AGM - Archer MacLean Pool
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작성자 Karin 댓글 0건 조회 5회 작성일 24-12-29 16:28본문
Modified Rule of One: If you get as many 1's in the success test for a
spell as the force you've learned it at, it's a fumble. You don't get to
pick & choose your targets within the area; everyone gets hit. Rounds are expended at the same rate
for all targets. 1) Firers can allocate their skill dice among as many targets as they
like, down to one die per target. Dice used from dodge pool count vs. To calculate recoil penalty count the number of bursts fired, if firing
a weapon with a power greater than your strength one-handed, double
this number, if firing any weapon braced or using a bipod or tripod,
halve it. Likewise if you use an elemental to aid a spell that
elemental continues to count vs. There is no upper
time limit, but if you use Karma to reduce the drain or make your exit roll
then your Essence is temporarily reduced by the amount of Karma spent
(and Magic likewise temporarily lowered). MAGIC
SPELLS
A mage should be able to describe all her spells. Area
mana spells damage everything living within the mage's view in their
area of effect.
Area physical spells damage everything in their area of effect. All combat spells do damage on the physical (rather than
mental) track unless explicitly noted, such as sleep. We didn't want to go below zero, because that means keeping track of another special value for how many turns somebody has been Crashed. If you lock a spell that you cast with dice from a magic pool or
focus those dice can't be reused until the lock is
released. Fetishes & Exclusive only add dice to the spell, they don't change
its force. TESTING:
Internal smartlinks give -1 target number and add 3 dice to firearms
skill. Fire one burst per hex
and add the number of contiguous hexes to your target number, but halve
the recoil penalty before subtracting recoil comp. Subtract the weapon's recoil compensation from the result
and add any positive result to your target number for loss of control.
External smartlinks add 2 dice but do not affect target number. The impact doubles the mass (the number of floors accumulated at that point) and halves the arrival velocity. When dealing with the falling floors of the WTC buildings, we calculate the speed of the falling floor right up to the moment of impact. We continue calculating increasing speeds after the impact after the results of the law of conservation of momentum have reset the downward speed. Rather, hitting zero Momentum and being bumped back by 3 Ticks is much more streamlined. The building didn’t fall exactly at free fall, but a little more slowly, and only a little because it wasn’t encountering much mass, just the already empty shell. That one skater propelled by one little boy would far out-pace the ever gathering line of skaters and skater-pushers. Anything done per round is far too slow. A Magic Rating 4 mage
has only one die, and has to use her Sorcery for further protection. SPELLCASTING
Drain is resisted by Magic Rating instead of willpower. If the target is aware of it he
can resist with willpower. If you shapeshift someone no resulting stat can be higher than the
number of successes of the spell.

A successful
Sorcery skill test with a target equal to the number of 1's rolled will
reduce the fumble to a mere failure. The force of the drain is the same as your exiting
target number before modification. 1 to ALL target numbers per
point under 8 because your CNS has been thoroughly hosed. Autofire:
My design goals are that someone using autofire only roll each of his
skill dice once to resolve hitting, and that each target only need roll
body resistance once. At casting time, the caster can hold back dice from her Sorcery pool to
maintain the spell. Falling:
4m2 damage (varies according to type of ground) staged up
by an opposed test between meters fallen and quickness (athletics dice
may be added), then that damage is resisted by body and armor. Clout has M1 drain and does (force)L1 stun in damage. Force of the spell, not sorcery.
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