Mecha Mage Tradition
:Mecha_Mage_Tradition
Addition to The Mystic Earth Roleplaying Game
By Michael Duffy & Joseph Teller
The major source for this character tradition comes from the Wild
Card series of books.
The Mecha_Mage is capable of forging a mental bond with almost ANY
mechanical device. This bond is called a ~Basic_Link~. This bond will
allow the mage to "know" the condition and capacities of the device
bonded to. (for instance, bonding to a commercial jet would allow the
mage to know how much fuel the jet has, it's current maximum air speed,
and whether it is in usable condition.
~Mecha_Mages~ have limited ability to affect the 'real world'. Their
abilities are almost exclusively related to machinery.
A ~Basic_Link~ is the link that the Mecha_Mage creates by first
cutting themselves to let blood and touching the damaged part of their
body (usually their fingers or hands) to the device to be controlled.
This physical touch must be maintained the entire time or the link is
lost.
For each Health expended, they may bond for 1 hour.
The mage must either be able to damage themself, or must have a
bleeding wound to touch to the machine to be linked to.
Forging a Basic_Link requires a certain amount of time. The Link
formula is:
20 rounds base - Mecha_Mage SpellCasting level - skill level in
device (if any). (Minimum 1 round)
Add 5 to this if the link being forged is ~Non-Direct~ (see below)
So, a ~Mecha_Mage~ at level 5 with ~Pilot, Commercial Jet~ would
require 14 rounds to link to a Commercial 747. While a Mecha_Mage at
level 10 with Auto would only require 9 round to link to any type of
car.
The mage can attempt to forge a non-direct ~Basic_Link~ to a device
they cannot touch for some reason, but their blood must come in contact
with the device. Also, for a non-direct link, the ~Mecha_Mage~ must
expend an additional Health per hour to maintain the link AND the mage
can only maintain the link while they are concentrating on the device.
By casting a ~Mecha_Link*~ spell while bonded to a machine, the mage
can additionally control the device just as though the caster had the
minimum amount of skill necessary to control the basic abilities of that
device. If the mage actually has skill in using that device, he
functions at his current ~Mecha_Link*~ spell rank PLUS his/her skill
level. (If a mage with 1 level in ~Military Tank~ is currently bonded
AND using a ~Mecha_Link*~ spell at rank 2, he will operate it at level
3.
There are also disadvantages to being bonded to a device. If, while
bonded to a device, it takes any damage, then the mage will take 1
Health of damage for every 10 Health that the device suffers.
Now for the advantages. The ~Mecha_Mage~ has a definite advantage
over most people in the world. As a result of the specific training and
natural abilities to bond with machines, the mage heals at an
accelerated rate of 1 Health per hour of rest (Non-Bonded), so long as
the damage receive is less than 75% of the mages total Health AND the
damage can not have been caused directly by acid or fire.
Required Skills :
Any 1 regenerative ability (including any were-race or
hyper-metabolisim)
Suggested Skills :
Any Vehicle Skill
Restrictions & Modifiers :
-20% if device is currently at less than 75% functionality
-10% if caster is at less than 50% total Health
-40% if unable to physically touch the device (however, the
caster's blood MUST be able to make contact with the
machine. (this disadvantage is nullified if the mage uses
a Micro_Bot)
+20% if can manually operate target machine
Cannot use Tools of any kind.
Cannot be Token Mages.
Mecha_Mage links are unaffected by crossing a Pentagram.
Cannot be a Shaman, Voodon, Wiccan, Bloodmage, or Technomage .
:Acoustic_Damper
COST : 5
MODS : D
This spell can ONLY be used while the mage is ~Basic_Linked*~ to a
device. This spell will cause the device to create NO sound for the
duration of this spell (jets will cause no backwash, guns will be
silenced, vehicle engines will be quiet, grenades will make no audible
explosion, etc.)
This spell REQUIRES a Basic_Link to be active.
:Back_Fire
COST : 1
MODS : R
This spell will cause any powered vehicle-type machine to emit a
backfire sound, even if the vehicle is normally incapable of making such
sounds.
