Monday, January 09, 2006

Spell Schedules
Translocation

Translocation

"So ya wanna cast a spell...you know any? Ya mean nobody tolja? Well, you've come to the right place."

"Welcome to Chaundrie's Last Spell Emporium! Home of the distelfink and the blejhudri. All forms of payment welcome! What can I do for you?"

"Need to 'get out of town' in a hurry? No problemo, let me show you our fine selection of Translocation spells, better known as the Velocity, Motion, or Speed Spell Schedule; right this way and excuse the clutter. (The landlord is making a few improvements to the property....)"

"Ah, here we are. Wouldja take a look at these...."

TRANSLOCATION
  1. Emtombment, Invisible Agent, and Summon

  2. Invisible Butler, Magic Circle, Stasis, Superior Flight, Teleport Any, and Pass through Any

  3. Animation, Banish, Dancing Weapon, Extra Hands, Flight, One Way Portal, Removable Hole, Suspended Animation, and Teleportation

  4. Catfoot, Crash, Freeze in Place, High Speed, Launch, League Steps, Levitate, Pass Lock, Poltergeist, Reverse Missile, Tempus Fugit, Winged Blade, and Walk on Air

  5. Bond, Deaden Appendage, Deflect, Fall of the Feather, Fetch, Fling, Float, Ground, Haste, Inferior Levitation, Leap, Like a Fish to Water, Marathon, Monkey Climb, Open, Rider, Quick March, Rooted Feet, Slow, Stealth, and Walk on Water

  6. Beach, Breakfall, Catch, Climb, Cling, Clumsiness, Dislodge, Drag, Filch, Fleet of Foot, Free, Fumble, Guide, High in the Saddle, Hinder, Juggle, Jump, Land, Leaden, Lighten, Lightfoot, Quick, Quickdraw, Rustle, Sink like a Stone, Skate, Spasm, Stop, Swim, Tarfoot, Toss, Trip, and Turnabout
"Okay, to use a spell, first you indicate the subject; that's who or what the spell is to be cast upon. Next you check whether the spell you know and the power you have available for it are suited to the task. What? No, no; spells don't really use any of your Power, it's more like you spend it and get it right back (well, provided you don't really blow it). So yes, you have to have 'enough Power' to cast each one."

"Anyway, if your spell isn't quite right for the situation, don't fret; you can make 'field adjustments' to it. Need to affect more? Up the power. Need to affect lots more? Burn a few Power points. Need to extend your range? The same. It goes on like that; really, spells aren't as 'locked in' limited as everyone seems to think, you can get rather creative if the need is there. The only basic rule of thumb is 'you can turn up the power, but you can't turn up the finesse.'"

"Once you 'know what yer getting into,' it's as easy as rolling dice (and somewhat as random, magic being what it is). Why, if yer really good at this 'game' ya can swing kharma in yer favor too, but that's mostly a matter of experience."

"Now, sometimes when things are going really good and yer pretty sure you 'got off a good one,' you have a little 'play' you can do with the effects. For example, let's say you burnt a few Power points ramping up the amount you can affect, you can get those back now, if'n you cast a real good one. You can also extend the duration or magnitude of the effect too. The rule of thumb here is 'finesse can be turned into Power, but not vice versa.' Careful though, you waste too much piddling with the details and you might leave the spell weak when it comes to undoing or overpowering it. (Like an illusion, ya want those to stay as good as ya can get, they fool more people that way. Did I say you'd be trying to fool people? A thousand pardons, sir!)"

"Course, here too you can get a little more oomph out of a spell if yer experienced in the right way. (Knowwhatimean?) After that, it's all a matter of watching the effects 'take.' Couldn't be simpler; why even animals can be taught such effects. (No sir, I didn't mean to imply anything, sir. Did I mention we're having a special today?)"

"What's that? You've heard enough about spellcasting? Okay, let's talk terms...ya can have any spell ya like on the list. Pay its Rank in points and I'll throw in one spell free from each Rank below it."

"Expensive? Well, how about this, take any spell over Rank three and I'll toss in some bonus spells. Say an extra first Rank when you buy a fourth, an extra second and two extra first when you buy a fifth, and the '1-2-3 deal' of third, second, and first (respectively), when you buy a sixth. Howzat sound? I know the value of a point around here, I does."

