic field' resonating through the subject's brain, and out through the hands. If we indeed visualize the hand-brain connection as a manipulator of a particular energy, with each finger-brain connection acting for one of the four disciplines, this could indicate that the thumb-brain connection serves as a regulator of this so-called 'Magick.'
Further studies are scheduled.

FOCUSES
Short, straight rods composed of wooden or other materials, or 'wands,' allow subjects to regulate the energy flow and direct a seemingly pure stream of this energy flow at a specific target. Though not required for normal spell casting, the material composition of the wand can alter the strength, transmission distance, and other aspects of the energy. Research is underway and results will be released in a forthcoming supplement.

LIMITATIONS OF ARCANE ENERGY

DAILY LIMITATIONS
A test subject's natural limit of spells per day is equivalent to his MGK. Persuasion to push the subject beyond this limit indicates a morphic resistance that grows with each casting. A failure to exceed this resistance causes mental feedback and a minimum 10second inability for further casting.

DESCRIPTORS

THE ✪ SYMBOL
The ✪ symbol is shorthand representing a test subject's combined casting power within the discipline referenced. For instance, when a Technomancy spell mentions a distance of "✪ feet", it means a number of feet equal to the caster's [MGK + Technomancy] total.

TARGET NUMBER (TN)
To successfully summon forth arcane energy, the caster's combined ✪ and Flux roll (the latter being shorthand for a formula representing the randomness of sixthdimensional space) must be greater than or equal to the Target Number.

SPELL NAME
To aid participation, the scientist or test subject that discovers a specific manifestation of arcane energy is allowed to name it.

RANGE
A spell's range defines the maximum transmission distance from the caster that arcane energy can originate. In other words: how far the subject can hurl a spell, or how far away he can cause a spell effect to appear.

TARGET
Each spell requires a focal point, be it the caster, an object or person, or an area of space. Spells that may be cast on other persons may also be cast on one's self. Living targets may resist spells with their natural [MGK + MTL] or [MGK + WIT].

DURATION
Duration is how long a spell lasts, unless the caster chooses to end it prematurely. A 'turn' is roughly equivalent to 10 seconds, and a 'round' is a variable number roughly equivalent to 10 seconds multiplied by the total number of turns.
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Mark Plemmons

Hey all! Sorry I haven't followed up on the rest of these posts in a while. Real life has taken over, with home renovations and a baby on the way, but I hope to get the next tables/post ready soon.

Those of you who are interested in playtesting can still contact me for the PDF version, though.

Thanks,
Mark
Want to play in a Korean War MASH unit? MASHED is now available! Powered by the Apocalypse.
____________________

You can also find my work in: Aces & Eights, Baker Street, Corporia[/URL], D&D comics, HackMaster, Knights of the Dinner Table, and more