The 'quality' of the sound is controlled by the caster to seem as
distinct or as general as desired (the caster can create a backfire that
sounds like a shotgun, a pistol, or just a car backfire)
If the mage is currently Basic_Linked to a vehicle, then only the base
cost is required, otherwise range must be paid as well.
:Charge_Battery
COST : 1
MODS : D
This spell will cause all batteries held by the caster (or connected to
a ~Basic_Linked~ device) to slowly recharge. A battery recovers one Volt
(1V) per round, thus a 9V radio battery recovers in 9 rounds. A battery
that is already partially charged will reach full charge more quickly.
If the caster holds more than one battery, the spell will split itself
evenly among all batteries that need more charging, unless the caster
specifically concentrates on a particular one.
If the mage is currently ~Basic_Linked*~ to a device that uses
batteries, the caster will 'know' how long a duration to use on this
spell.
The caster can use this spell WITHOUT forging a ~Basic_Link*~ first.
:Detect_Machine
COST : 5
MODS : D,R
This spell will detect the presence and location of any machines within
range. It will also identify the type of machine by power source, and
give an approximate idea of the size and sophistication of the machine.
The caster must face in the direction he/she wishes to scan and
concentrate in order for the spell to work.
:Detect_Metal
COST : 10
MODS : D
The caster specifies one metal type and this spell will detect any of
such within a 50' radius. Additional RANKS add 10' to the radius.
:Electric_Arc
COST : 20
MODS : R
This spell causes an arc of electricity to leap from the caster's
extended fingertip. This electricity unerringly strikes one target of
the caster's choice, inflicting 1d10 damage with NO armour absorption,
per rank of the spell. A Magic save DOES apply to the target. Magical
Armour absorption spells WILL apply. Additional Ranks add 1d10 to the
effect. Electric ARC cannot be cast underwater.
The mage MUST be ~Basic_Linked~ to a machine with a battery or electric
source available to tap into for the electrical effect, and will drain 1
volt per point of damage inflicted.
:Gun_Jam
COST : 5
MODS : R
Causes any automatic, revolver or semi-automatic gun (but not a shotgun,
bolt action rifle, derringer, or single-shot weapon) to jam
mechanically. The user can try to unjam it, if undestracted, each round
after the first by making a gunsmith roll (if skilled) or 1/4 of their
skill with the weapon %. It remains jammed and unfirable until such is
done successfully.
:Heat_Object
COST : 5
MODS : D,R
This will cause a targeted object to become red hot, making water boil
or metal become too hot to handle. If cast on armour it will cause the
wearer 1d10 damage from the metal parts heating (except to leather). If
duration is bought the water would boil away on the second round,
flammable goods will burst into flames and metal will go to white hot
and cause more damage. After three Rounds Metal melts, crystal shatters
(as does glass) etc. Heat Object beyond the 4th round will cease to
function since the target object will no longer exist.
:Invisibility_to_Machines
COST : 7
MODS : D,R,T
Caster, subject being or subject object becomes invisible to electronic
or mechanical means of detection. While under the effects of this
spell, they cannot be photographed or recorded. They will not set off
alarms which would react directly to their presence. (They may still
set off alarms which react to doors being opened or other actions which
involve objects not covered by the spell.)
If an invisible being is wounded their blood will become visible when
it strikes the ground. If a person their equipment will be included in
the effect, BUT if they fire a missile weapon or throw such it will
become visible after leaving their presence. Caster can turn off the
spell at will. Once turned off the spell MUST be recast in full.
:Machine_Healing
COST : 10
MODS : N
This spell allows the mage to repair (heal) a machine that they are
linked to at the current time. The spell heals 1d10 + 1/rank of damage
on the machine. It does NOT heal the caster of any damage they took when
the machine was originally damaged.
:Machine_Mold
COST : 10
MODS : R, D
This spell will allow the mage to manipulate the shape of any machine
with the same relative limits as a Change Self command. For instance, a
volkswagon could be made to look like a FireBird, or a Chevy to look
like a Rolls, or a MotorCycle to look like a bicycle, etc.
Amount of mass that can be affected is 250# per rank.