"Hard to follow? Lemme 'splain; let's say you decide to buy Stasis. It costs 5 points, but for no extra points you get to pick, lessee, Dancing Weapons, Catfoot, Fall of the Feather, and High in the Saddle. And just because I like your face, I'm gonna throw in three bonus choices and you could pick Deflect for the second Rank, with Filch and Trip for first. That's a total of 8 spells for just 5 points; now that's value!"

"What? You're not interested in all those 'cascades?' Sir is obviously versed in spell schedule terminology. (Why do I get all the knowitalls?) Okay, since you obviously qualify, how about our optional 'savant' package; you get just the one spell for one point less than the Rank. You could get Summon for only 5 points; but I highly recommend going with the 'full package.' Imagine the consequences of a full demon Summoning with no Magic Circle to protect you, sir."

"You want to know what Rating you'll be getting these spells at? [Cough!] Ahem, that would be...well...a descending series starting at 12. [Cough, cough.] What? Um, no; starting at the first Rank. (That means Stasis would be 8, Dancing Weapons at 9, Catfoot for 10, Fall of the Feather is 11, and High in the Saddle would be 12; the same goes for the bonus spells.) Really, it's a bargain; remember, it only takes one more point to raise any Rating a point. It's really not that bad."

"Oh, excuse me. There's someone at the door (I don't remember locking it), why don't you look around a bit while I see who it is."

"What? You want to know how the spells are arranged on the schedules? Now? Well, it's pretty simple; take a look. 'It's always harder to create than destroy, but permanence will cost you extra;' a little 'rule of thumb' humor there. You can see certain 'threads' running throughout the schedules. For example, Flight obviously has the descendants of Walk on Air and Crash. Crash descends to Ground and then Land, but Walk on Air not only descends to Fall of the Feather (which in turn goes to Breakfall) and Leap (which in turn goes to Jump) but also to Walk on Water (which ties in, not only Swim, but all the water-borne spells on this schedule)."

"It's like that all up and down this spell schedule and on every other one too, not that this affects you ability to choose in any way. Notice how there are more spells at the lower Rankings? That affords multiple cascades to be purchased off the same spell schedule."

"Now, this shouldn't take more'n a coupla years ta learn, and cheap at that price."

"What? Ya need ta know it now? I have other customers you know, like those fine gentlemen in the uniforms only just comin' in me front door."

"Really? Hmm.... Well, I think I might be able to scare up a 'quick-learning' spell, if the price is right."

"You do? You have? Well, why didn't you say so; right this way, sir! (Like I said, all forms of payment are accepted here....)"

Afterward

First a little terminology:
Player
A person playing a specific character or characters.

Gamemaster
The person who facilitates play amongst all the Players. They play many characters, but none is specifically theirs.

Character
Any Agent of Action within the game. Usually thought of as being capable of making decisions themselves within the context of the game.

Persona
A character when played by a player.

Proprietor
The person who 'owns' a thing in the game. The Player is the Proprietor of their Persona. This means no one else may perform an Action on that Persona without at least the tacit agreement of its Proprietor, its Player. Proprietorship may only be transferred intentionally and can never be assumed.

Agent
Entities within the context of the game are called Agents when they execute Actions. There are two kinds of Agents in Scattershot, Actors and Effects. Actors are the Users of abilities and Effects are how abilities work. For example, a spellcaster is an Actor and the fireball is the Effect. The Actor sends the Effect to the Subject with an Action. Effects are generally short-lived.

Action
The process of using an ability.

User
Whoever performs an Action with the ability. Usually the Proprietor of the User determines the Effect (and rolls the dice when necessary).

Subject
The thing which an ability affects.

Engagement
Whenever something affects a character, its Proprietor is Engaged. This is important in terms of whether the subject is able to react. Since you cannot affect a subject without its Proprietor's consent, this engagement is mandatory.

UE
The Abbreviation for the Universal Equivalency Chart, often called the UE Chart or simply referred to as 'Huey.' The UE Chart indexes all manner of units according to the number of Points applied to them. A "UE of Material" would be the amount of material, measured in pounds, affected by the number of Points indexed on the UE Chart.

