[net.games.frp] Suggestions & Street Wizards

erik@resonex.UUCP (Erik Guttman) (03/12/85)

	Hello again.   

	There are a few good and rather obscure sources of inspiration I'd like
to recommend.  The comic book AZTEC ACE, written by Doug Moench, is fantastic,
the best of the finest author in comics today.  I deals with a time traveller
trying to keep paradoxes out.  This is quite difficult, as his foe 'Nine 
Crocodile' also possesses time travel, as well as a large army of saboteurs. 
Yeh.  I'd also like to suggest anything by Robert Sheckly.  His books (novels
not comics,) are similar to Douglas Adams 'Hitchhiker's Guide,' but are more
intellectual and sarcastic in the humor.  Both are 'musts.'

	Here's some more 'Street Wizards' material:

   <11>.  Safe Spot "HOLE": [5%]; This allows the wiz to create a permanently
safe spot.  This may be used for making a cache, where supplies and treasure 
may be safely hidden over large periods of time.  It is also useful for locating
places within a city which are outside of others' knowledge.  These places are
excellent refuges when being pursued.  A missed roll would indicate that it is
likely that the 'hole' will be discovered eventually.  P.R.  Securing.

   <12>.  Quick Help Connection: (1); [+1%];  This ability is very potent but 
requires some work to be done ahead of time.  The Street Wizard must establish
backups in a particular area.  This must be worked out with the GM before play.
It is quite likely that these backups will require bribes or ties of commerce,
etc.   What this ability allows one to do is to 'Summon' their aid.  Usually 
this is involving a signal that has been worked out previously.  If the roll
is made, then help will arrive within 10 minutes - 10 seconds per level, and the
psychic 'emergency broadcast' has a range of 250' per level.  Only individuals 
who the wiz knows and trust may be called, and the message must be less than one
compound sentence long.

   <13>.  Legal Systems: [+4%]; This allows the wiz to manipulate the rules to
get him out of legal trouble.  If the Legal System roll is made subtract 5% per
Street Wizard level of the chance of being arrested, convicted and also from the
sentence.  This roll, as all others, may be negated by a successful roll by a 
higher level Street Wizard.  That is to say, if a L11 wiz sets up a L4 wiz with
a charge of embezzlement, he can negate the lower level Joe's Legal Systems roll
with one of his own.

   <14>.  Background Knowledge: (1); [3%]; This is a mass mind sensitivity skill
which bestows a general fact base of a civilization, even if one isn't a native.
The information will include major features of geography, history, and culture.
Each fact requires a minute and a separate application of this ability.  It only
allows one to learn things that the MAJORITY of the people in the city know, ie
no political secrets, secret sacrificial rituals, etc.

   <15>.  Language Assimilation: (2); [4%]; Allows one to learn a new language
in 10 minutes of exposure.  The knowledge remains for one hour + thirty minutes
per psychic point expended.  The vocabulary and syntax are very good, but a roll
must be made if the Street Wizard wants to convince a highly educated speaker 
that this is the his 'first language.'

   <16>.  Crime-Sense: (1); [+2%];  The wiz will know if a crime has been com-
mitted within a 240' radius + 15' per level.  The sense will last for 10 minutes
from the time it is 'piqued' by the initial crime.  During this time, not only
will the wiz notice IF a crime has been committed, he will know 1-100% about
WHAT the crime was.  P.R.  Spying.

   <17>.  Religion Knowledge: (1); [+4%]; Sense religious significance; either 
of an object or of a building.  The type and temperment will be understood, roll
1 - 100% to see how much knowledge is gleaned.  If used on an individual this 
will allow a wiz to tell if they are a priest or pallidin.  If the victim IS a 
priest, they must save at +3 or the wiz will find out what their religion is.

   <18>.  Cause Mark; (2); [+3%]; This is an offensive psychic ability.  It 
must be cast at an individual.  The range is 60'.  It allows a Street Wizard to
cause all within a 20' + 3'/level diameter to save or react toward the victim
in the following manner:  (roll % = 01-50):  Reactions against the victim are
at -25%.  If they don't already know the victim, they won't help him.  (51-75):
Reactions toward the victim are at -50%.  They will be hostile, and if possible
they will provoke a fight with them.  (76-90):  They will immediately decide 
that the victim is the perfect person to waylay, pickpocket, insult, etc. 
(91-100):  They will immediately attack the victim.  

   <19>.  Cause Riot; (3); [2%];  This is very similar to the above, but it 
causes all within 30' + 3' per level to save or react as above.  The reactions
will not be towards a particular victim, but rather toward everyone in the crowd
that one doesn't already know!  P.R.  Cause Mark.

   <20>.  Prevent Trouble; (1); [+3%]; With this skill, a Street Wizard may calm
or con opponents into not being hostile anymore.  If one roll is made then the
situation may be discussed logically, and without prejudice by both sides.  If 
two rolls are made, the opponent must save or let the wiz go.  Even if the save
is made the opponent will be eager not to continue the conflict.

  	That's all for now,
	   
	Erik Guttman