217 lines
9.9 KiB
Plaintext
217 lines
9.9 KiB
Plaintext
CONVERSION GUIDELINES:
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SHADOWRUN (1ST ED.) TO CYBERPUNK: 2020
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by Jordan H. Orzoff 73617,3344
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Would you like to speed up your Shadowrun game's mechanics?
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Would you like it to be deadlier? Would you like the rules
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to be easier to understand and use? Then pick up R.
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Talsorian's Cyberpunk: 2020 game and read this file.
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I converted my online Shadowrun game, WOT, to CP:2020 rules.
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After a few years, I just got sick of keeping track of all
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the six-sided dice, and pool refreshes, and multiple rolls
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needed for single actions ... not to mention the zillions of
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modifiers in decking.
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CP:2020 gives me some big improvements:
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1) Die rolls go from multi-d6 to single d10. That's a time-
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and effort-saver right there.
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2) The Matrix/Net rules for CP:2020 are neater, to my mind,
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than the SR system. SR is more detailed, but the CP:2020
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rules incorporate a grid-like net (no more dungeon-
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crawling!), Virtual Reality rules, Artificial Intelligence
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rules, rules for portable cellular cyberdecks, and rules for
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using your 'deck to take over local systems like doors and
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alarms. Deckers are able to deck while walking around and
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can control local systems without doing a whole ice-
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penetration shebang. It lets deckers join the group and be
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mobile.
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3) The combat system is, overall, faster and deadlier than
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SR. SR is designed for "cinematic" combat....lots of bang-
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bang-boom, but the heroes are tough enough to take it, for a
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while. With CP:2020, generally, you shoot someone and they
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fall down. No more of those silly street samurai who are
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immune to submachinegun fire.
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4) I rewrote the magic system for CP:2020 (a game that has
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no magic system of its own), and I'm very pleased with the
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results. Magic is now as deadly as it's supposed to be.
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Generally, a mage with a manaball can kill numerous enemies
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in a single combat round. Mages are much more fearsome,
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though, of course, they're still vulnerable to bullets.
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<heheh>
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This is the outline of my conversion of Shadowrun's magic
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system to the CP:2020 rules. This system is not for
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everyone. If you want to know if you'd prefer using CP:2020
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to run Shadowrun games, go down this checklist.
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1) You like the Shadowrun world, but you find the mechanics
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confusing, difficult to remember, and time-consuming.
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2) You have a preference for rules systems that are easy to
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learn and run very quickly.
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3) You find that your shadowrunners are becoming too damn
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cocky. The essence of a shadowrunner is survival, and the
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essence of survival is keeping your head down and staying
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*out* of trouble. You want your shadowrunners to re-learn
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the value of those lessons, but the combat system pampers
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them and keeps them alive.
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4) You like the Shadowrun concept of magic being an
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irresistible, frightening force, unless other magicians are
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around to oppose it. But you find that Shadowrun's
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mechanics generally make mages no more deadly than the
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average street samurai and often overwhelmed by drain before
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they can make themselves noticed. You want magic to *scare*
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shadowrunners again.
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If all that is you, then you'll like my system.
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[Most of this won't make sense unless you're already
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familiar with the CP:2020 mechanics.]
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CP:2020 has attributes that range, generally, from 1 to 10.
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Mages start out with a Magic attribute of 10. It's a
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freebie, but it goes down in exactly the same manner as
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Empathy.
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The "special skill" for any Mage or Shaman is Sorcery, which
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they have to buy from their package points. Note that mages
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start with 50 points, not 40. (I'll get to that shortly.)
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Other magical skills which can be purchased as part of the
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package are Conjuring and Magical Theory.
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Spells transfer over directly, with the Force of the spell
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becoming its +number. (Ex: Manabolt at Force 4 becomes
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Manabolt +4.) Spells are purchased from the package points,
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with a ceiling of as many as 20 points that can be spent on
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spells and as few as 10. (In other words, a "weak" mage can
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spend 40 points on the package as normal and then 10 on
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spells. One who wants to be a tough spellcaster can use an
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extra 10 from his package points, but then won't have as
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many points to spend on skills.)
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The actual die-rolling is tricky. I attempted to stay
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faithful to the basic concept of Shadowrun magic without
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aping its every aspect. There really wasn't any way I could
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see to mimic the complete system while staying within my
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goal of simplifying it and bringing it in line with the
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CP2020 mechanics.
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For spellcasting, the mage rolls Sorcery+Force+d10 (plus any
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modifiers that apply), where Force can be set by the mage at
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any level up to his maximum known Force. For damage, I am
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using something similar to the weaponry damage modified by
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Force. (More on this later.) More powerful spells with have
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a larger "base" damage, and every spell's damage will be
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increased as its Force increases. The Target Number is
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determined by the type of spell. Combat spells, for
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example, get their Target Number from the range of the
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opposition. I set the range for all spells at an arbitrary
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200 meters. If you roll a 10, you get to roll again and add
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to that 10. If you roll a 1, the spell fails. The TN of
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non-combat spells is determined by the difficulty of the
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task, just as you do for skill rolls. The TN of Healing
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spells equals the difficulty rating minus the subject's
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EMPathy. Thus, subjects with less cyberware will be easier
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to heal.