Points
Everything in Scattershot is measured in Points. Whether Damage, Skill, or Effect, every Point has exactly the same value as any other Point. (This makes conversion simpler.) Many times an Effect is rated by the points in a Magnitude Stat of a character.

Rating
A number calculated for each ability at the time of Character creation.

Stat(s)
The Statistics that are used to measure a Character. Basic Character Stats are also called the SAHROP (Strength, Agility, Hit Points, Reaction, Observation, and Power).

Magnitude
Any Rating that indicates the most amount that can be affected, usually indexed on the UE Chart for understandable units.
Spellcasting

For those who want more explicit instructions, here's the low-down. To cast a spell, follow the Basic Mechanix:
  1. The User of the spell indicates Subject(s) according to normal targeting modifiers.
  2. The User's Proprietor then calculates any additional modifiers desired, especially if they wish to have specific effects different than listed (a rare but potential occurrence).
  3. Combine all these modifiers with the spell's Rating. (Really, you probably won't do any of this outside of the Advanced Level of the Mechanix.)
  4. Subtract a standard roll (that'd be the sum of 2 ten-sided dice rolled together) from this modified Rating to get your MIB number.
  5. If positive, you may burn MIB points to alter the outcome, if you like.
  6. If negative, you may add Challenge retroactively in order to raise your MIB.
  7. Finally, apply the resulting Effects to the Subject.
  8. At any point in the above, starting when the dice first hit the table and ending when the effect is applied to the Subject, feel free to add or subtract the totals of any number of Experience Dice rolled (even taken one at a time, call this 'seasoning to taste'). This goes for anybody watching too.
How Do You Get Them?

When first making up a Persona, here is the Basic purchasing routine:
  • Pick one spell.
  • Pay the Rank in Points.
  • Select 1 bonus spell at each descending Rank below that one.
  • If the spell is Rank 4 or higher, take 1 extra spell at 3 Ranks lower, 2 extra at 4 Ranks lower, 3 extra at 5 Ranks lower (and so on). Therefore taking a Rank 6 spell results in 11 'cascading' spells.

    If you don't want these 'cascades,' take a 1 Point rebate for only purchasing only one spell.
The 'Base Rating' is equal to 13 minus the Ranking; so a 6th Rank spell starts off with a Rating of 7 (Rank 5 spells start at 8, and so on; it lists them below). Any spell 'doubled' (taken twice) gets a bonus of 1 Point to its Rating. You may spend as many additional Points on these Ratings as you desire (per the normal 1 for 1 ratio; remember, you cannot 'get Points back' in any way, even by lowering a Base Rating).

These are only the Basic spell purchasing rules and none of the spell customization material is included. I'm saving that for future columns and articles. Many of these spells will probably appear on more than one schedule depending largely on how the reflect the various Aspects and Essences of magic in the Scattershot system.

The Spell List

Each spell gives a name, brief description, appropriate UE Chart Facet, and modifier notes for customization. The name is meant to be evocative of the effect of the spell; if what you want to do seems right for a spell of that name, go for it!

The brief spell descriptions are meant to be vague and open to interpretation; that's where the magic is in the magic system. The system limits 'how much' carefully, but not 'of what' that closely. This both encourages player interpretation and wonderment at the possibilities of magic.

The UE Chart Facet lists what is usually the limit on what can be affected by the spell. For example, Weight means that the UE Chart will list how many pounds of Subject may be affected. Damage is slightly different; it lists how much the RMIB is multiplied before applying the affect to the subject.

The Modifiers refer to a set of abbreviations used to create the spells based on Scattershot's 5 core extra-normal abilities. I'm going to save how spells are created from these for a later article. These are listed mostly for archival purposes (who knows, you may refer back to this column someday).

