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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