:Magnetize
COST : 10
MODS : D
This spell is TOUCH range only. It allows the caster to use their own
body's magnetic aura to magnetize any item or object made of a ferrous
metal (Steel, Iron etc). The object will retain this property for the
duration. On some machines this will cause sporadic or random behavior,
on others they will cease functioning. Any object magnetized becomes a
magnet strong enough to hold its own weight plus 5 lbs per rank of the
spell.
:Mecha_Link
COST : 15
MODS : N
The ~Mecha_Link~ spell allows the mage to control a machine that he/she
is currently ~Basic_Linked~ to just as though the mage were the machine.
The spell will automatically allow the mage to perform all basic
functions of the machine whether or not the mage actually has skill for
that type of machine.
If the mage actually has skill in the machine they are linked to, then
they are able to perform with that machine according to this formula:
SKILL + (RANK/2) Skill represents any education levels for the machine,
Rank represents Ranks in ~Mecha_Link~. This effectively gives the mage
+1 for that skill while linked for every two levels of rank bought for
this spell (no fractions!)
This enhanced potential represents the intuitive knowledge of the
machine's capabilities that this spell imparts to the mage.
This spell REQUIRES a ~Basic_Link~ to be usable.
This spell's duration is the same as the ~Basic_Link~, as when the
~Basic_Link~ is finished, the mage is no longer bonded to the machine.
If the mage extends the ~Basic_Link~, this spell is automatically
extended at no cost.
:Mechanical_Familiar
COST : 25
MODS : R
This spell allows the ~Mecha_Mage~ to forge a special link with any one
machine that they own.
The machine to be affected requires at least a form of locomotion (gas
or battery engine, solar power, nuclear, etc) and a computer brain tied
into it's functions (minimum cost for parts: $3,000. GM: use
discretion. If the mage wants a Batmobile type machine, the cost is at
least $25,000).
A perfect example is Booster Gold's "SKEETS" or Michael Knights "KITT".
The mage must shed 1 Health per rank of this spell to forge the link.
When completed, the machine will have the appropriate intelligence
warranted by it's computerized brain's capabilities and also the loyalty
of a well-trained dog.
The familiar will do ANYTHING for the ~Mecha_Mage~ upto and including
"sacrificing" itself at command.
The familiar is capable of thinking on it's own under specific
circumstances (if the request is worded properly), and is capable of
independent action when it's master is harmed (ie, if capable, it will
carry it's master to safety when the mage becomes unconscious.)
The familiar will not respond to any voice but that of it's creator
unless it's creator specifically orders it to assist someone. And even
then, it will only obey orders that fall within the scope of the
creators original orders. (ie. "Help John find a way into the building."
would NOT allow John to ask the familiar to attack a guard, but would
allow him to ask the familiar to break a second story window and drop
this hook in there or go inside and look for an open window or door on
the ground floor.)
The familiar will instantly fall apart upon the death of the caster. The
familiar will last upto 30 days per rank (max 12 ranks) and can absorb
upto 5 Health per RANK per Cubic Foot of area before being destroyed. (5
Health minimum)
If the caster wants to transfer the familiar's computer mind into a
larger body, he must build the body and wait for the current duration to
end.
The familiar can exist on minimal or no fuel, but must maintain a
constant electrical supply for it's brain. If the brain runs out of
energy, it will require 1 day of recharging for every hour spent
'uncharged'. If the brain goes without energy for more than 1 hour per
rank, it will 'die' and the ritual will have to be recast.
The Brain: The familiar's brain can be as simple as a voice modular
recognition device programmed with as many commands as caster's (MIND *
2) or as complex as a Cray Supercomputer (which would require the
appropriate storage space and power supply) A 486 or Pentium Laptop
incorporated into a mechanical body would be more appropriate. The
familiar should be fitted with either a self renewing power supply (i.e.
Nuclear) or have the ability to tap electrical power sources (i.e.
Built-in recharger).
:Merge_Machines
COST : 25
MODS : D, R
This is a very powerful and versatile spell that will allow the mage to
merge two machines into one. Thus an amphibian machine could be created
by merging an auto and a mini-sub, or a flight-capable car by merging a
cessna and a small car.
This machine can also be used to merge a weapon and a machine, allowing
an uzi to be merged to a motorcycle, for instance, or a bazooka to a
car, etc.