Rank 6 (Base Rating of 7)
Name
Description
UE Facet
Modifiers
Entombment
Subject buried, in Stasis, underground indefinitely
Weight
CEFLNOW++
Invisible Agent
Agent performs duties assigned by User at any distance
Time
CEFIN
Summon
User teleports Subject (of True Name) to target from any distance
Weight
EFILUW+

Rank 5 (Base Rating of 8)
Name
Description
UE Facet
Modifiers
Invisible Butler
Agent performs duties assigned by User within line-of-sight
Time
CEFIN-
Magic Circle
Subject is enclosed in circle barring Magic (MIBs minus UE)
Bonus
ACEFNRT+
Pass through Any
Subjects may pass through any thickness/density of material
Weight
CEFIRU
Stasis
Subject frozen as a statue in place for UE
Time
CEFLNOW+
Superior Flight
User flies (Speed set by Magnitude + 10)
Speed
CISU+
Teleport Any
Subjects are teleported anywhere user has been
Weight
EFIRU+

Rank 4 (Base Rating of 9)
Name
Description
UE Facet
Modifiers
Animation
Subject moves about as User wishes, normal flexibility
Weight
CEFINRU-
Banish
User returns extra-planar Subject (of True Name) to plane of origin
Weight
EFILRUW+-
Dancing Weapon
Subject strikes as normally used, without operator, AMIB = MIB
Weight
CEFIOU-
Extra Hands
User aided by manual dexterity of Agent, Action's MIB + UE
Bonus
CEFIMRX-
Flight
User flies
Speed
CISU
One Way Portal
Extra-planar gateway will allow Subject to arrive
Weight
CEFLR+
Removable Hole
User creates a portal through UE material
Weight
CEFIRU-
Suspended Animation
Subject sleeps without sustenance for UE
Time
CEFILNORW
Teleportation
User is teleported UE along line-of-sight
Distance
EFISU

Rank 3 (Base Rating of 10)
Name
Description
UE Facet
Modifiers
Catfoot
Subject makes no sound moving
Weight
CFISUX
Crash
Airborne Subject forced into obstacle
Weight
EFU-
Freeze in Place
Subject stopped, as posed, in place for UE (set by Magnitude - 10)
Time
CFIRW--
High Speed
Subject moves UE times normal movement rate
Multiplier
CFIRUX
Launch
Set Subjects both afloat and in slight motion
Weight
EFHNUW-
League Steps
User is able to cover UE in about 3 minutes
Radius
CEIOSUX
Levitate
Subject moves per User's desires
Weight
CFIU--
Pass Lock
User creates a portal through UE material (set by Magnitude - 10)
Weight
CEFIRU--
Poltergeist
Agent moves items per User's desires
Weight
FI-
Reverse Missile
Normal missile attack retraces its path to source
Speed
DEFRTUW-
Tempus Fugit
Subject loses UE turns for every one taken
Bonus
CFILOW-
Walk on Air
User uses normal movement rate through the air
Weight
CEFIRUX-
Winged Blade
Subject flies from User striking target AMIB = MIB
Damage
DFITU-

Rank 2 (Base Rating of 11)
Name
Description
UE Facet
Modifiers
Bond
Subject stuck, as if by glue, to Target
Weight
CFIRU--
Deaden Appendage
Touched limb of Subject at UE penalty to do anything
Damage
DFIR--
Deflect
Normal missile attack gains UE penalty to hit
Bonus
FMRTUW-
Fall of the Feather
Subject falls too slow to be hurt
Weight
CFHIOSUW-
Fetch
Subject flies to User's grasp
Weight
FIU--
Fling
Subject thrown from User, Magnitude is used for STR, AMIB = MIB
Unique
FIRTU
Float
Set Subjects afloat temporarily
Weight
FHUW-
Ground
Airborne Subject forced to alight and cannot fly
Weight
EFU--
Haste
User's movement rate is multiplied by UE set by Magnitude - 10
Multiplier
CFISUX-
Inferior Levitation
Subject moves per User's desires (Weight set by Magnitude - 10)
Weight
CFIU---
Leap
User leaps
Distance
ISUX
Like a Fish to Water
Add UE to Subject's swimming Rating, normal breathing
Bonus
CEFHIRUX-
Marathon
User is able to run UE without fatigue
Radius
CSUX+-
Monkey Climb
Subject adds UE to climbing MIBs
Bonus
CFHMSUWX+--
Open
Any naturally barred portal opens for User
Unique
EFIRTU-
Quick March
Subject group (up to 5) marches UE, at speed, without fatigue
Radius
CEIORUX-
Rider
User adds UE to equestrian MIBs
Bonus
CFHISUX
Rooted Feet
Subject's body is bonded to what contacts for UE
Time
CFIRU--
Slow
Subject's loses every other action for UE
Time
CFIU
Stealth
User adds UE to MIBs to sneak
Bonus
CFISUX-
Walk on Water
User uses normal movement rate across liquid surfaces
Weight
CEFINSUX--

