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A younger cousin of Mechanomancy.
Electromancers, like clockworkers, build gadgets; most of the rules work similarly. However, instead of clockworks, an electromancer builds electrically powered devices. Unlike a clockworker he can use modern components; however, only parts that are actually electrically powered partake in the enchantment. An elctromancer could build an assortment of magickal devices into a regular gasoline-powered car, but unless he takes out the engine and replaces it with an electrical one the car itself is just a mundane car with magickal accessories.
Nicknames: Sparks
Charging
Electromantic power comes from lifeforce, which to a Spark is analogous to electricity. The adept gets out this lifeforce by connecting himself to an electrical current - zapping himself with a taser, grabbing a bare power line, etc. As with epideromantic charging, damage taken this way cannot be healed magickally. An electromancer doesn't need to have a charge available to build a gadget; instead, the charge needs to be spent after the gadget is built, and the device won't work until that. Some Electromancers call spending the charge "breathing the life" into the device.
Generate a minor charge: receive a mild electric shock. This does only 1 point of damage, but will stun the electromancer for one combat round unless he gets a matched success on a Body roll.
Generate a significant charge: receive a strong electric shock. The GM roll two dice; you take the sum of the dice in damage, +3 if the roll was a match. Note that if you're doing this with a live wire you should arrange some way to stop the contact after the initial shock, or you may get more than you bargained for.
Generate a major charge: receive a massive electric shock. The GM rolls two dice; this time you take the result of the roll in damage, and the GM can flipflop the roll if he feels it's too low. As with Epideromantic major charging, this damage is permanent but you can exchange some of it for loss of attribute or skill points (representing neural or muscular damage, etc.) Once you've paid with skill or attribute points, you can't ever raise that trait above (100 minus points lost).
Taboo: electromancers can't hold their charges themselves for long. After generating the charge they must either spend it soon, or store it in a battery.
- A minor charge can be retained for up to an hour, or stored in a small, handheld battery.
- A significant charge can be retained for up to a day, or stored in a car battery or equivalent.
- A major charge can be held for up to a week; storing it would require an industrial-size battery.
The exact electrical capacity of the battery doesn't matter; size requirements are more symbolic than anything. It also doesn't matter whether the battery is charged in the mundane sense or not. However, if the magickally charged battery is used in a regular electrical device, the charge will bleed out of it and cause a random unnatural event centered around the powered device. In a pinch, an electromancer could use this effect to generate random magick, but he'll have very little control over what kind of events are generated. (A successful Electromancy roll allows him to nudge the nature of the event in the desired direction, but what exactly happens is still up to the GM.)
Blast: an electromantic blast is an electrical shock. The adept must touch his target; use the same rules as with epideromantic blasts. Electromantic blasts can damage inanimate objects, assuming they're vulnerable to electrical shocks - most complex machines are relatively easy to damage this way, particularly electrical ones, but e.g. a grounded metal object with no vulnerable parts would be effectively immune.
Electromantic blasts cost 2 charges of the appropriate type. A minor electromantic blast stuns the victim for one combat round unless he succeeds in a Body roll. After a significant blast the victim is stunned unless he gets a matched success; on the next round he recovers if he gets any success on a Body roll, otherwise he remains stunned for one more round.
Random Magick: electromancers can't cast random spells; blasts are the only magick they can use without building a device. They can, however, use charges stored in batteries to produce unnatural events as explained above.
Bicornis | profile | Jan 30, 09 | 9:50 am
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Paradox? Mr. Sluagh | profile | Jan 31, 09 | 1:31 am |
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Admittedly, Mechanomancy has one of the weakest paradoxes in the book. But I don't see a paradox, right now, either. Wratts | profile | Jan 31, 09 | 4:59 am |
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I don't see a problem with the blast. A fleshworker's significant blast is does the same damage for half the charges and both schools have to touch their target, which is a big limitation. ashwood | profile | Jan 31, 09 | 8:26 am |
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ashwood - the "cutting-edge" limitation is interesting and makes a nice "mirror" to mechanomancy's "old tech only" rule. Bicornis | profile | Jan 31, 09 | 11:30 am |
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Number five is ALIVE! ashwood | profile | Jan 31, 09 | 8:24 pm |
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Postscript : To get a major charge without tabooing, connect a wire to the lightning rod on your roof and run it down into your lab. ashwood | profile | Jan 31, 09 | 9:15 pm |
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The 'recent tech only' rule could be justified as follows: stange_person | profile | Feb 01, 09 | 7:41 am |
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Mr sluagh has asked it before, and I ask it again: what is the Paradox? Mattias | profile | Feb 02, 09 | 3:55 am |
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ashwood wrote: "I don't see a problem with the blast. A fleshworker's significant blast is does the same damage for half the charges and both schools have to touch their target, which is a big limitation." Wratts | profile | Feb 03, 09 | 4:26 pm |
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I like the "struck-by-lightning" deal that ashwood suggested for major charges. |
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Wratts wrote "The significant charge is indeed harder for the electromancer, I had remembered it wrong for the Epideromancer (just looked it up), but the minor charge and possible blast just look all too easy. In fact, from a mechanical point of view, there's no real risk in taking 1-WP shocks--while you never know a character's exact wounds, knowing that every shock does a measly 1 WP seems like cheating the system to me and way too predictable (for example: you have 55 Body so you know that at full health you can get 40 minor charges, very easily!), when it could just as well be structured the same way it is for fleshworkers, and have blasts cost regular amounts instead." ashwood | profile | Feb 04, 09 | 4:41 am |
