Spell Schedules Translocation
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
"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:
For those who want more explicit instructions, here's the low-down. To cast a spell, follow the Basic Mechanix:
When first making up a Persona, here is the Basic purchasing routine:
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)
Rank 5 (Base Rating of 8)
Rank 4 (Base Rating of 9)
Rank 3 (Base Rating of 10)
Rank 2 (Base Rating of 11)
Rank 1 (Base Rating of 12)
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
"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
- Emtombment, Invisible Agent, and Summon
- Invisible Butler, Magic Circle, Stasis, Superior Flight, Teleport Any, and Pass through Any
- Animation, Banish, Dancing Weapon, Extra Hands, Flight, One Way Portal, Removable Hole, Suspended Animation, and Teleportation
- Catfoot, Crash, Freeze in Place, High Speed, Launch, League Steps, Levitate, Pass Lock, Poltergeist, Reverse Missile, Tempus Fugit, Winged Blade, and Walk on Air
- 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
- 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
"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.
For those who want more explicit instructions, here's the low-down. To cast a spell, follow the Basic Mechanix:
- The User of the spell indicates Subject(s) according to normal targeting modifiers.
- 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).
- 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.)
- 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.
- If positive, you may burn MIB points to alter the outcome, if you like.
- If negative, you may add Challenge retroactively in order to raise your MIB.
- Finally, apply the resulting Effects to the Subject.
- 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.
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.
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
0 Comments:
Post a Comment
Subscribe to Post Comments [Atom]
<< Home