RFT wrote: ↑Sun Jun 16, 2019 9:13 am
Lars wrote: ↑Sat Jun 15, 2019 2:32 pm
Otherwise, If a 1 or 2 is rolled on either skill or wild (so not crit, but a 1 or 2) you roll on the Chaos Magic Chart! [/ooc]
Hum, this would make wild cards 33% less competent than Extras of the same mechanical skill level. I see having it linked to skill die of 1 or 2, but think you may not want to include the wild die.
Right. Good point. Thank you. Agreed. How does this look? Is it too much, too little? Changes needed? Supposed to represent the fact that magic is new and not easy to control. Will apply to Psionics too (reskin as needed).
CHAOTIC DYNAMIC BACKLASH TABLE FOR CHAOS EARTH
- When a Player Character rolls a Critical Failure on an arcane skill check it results in Fatigue (described on page 150) and they must roll on the following table.
- When a Player Character rolls a 1 on an arcane skill check it results in Fatigue (described on page 150) and they must roll on the following table.
- Bennies may not be used for Critical Failures.
- Bennies may be used to re-roll a 1 on skill check when not a Critical Failure.
Roll a 2D6 for effect:
2
Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3
Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4
Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
5
Fear: All Player Characters with in a Large Burst Template must make a Fear check (a Spirit roll as a free action).
Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature:
1d6 = 1, 2 or 3 = NAUSEA: Effected are overwhelmed by nausea, as if the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is Shaken and Fatigued. Critical Failure means the victim must roll on the Fear Table as well.
1d6 = 4, 5 or 6 = TERROR: Effected are overwhelmed by terror as if a terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. Extras are typically Panicked. Wild Cards must roll on the Fear Table (at +2 with a Critical Failure on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example).
6
Stunned: The character is Stunned (see page 106). However even if the character recovers from being Stunned he remains Distracted for the remainder of the combat.
Stunned characters:
• Are Distracted (and remain so as long as they’re Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions
• Don’t count toward the Gang Up bonus
• Are subject to the Drop
Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll. Success means he’s no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.
7
Refreshed (Stolen Power): After the spell is cast the Caster regenerates 1d6+2 Power Points. Any other spell caster within a Large Burst Template losses 1d6 Power Points.
8
Id Self (Mirror Self) Roll a 1d6 to determine if the "clone" of the Spell Caster is an
ally or enemy (under GM control).
1d6 = 1, 2 or 3 = Ally.
1d6 = 4, 5 or 6 = Enemy (under GM control, might be an immediate hazard or used as a pretend ally).
The ally is a clone of the caster except: it’s an
Extra; it has the same number of current Power Points as the caster after subtracting for this casting; it cannot use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the original; it has identical mundane equipment, no magical qualities, the Extra disappears when killed, otherwise stays in this dimension; has the Construct and Fearless abilities.
9
Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
10
Distracted: The hero subtracts 2 from all Trait rolls until the end of his next turn.
11
Exhausted: Instead of just being Fatigued, the Player Character subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.
12
Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!