Matrix Magic Plug-In for Fuzion™ by Bob Greenwade Edition 2.1

Matrix Magic Plug-In for Fuzion™ by Bob Greenwade Edition 2.1

Matrix Magic Plug-In for Fuzion™ by Bob Greenwade Edition 2.1 This is a Plug-In system for the Fuzion game system, based usually based on WILL×10 and recovers at the same rate as END. on a magic system I had in a home-brew game system I cooked If a Mana (MAN) Characteristic is available, then any given Spell up many years ago (the early 1980s). The system was called Component may work off either END or MAN, or some other Fantastic Adventure, but I initially decided to call this the T‘ran source, as defined when it’s learned. (More detail will be given on Magic Plug-In, after the world in which that game was set. this later on.) Phrases such as “the caster’s own energies” then T‘ra (pronounced TEE-rah) was a world vaguely similar to refers to either END or MAN (or any other similar Characteristic Earth, though it was decidedly different in many ways. that the GM may wish to use). In fact, some GMs who use the Somewhere in the distant past, some 3000 years ago, an optional Humanity stat (HUM) may allow its use as spell fuel, Occurrence had taken place that had altered certain geographical though the effects of this should be considered carefully before it’s features, destroyed much of the high-tech civilization that existed done. at the time, and unleashed magic on the world. Those are, in fact, Of course, since END recovers according to the Recovery the only details of the Occurrence which survived to the time of the (REC) Characteristic — as do MAN and HUM, unless the GM has PCs. Elves, Dwarves, and similar people lived among men, as did a separate mechanic for those — that Characteristic will be used a number of sentient species that would look to use like as well. anthropomorphized animals. This was a rough-and-tumble world, On the whole, this is not an appropriate Plug-In for Instant with as much post-Apocalypse and Wild West to its atmosphere Fuzion, though it could be adapted. as high fantasy. And it had its own method for doing magic — one which cried out for its own system. New Skills At the time, the only way I could see to use such a unique magic system was to create my own game system from the ground up. As it turned out, most of that game’s systems stank; The following Skills should be added to (or modified in) any only the action-management system (which used an extension of campaign which uses the Matrix Magic Plug-In: the concepts behind Hero’s SPD chart) and the magic system were Artisan: An Artisan Skill is similar to a Professional Skill, smooth enough to warrant continued survival. except that it’s based primarily on TECH (rather than INT) and Now, with Fuzion, one can build sub-systems (aka Plug-Ins) allows the character to make things. Examples of Artisan Skills as needed. This, at last, was an opportunity for the Fantastic that are particularly appropriate to this Plug-In include Alchemist, Adventure magic system to be resurrected without re-launching Crystal-Cutter, Glass-Blower, Lapidary, Metalsmith, Stone-Carver, (not to mention re-creating) the entire system. Of course, some of and Woodworker. Artisan may still be used with INT like a the specifics needed to be drawn from existing Fuzion plug-ins; Professional Skill, to give the character knowledge of the where they wouldn’t disrupt the “feel” of T‘ran magic, rules have procedures and terminology of the profession, though at +2 DV been adapted from existing magic and powers Plug-Ins (such as (compared to the DV of gaining the information with a the Power Plug-In from Champions: The New Millennium, Jason Professional Skill). Dour’s Heroic Abilities Plug-In, Mark Chase’s Atomik Magick, or Manifestation: This is normally used as a bonus to the Use even the Hero System Rulebook™!). Magic Skill (below). Normally, a magician will know only one Since its origin (and its posting in Beta Format), this Plug-In Manifestation (see below for a list of manifestations), and uses has been adapted for use in other fantasy worlds, and so a new the Manifestation Skill when using Basic Components using that name has been called for. Part of the original concept was that a Manifestation. A Manifestation Skill may also be used by itself, “spell” is referred to as a “matrix” (even though in this text it’s still based on INT, to give the magician information on what his spells called a “spell”), and so this Plug-In is called the Matrix Magic can do beyond their obvious abilities. Plug-In. Spell Creation: This Skill, which is based on INT, is used by So, here I present the Matrix Magic Plug-In for Fuzion. a magician to put Spell Components together into full Spells. This procedure is discussed in detail later on. Regarding Characteristics Use Magic: This is similar to the Use Power Skill used in Champions: The New Millennium and other superheroic titles. Essentially, it enables the magician to cast spells. When casting any spell, the magician bases this Skill on TECH; however, certain This Plug-In makes primary use of two Primary other functions may be based on other Characteristics. For Characteristics — TECH (mostly) and INT. instance, when learning a new Component or formulating a new The Matrix Magic Plug-In should only be used in Fuzion Spell from known Components, Use Magic would use INT. This campaigns where the Endurance (END) Characteristic is used also represents the use of the Magic Language (again, using INT) (with a base value of CON×10). Where references are made in the for purposes other than casting magic; while the language is text below to “the caster’s own energies” (or some similar phrase), useless for everyday conversation, instructional writings are it’s referring to END. possible. This is also the Skill to use when making attacks using However, this is left deliberately vague because some GMs magic, in this case basing the Skill on REF. may wish to utilize another figured Characteristic, Mana, which is Using Magic Using a spell which has one component takes one action. though the presence of MAN in a campaign shouldn’t preclude the Using a spell which has two or three components takes two use of END if that’s what a magician wants to use. actions. Every two additional components to the spell takes one Similarly, some GMs may allow HUM to be used as spell fuel, additional action. though as noted above the consequences of this should be To cast a spell requires that the caster do three things. considered carefully before it’s done. This will be such an unusual First, he must use specific, manual gestures. This means that case that it won’t be discussed further as a separate option; the magic cannot be used by a caster whose hands are bound in any mechanics are simply identical for using END or MAN, except for way, or who is carrying a weapon, or who otherwise is unable to the side effects of using HUM (as discussed in the description of use both hands. If something is being held, it must first be put that Characteristic in the rules). down, in a pocket, or somewhere other than the caster’s arms and Whether the stat in question is END, MAN, or HUM, it hands. The only exceptions to this last point are expended objects recovers the same, as guided by the character’s REC. and Foci, both of which are discussed separately; for them the reverse is true — the caster has to pick them up and get them Potion Reserves ready with each casting. Second, the caster must utter incantations in the unique language of Magic. This means that magic cannot be used by a Potion reserves are reserves of energy which a magician may caster who is in a silence field, who has his mouth gagged or full use as though they were END (or MAN). Though they usually are of food, or who otherwise has his speech processes restricted. liquid potions, they do not have to be; a potion reserve can be a Third, he must expend some sort of fuel. This may be the vial of iron filings, wood shavings, or a variety of other things. The caster’s own bodily END, a potion reserve, or some object that is nature of a potion reserve must be defined when the Component used up when the spell is cast. Which of these options is to be is learned; a magician may base all of his Spell Components off used must be determined when the caster learns the spell. The the same type of reserve, or have different types for different latter two cases are less tiring to the caster, but if the potion Components. reserve or expended object is taken away before the spell can be It must be obvious that a potion reserve is being used in a cast, then it can’t be cast. (Note that this particular restriction only spell. It isn’t necessary that the stuff which makes up the reserve applies to Basic Components; Extenders and Combiners do not be removed from it and spread over the item, person, or area to be require fuel. However, if a spell is Combined, then the fuel for affected; while this effect does take place, it’s usually represented each Basic Component must be available and used up, or the as an expended object.

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