The total mass of the machines to be merged cannot exceed 250 Lbs per
rank of the spell.
This spell REQUIRES a ~Basic_Link~ exist between the mage and one of
the machines.
:Micro_Bot
COST : 15
MODS : R
The ~Micro_Bot~ spell allows the mage to create a remote control unit
with which to control other machines from a distance. This ~Micro_Bot~
will allow a ~Basic_Link~ to be forged even though the mage is not in
physical contact with the machine.
To cast this spell, the mage creates a small device which is mobile in
some way (wheels, airborne, aquatic, etc.). The mage must pay for Range
at this time. The range paid for is the maximum distance from the mage
that the 'bot can travel and still be activated.
To use a 'bot after it has been created, the mage sheds blood into a
receptacle inside the 'bot for the duration they want the Link to last.
(For instance, 2 Health for 2 hours of link.) Then the mage 'tells' the
'bot to go connect itself to a machine that the caster can see within
the range paid for.
The machine to be linked to must be LOS of the mage and Range must be
paid for, unless someone physically carries the 'bot to the destination
(such as a familiar)
Once the 'bot has reached the machine, it lets the mage know that it is
ready. The mage can delay activating the link for as many hours as they
have ranks of this spell.
When the mage decides to forge the link, they inform the 'bot, and the
'bot "annoints" the target machine with the caster's blood.
At this point, the mage only needs to roll to forge the link. If
successful, a ~Basic_Link~ is established, and the caster can now cast
any spell that requires a ~Basic_Link~ with no penalties for range.
The mage can have ready 1 ~Micro_Bot~ for every 5 BODY they possess.
:Open_Mechanical_Lock
COST : 5
MODS : R
This will open a mechanical lock instantly. It does NOT remove traps,
spells or electronic locks. It can be willingly reversed to LOCK a lock
as well.
:Resist_Electricity
COST : 15
MODS : D,R
This lasts for the duration or until a total of 10 points/RANK of damage
have been absorbed by the spell to protect the target from harm. This
spell can be cast on a machine instead of a person. In that case it
will absorb electricity from power surges and the like as well as the
standard types of damage. In no case will it interfere with electricity
which is not harmful to the subject.
:Stall
COST : 5
MODS : R
This causes an active vehicle engine that uses spark plugs to suddenly
stall out and cease to work temporarily. It will turn over again with
effort, but the initial stalling will cause a delay, possible loss of
control (if the vehicle has automatic steering and/or brakes) and
possible loss of speed.
:Start-Not
COST : 3
MODS : D,R,T
This can be cast on any vehicle that uses an electric starter that is
not already running. It prevents it from turning over by coating the
contacts with a non-conductive material. This coating CAN be scraped off
by someone who understands automobile maintenance, but it takes some
time - but it will also crumble away at the end of the spells duration.
:Summon_Taxi
COST : 7
MODS : N
Only castable in an Urban area, this will summon a taxicab to the street
the caster is on, if there is one within a 1/8 mile radius (this
increases per RANK) and the driver will bring it to a stop as close as
possible to the caster safely and believe that they had received a call
on their radio to pick up a fare at this address.
:Transfer_Familiar
Cost : 10
Mods : N
This spell has one purpose, allowing the transfer of a
Mechanical_Familiar's mind from one body to another before the
expiration of the Mechanical_Familiar Spell.
This can only be done once per Mechanical_Familiar.
:Unplug
COST : 1
MODS : R
This spell will cause all electronic devices that have plugs (including
electrical outlet connections, Speaker wire connections and computer
cable connections) to suddenly and subtly become dislodged inside the
radius of effect (no saves!).
This can be real annoying, especially to other Technomages and those who
depend on technology.
:Devices
A device, to a ~Mecha_Mage*~, is any machine or tool which has
internal moving parts or manual operating controls.
Just about any device that requires 'hands-on' operation can be
affected by a Mecha_Mage.
Examples of devices:
Any powered vehicle. (cars, motorcycles, boats, planes, jets, subs,
etc.)
Any manually operated machinery. (newspaper press, x-ray equipment,
computers [but limited to affecting the HW, not the SW], household
appliances, etc.)
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