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The drain roll is Magic+Empathy+d10 vs. a Difficulty rating
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+ Force. The Difficulty rating is based on the "base
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damage" of the spell. If 2*Force is less than the mage's
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Magic Rating and he fails the roll, he makes a Stun Save
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(subtracting the Force of the spell) or he is stunned. If
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it is greater, he takes physical damage equal to the Force.
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All other appropriate rolls (death saves, etc.) apply.
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Damage is calculated from a table I have generated. (Wait
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for it... <g>) Area Spells affect everyone in the area the
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same. When you reach the point where you are subtracting SP
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points (armor or cover) from damage, DOUBLE the SP of high-
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tech cover or armor. This reflects the disruptive effects
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high-tech has on magic. If the target of the spell is a
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mage, subtract the mage's Magic rating from the damage in
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addition to the BTM. Mages can still aid their friends with
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their own magic defenses -- if the mage chooses, each
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companion of the mage can subtract up to 6 (+Initiate
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rating) points from spell damage.
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Moving on to the effects of other types of spells... The
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results of non-combat spells depend on how many points the
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mage rolled over the Target Number. (0-1 marginal success,
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2-4 adequate success, 5-7 good results, 8+ excellent, the
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best, superb, wow...) The actual translation of these
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numbers depends on the spell, of course.
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I generated some simple tables of all Shadowrun spells.
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There are five columns: the spell's name, type (physical or
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mana), difficulty rating, damage (if combat), and if it's an
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area spell. Difficulty is roughly equivalent to drain
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staging in the SR system. A Mana Dart spell has an easy
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difficulty for reducing drain, while Fireball is very
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difficult, and Manablast is nearly impossible! Damage is a
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number of six-sided dice...get this...MULTIPLIED BY FORCE!
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Mana Dart does 1d6 * Force. So, Mana Dart cast at Force 1
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is peanuts. At Force 4, it does 4-24 points of damage --
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pretty impressive. But, take a Manablast, which does 4d6 *
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Force. Sure, the drain is almost impossible to resist --
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but the damage of a Force 4 Manablast is 16-96 points of
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damage! Almost certainly lethal to everyone within range.
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Stun/Sleep spells cause the targets to make Stun Saves,
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minus a fraction of the Force. So, a Stun Touch requires a
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Stun Save at minus a quarter of the Force, while Stun Bolt
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requires a Stun Save at minus the entire Force. Assorted
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manipulation spells also do damage, though not multiplied by
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Force. Examples: Flame does 3d6 damage (with fire damage
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effects); Flame Volt does 4d6 damage (with fire damage
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effects). Anti-Bullet Barrier adds Force + the die roll to
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SP ratings. Anti-spell Barrier provides Force + the die roll
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to BTM. I think that covers all the major points about my
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spell charts.
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Assorted miscellaneous rules:
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1) If any spell is being sustained, you take a -3 to ALL
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rolls. Just like performing double actions.
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2) I have assorted modifiers for shaman types, pretty much
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converted straight from SR. Just change "dice" to + or -
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numbers. Ditto for effects of foci, magic weapons, etc.
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3) Conjuring: Simply roll Conjuring skill + d10 vs. the
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Force of the spirit + d10. If you roll higher than the
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spirit, you summon it. You get one service for each number
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by which you beat the spirit's roll. (Ex: I have Conjuring
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+6 and I'm summoning a Force-4 spirit. I roll a 4, and the
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spirit rolls a 2. I get four services out of it.) The
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drain test is your EMPathy + d10 vs. the spirit's Force +
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d10. If you fail, you make a Stun Save (minus the Force,
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just as above).
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4) Watchers: conjure them by rolling a d10 vs. the # of
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hours of service desired. If you beat that number, the
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Watcher's Force equals how much you beat it by. (Ex: I want
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a Watcher for 2 hours. I roll a 6. The Watcher has Force
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4.) Drain roll is d10 + Empathy vs. Hours of Service +
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Force.
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5) MetaMagic in brief: Add your Grade to your Magic stat
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and to Totem advantages. Centering vs. Drain: Add your
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Centering skill and your Grade to the drain roll. Centering
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for Spellcasting: Add your Centering skill and your Grade
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to the roll. Shielding: Like your spell defense points,
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but instead you add your points to the To Hit # of an enemy
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mage. Makes it harder for them to roll to hit you, instead
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of making your BTM work to reduce damage.
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As you can see, magic is going even more powerful. Combat
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spells kill lots of people, very fast. Drain *may* not be
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as powerful, but the mages are much more vulnerable under
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the new combat system.
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***
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