Unlike default GLOG, mishaps will adversely impact the caster and anyone friendly. Magic is an untrustworthy thing. Also, more is left to the Warden's discretion -- rulings over rules. Fluff varies by caster.
MISHAPS
Roll d5
- Gain 1 stress and take d10 damage
- Gain 1 stress, allies gain 1 stress each, roll panic (self only unless you're a Marine)
- Lose 1 casting die until the next long rest, gain 1 stress, allies gain 1 stress
- Agonizing pain, can't act for d5 rounds, gain stress equal to number of rounds incapacitated, allies save or gain 2 stress each
- Implant malfunction -- 2 stress, d10 damage, and roll for a random mutation, allies save or gain 2 stress each.
DOOMS
Dooms are more likely with d5s than d6s (duh). Additionally, unlike GLOG, they are unavoidably fatal and usually present expensive medical complications or disconnection from reality for an extended period. Don't compromise here! Like a chimera, magic is powerful but increases the likelihood of permanent and irreversible death. Such is the price of power.
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