Rank 1 (Base Rating of 12)
Name
Description
UE Facet
Modifiers
Beach
Run floating Subjects ashore
Weight
FHUW--
Breakfall
Subtract UE from User's falling damage
Bonus
CFHIOSUW--
Catch
User adds UE to MIB to catch Subject
Bonus
FMSX-
Climb
User adds this MIB to climbing MIB
Unique
CFHMSUWX--
Cling
Subject (set by Magnitude - 10) stuck, as if by glue, to Target
Weight
CFMRU---
Clumsiness
Subject subtracts UE from gross physical activity MIBs
Bonus
CFMRU---
Dislodge
Subject is 'pushed over' within line-of-sight
Weight
FIU---
Drag
Subject is dragged behind User
Weight
CFRUX-
Filch
User gains Subject by mere physical contact with Target
Weight
EFHINRUX-
Fleet of Foot
User able to cover UE instead of normal running rate
Distance
CSUX-
Free
Fixed or stuck Subjects come loose
Weight
FIRTUX
Fumble
Subject drops whatever they are carrying
Weight
FIRU---
Guide
User adds UE to AMIB for Subject's aim
Bonus
FHU-
High in the Saddle
User adds UE to stay in the saddle
Bonus
CFHISUX-
Hinder
Subject is slowed as if affected by UE penalty of encumbrance
Bonus
CFMRU---
Juggle
User adds UE to Juggling MIB (handy for fumble-fingers)
Bonus
CFISTX-
Jump
User leaps (Distance set by Magnitude - 10)
Distance
ISUX-
Land
Airborne Subject forced to alight, forcing a new takeoff
Weight
FU--
Leaden
Subject's encumbrance penalty increased by UE
Bonus
CFIMRUX---
Lighten
User is not encumbered by Subject
Weight
CFIRUX--
Lightfoot
User adds UE to any movement MIBs
Bonus
CFHMSUX-
Quick
User moves at running movement rate when walking
Unique
CFISUX--
Quickdraw
Allows any action as a following action to Subject action
Unique
EFNSUX-
Rustle
Subject subtracts UE from MIBs for sneaking
Bonus
CFNUX--
Sink like a Stone
Sink Subjects (bouyant subjects will resurface)
Weight
FHUW--
Skate
User is able to skate on hard, smooth surface
Weight
CEFHINSUX--
Spasm
Subject violently twitches
Weight
FIRU--
Stop
Subject stops short, but can continue
Weight
FU--
Swim
Grants Subject ability to swim as is (MIB = UE)
Bonus
CFHIRUX-
Tarfoot
Subject's movement penalized as if on sticky/in deep snow by UE
Bonus
CFMRU---
Toss
Subject thrown randomly from User, STR is Magnitude - 10
Unique
FIRTU-
Trip
Moving Subject trips, stationary one slips and falls
Weight
FMU---
Turnabout
Subject suddenly faces direction per User
Weight
FU--


The Translocation spell schedule has also been called the Velocity or Motion schedule. It is the Impetus Aspect of the Locus Element. There are 7 Aspects to all things in Scattershot, Essence, Power, Nemesis, Organism, Impetus, Capacity, and Manifestation. There are 5 Elements as well, Extant, Locus, Pneuma, Ren, and Singularity. These 5 Elements also match up with the 5 fundamental forces (Strong Nuclear, Gravitational, Magnetic, Electric, and Weak Nuclear), the 5 states of matter (in Scattershot; Solid, Liquid, Gas, Plasma, and Ethereal or the 'classics,' Earth, Water, Air, Fire, and Ether), as well as the 5 mythic metals (all chemically Iron or Ferrum; Magnetite, Fizloy, Necrosium, Heurite, and Iridescium). This is the basics of our 'compact' metaphysics system; all of which will be explain in future articles. I'll take up the Elements article next issue.

Fang Langford

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