I started this a few years ago and then quit when the local group
broke up. If there was some correspondence about it though I might
be tempted to complete it, or work with someone else to.
Doug Prosser
GE/aesd Utica Ny
D.PROSSER1 on GEnie
A Magic (Mana) System for Traveller
1) Add a mana stat (1-6) to each Planetary Profile
2) Let a period be the world's day / mana stat
Example: Terra 24 hrs/ 1 = 24 hour period
3) Each Magic User gets his (Endurance * 10) per period in mana points
4) Magic Users start training at age 14 and may learn no new spells
after initial training unless they return to their home world for
6 months / spell learned
5) All MUs use the following table for prior service:
Enlistment 9+
DM +1 / Mana level of Homeworld
DM +1 INT 9+
Survival 10+ *
DM +1 / Mana level of Homeworld
DM +1 / Terms served
Position 9+
DM +1 INT 10+
DM +1 END 11+
Promotion 10+
DM +1 INT 9+
Reenlist (terms 2-5) 6+ Manadatory if made !
Reenlist (terms 6+) 12+ Manadatory if made !
DM +1 INT 9+
* IE low mana level worlds have few old Magic Users
6) Position is used by the player later in the campaign to call on help
from his magic guild. The higher the position the better the chance of
help and the more difficult the task the less chance for help. The
decision to help the PC is strictly in the hands of the GM using the
above guidelines. The positions are:
Rank Name Benefits if any
1 Novice
2 Apprentice
3 Acolyte Aid spell (share mana)
4 Journeyman
5 Adept
6 Master
7) So far 6 catagories of mage are defined, this is by no means an
exhaustive list ! Feel free to add to it in the spirit it is presented
and in scope of the Traveller game. The six catagories and their
automatic bonuses are ( all get magic skill):
Dancer Dex+1
Chanter IQ+1
Charmer Soc+1
Summoner "Demon" Lore
Iconist Magic Lore
Generalist Any 1 of Above
Additionally there are special limitations for each class:
Chanters always act at the end of the combat round because their spells
require an incantation or song (Exception see spell FAST CHANT).
Dancers/Charmers are inherently (genetically) magic beings and must come
from a Mana-3 world (or higher).
Iconists' magic is always via a focus (Icon)
Examples: Runes, Charms, Jewels, etc
From Literature: The Blue Adept
Some Summoner spells cost IQ loss if failed !
Generalists are the true wizards (Jack-O-T) of this system. If a Generalist
takes a spell from another track (s)he performs it a 1 level lower.
^L Service Skills Tables
Personal Development
Chanter Dancer Charmer Iconist Summoner Generalist
1 +1 IQ +1 DEX +1 SOC +1 IQ +1 IQ +1 IQ
2 Singing +1 STR +1 Reaction Magic Item# Spell Res. Spell Res.
3 Oratory Dancing Carousing Rune Book Familiar $ LibrarySci
4 Spell Res. +1 DEX Streetwise +1 IQ +1 END +1 IQ
5 +1 END +1 END Gambling +1 EDU +1 EDU +1 EDU
6 Scroll # Martial Arts Any Rogue PD +1 save vs +1 save vs Any other
Icon Magic summoned pers. dev
Service Skills
Chanter Dancer Charmer Iconist Summoner Generalist
1 Magic Writing Pers. Dance Medical Make Icon* Control*Beast+1MagicRoll
2 +1 EDU Sculpture Liaison +1 EDU Familiar Spell Res.
3 Language Martial Arts Healing * Magic Item# Beast Friend +1 INT
4 Forgery +1 DEX Charm Person*Detect Magic* +1 EDU +1 EDU
5 Blast* Blast* Blast* Blast*$ Blast* Blast*
6 +1 END +1 STR +1 SOC +1 EDU Familiar Any SS
Advanced Education Table 1
Chanter Dancer Charmer Iconist Summoner Generalist
1 Incantation Dance Lore Instruction Icon Lore Demon Lore Instruction
Study
2 Spell Shield* Phase Dance* Disquise Mask of * Speak W/Dead*Alchemy
Disquise
3 Staff # Dance Study Infatuation* Spell Shield*AnimateBones* Know Lie*
4 Reverse Spell*Pick Locks Pick Pockets Detect Icon* Xfer END $ Alchemy
5 DetectMagic* Detect Magic*Detect Magic*Detect Magic* DetectMagic*DetectMagic*
6 Fast Chant $ Seduction Curse * Remove Icon* Heal Self * any AE1
Advanced Education Table 2 (EDU 8+ only !)
Chanter Dancer Charmer Iconist Summoner Generalist