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I'm not even really thinking about combat there. Average stats are 45-55. With that you can generate 40 minor charges in an hour, easily. What would minor electromantic "works" need to cost at average, 10-30 minor charges? Adept schools don't make sense when they make too much sense in the sense that they're too easy to get into or have no risks inherent, otherwise everybody would become an adept. Wratts | profile | Feb 04, 09 | 8:02 am |
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That, or keep minor charges relatively cheap, and make the lifespan of a minor clockwork determined by its charges. So if you can turn out a butt-ton of minor charges (which all need to go into batteries or they'll fade away before you can put them into the machine), that's not a problem, since you'll be spending most of them to keep the thing alive just for a day/a week/whatever seems fair. |
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How long does it take an electromancer to build a minor gadget? If an electromancer-gadget and a mechanomancer-clockwork that preform the same function take the same amount of time to build, then it doesn't really matter how fast they can make minor charges to power it. ashwood | profile | Feb 04, 09 | 12:57 pm |
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Temptation is getting me to say, they don't take the same amount of time as Mechanomancers. They slap together a bunch of new-fangled electronic parts from a cell-phone, a toaster, and a computer, and voila, they have a device to melt door locks. It goes fast. Wratts | profile | Feb 04, 09 | 4:43 pm |
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Wratts - I feel like those time limits are a little too harsh, for example, it means that a spark can never use their minor contraptions more than an hour's travel from their labs. Maybe a charge-per sort of structure, like 5 charges per hour of life for a minor, or something like that. |
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Bsushi wrote Wratts - I feel like those time limits are a little too harsh, for example, it means that a spark can never use their minor contraptions more than an hour's travel from their labs. Maybe a charge-per sort of structure, like 5 charges per hour of life for a minor, or something like that. ashwood | profile | Feb 04, 09 | 8:44 pm |
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Maybe a mix of both. Only when it's working, the lifespan clock starts ticking. Like Fruit Fucker 2.0. Every time you use it for 5 minutes, that's 5 minutes shaved off of the hour it lives. Sure, you can beef it up with extra charges, probably immensely with sigs. But to me, the most comprehensible paradox and symbolic tension for this school is that today's invention is tomorrow's trash. It's not like the mechanomancers, who make stuff to last an eternity by sacrificing their own past. Sparks... sacrifice their present and future for the now. Wratts | profile | Feb 05, 09 | 12:43 am |
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I know, I know. It sounds like the exploit of the rules could be simply remedied by the GM saying something like "well look at that, you zapped yourself silly! Take a 'Growing Heart Failure'-debilitation skill at 10 under Body now, why won't you?". But still, it sounds like it's too much hassle when you could just say, take a shock wound, 3 WP minimum, blow $500 cash, say hello to your minor charge--and get some nice new electronic toy for it. Wratts | profile | Feb 05, 09 | 12:54 am |
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Wratts wrote "On an absolute side-note, 40 WP damage, if it's composed of 40 times a 1 WP wound (a jolly riot for the GM, by the way), will heal with a good night's sleep, no sweat. You heal 1 WP per wound, per day or night of rest, and 1 WP wounds are minor wounds, requiring no medical attention whatsoever. ashwood | profile | Feb 05, 09 | 6:35 am |
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I can't find anything that suggests convalescent healing happens "per injury" like that in the rules, but either way the body is not a chain of independent parts; injuries are somewhat cumulative. Your body doesn't have unlimited resources to spend on recovery at any given moment. |
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And, of course, creating a self-aware computer only to watch it rapidly degrade and die would be grounds for some serious Self and/or Helplessness checks. stange_person | profile | Feb 05, 09 | 11:54 am |
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How about just going off the fact that electrical devices require a power source? Waparius | profile | Feb 05, 09 | 6:18 pm |
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On the convalescence per injury thing, I mixed that up, that's a house rule we've been using for forever now, I see it isn't in the rulebook at all. (Mainly to reflect that someone can heal up quickly from alot of crummy little wounds, but takes forever to convalesce from the real deal.) Wratts | profile | Feb 06, 09 | 8:59 am |
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My, this one's generating a lot of replies. Bicornis | profile | Feb 06, 09 | 5:07 pm |
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As a side note on the wound points tangent here - for GMs who are nutty and feel like getting wacky to get closer to realism: The effects of zapping yourself are not necessarily simply punishments in wound points. |
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Actually, it's quite easy to track a bit of realistically nasty damage in UA. Take a debilitation skill: it's a skill you write down under a stat. Whenever you roll under it, bad stuff happens. Depending on what it is, you can't buy it off with XP. Lung Cancer (Body), Motorically Dysfunctional (Speed), Nervous Breakdown (Mind), Irritating Twitches (Soul), etc. If you roll under them at the same time as rolling the stat or related skills, you screw up. We've had them in our games at one point or the other, for instance when someone takes 50+ WP at once and survives, or has some really weird lifestyle which leads to significant health problems (adepts are usually prone to that). Wratts | profile | Feb 08, 09 | 5:41 am |
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Maybe I'm a big meanie, but I like the idea of the "sparkworks" dying for good when they run out of juice - and it being a violation of taboo to rebuild them (as above). |
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"Injury is more than WP loss" is realistically true for more than just electric shocks, of course. It's just complicated enough that it's hard to make any hard-and-fast rules for it. Bicornis | profile | Feb 10, 09 | 10:36 am |