Wednesday, July 21, 2021

Starsailor: Computers' Calculations

When you play as a Computer, your greatest tool will be Calculations- mystical workings upon the numerical underpinnings of reality. When you advance to a prime-numbered level, you gain the capacity to learn more Calculations. You can choose which ones, and learn them from any Computer textbook. Learning a Calculation takes a day of study.


Known Calculations of each Rank per Level:


Level 1: 2 Rank-1

Level 2: 2 Rank-1, 1 Rank-2

Level 3: 3 Rank-1, 1 Rank-2, 1 Rank-3

Level 5: 3 Rank-1, 2 Rank-2, 1 Rank-3, 1 Rank-4

Level 7: 4 Rank-1, 3 Rank-2, 2 Rank-3, 1 Rank-4, 1 Rank-5

Level 11: 4 Rank-1, 3 Rank-2, 2 Rank-3, 2 Rank-4, 1 Rank-5, 1 Rank-6



When performing a Calculation, roll any number of your Calculation Die that you want (CD are d10s, start with 1 and gain another each time you advance to a prime-numbered level). Rolling doubles is a failure and forces a d10 roll on your Mistakes table. You haven’t permanently damaged reality, but as it rebounds back to normal, you’ll be caught in the shockwave. Rolling triples causes a Miscalculation, a defense mechanism of reality itself by which it attempts to prevent you from harming it any further. Three Miscalculations almost definitely removes a character from play.


Each Calculation may be safely used once per a number of days equal to the Calculation’s Rank. To reuse a Calculation earlier, roll a number of Insight Saves equal to the Calculation’s Rank; if any are doubles, you automatically Miscalculate.


As usual, rolling doubles where it’s your own Prime doubled (ie 55 for a 5th-order computer) is a critical success instead- you may treat each die as if it rolled its maximum for the effect of your Calculation, and you succeed on any saves.


Some Calculations are enacted upon non-specific targets. If the description doesn’t say otherwise, then in context of the Calculation, you can choose up to [dice] people, an item of up to [dice] inventory slots, or an area with a circular radius of [dice] ft.


Any Calculation whose effects persist over time, or are stated to be temporary, will last for [sum] turns.



RANK 1

Functional Analysis

Spend a turn observing a target, then make a Fortitude check to learn what their next immediate course of action is, an Insight check to learn why they’re taking that particular course of action, and an Agility check to learn how you could best change their mind. (Doubles on those rolls still count as Mistakes).


Fractal

Restores [dice]d10 Health to every person targeted; 10s explode into 2d5s, which each explode into 2d2.5s, and so forth.


Shared Solution

One target can modify the next d100 roll they make by [sum]. 


Probabilistics

Know the probability of a given event occurring in the next [sum] years.


Incompleteness

Temporarily define [dice] mundane properties of the target that the GM hasn't established.


RANK 2

Congruence

Temporarily alter an object’s shape to mimic that of something else you can see of similar size.


Future 

Secretly write down [dice] readied actions in an If->Then format. If the condition occurs to trigger them, you carry out the action or actions instantly on the next initiative step. If the triggering event does not occur after [sum] turns, the Calculation has no effect.


Catastrophe Theory

Roll [dice] d10s and keep them on the table. Whenever a player would roll, the roller can use one of the predetermined values instead for one of their own d10s, removing that die from the table. 

Maxwell’s Demon
Organize molecules to temporarily change the energy state in an area. [dice]=1 creates minor changes (like air conditioning), [dice]=2 creates moderate hazard (like snow), [dice]=3 creates major hazard (like lethal cold).

Transposition

Pick two very similar objects. They switch places instantaneously.  


RANK 3

Complex Conjugate

Temporarily summon something that you know does not exist. If it's a creature, it has 10[dice] Presence; if it can think, it can't know anything that you don't, but might act as if it does; if it's an item, it has a [dice]-in-10 chance of working as intended.


Proof by Induction

Because something has happened, you can cause it to happen again. A roll of your choice that one target makes has the exact same number as the last roll they made to do the same thing. They need to have made the original roll within [sum] hours.


Mend (i need a better name for this one)

Touch an inanimate object and it repairs itself. When used upon a person it restores [dice]d10+5 health, but because wisdom is borne of failure, they temporarily lose an equal amount of their Insight stat.


Entropy

Touch an object and it becomes more disordered.  The letters in a book become more scrambled; the wires of electronics cross and malfunction. A living creature takes d10 damage, as their capillaries and alveoli no longer quite line up.


RANK 4

Entropy

Break any encryption or code in [sum] hours ([dice]=1), [sum] minutes ([dice]=3), or immediately ([dice]=5+).


Axiom of Choice

Create [dice] copies of yourself. You and your copies each take different actions. After 7-[dice] turns, choose one of the copies to have been the real one. The other actions never happened, and the different versions of you never existed. If you insist upon making multiple versions of yourself interact, a Paradox Angel will show up.


Matrix

Temporarily create a square wall of force at any location within 10[dice] ft. The wall is [dice] feet on a side, and must be oriented exactly vertical or horizontal. Destroyed after taking [sum] damage.

 

Equality of Variables

Create a pair of linked portals, each attached to a flat, immobile surface. Anything that passes through one portal passes out the other, with momentum conserved. They vanish after [sum] turns; you really don’t want to be caught between them. If you create a portal beneath someone, they get an Agility save to avoid falling into it. Sending a surface with a portal on it through another portal causes both to fizzle out, then alerts a Paradox Angel.


RANK 5

Laplace Transformation

The target loses up to [dice] dimensions. If you remove one of length, width, or height, they become 2D and can't manipulate objects that have more dimensions than them. If you remove two spatial dimensions, they deal [dice]d10 damage to anything they try to pass through. If you remove three spatial dimensions, they can't be detected in any way. If you remove time, they disappear, and reappear at the end of the duration of the spell as if no time had passed. If you remove 5 or more dimensions, they return having taken [dice]d10 damage.


Alternatively, this spell can also be used to correct dimensional anomalies within a radius of [sum] ft.


Non-Euclidean Geometries

You are temporarily adjacent to all things within your line of sight. However, you are affected as if you were in every location at once, and anything interacts with you as if it was adjacent to you. You do not suffer multiple effects from the same hazard. You can choose to not be adjacent to up to [dice] things (pro tip: don’t be adjacent to the sun).


Umbral Calculus

Affects your next Calculation, and only works on Calculations that have a duration. You can choose to either double [dice] (and, therefore, also [sum]) while halving the duration, or vice versa. You must invest a number of CD in this Calculation equal to (or greater than) the Rank of the affected Calculation for this to have an effect.

 

RANK 6

Divide By Zero

The universe falls apart around you, freezes, and tries to reassemble its shards. You have time to do what you want before reality snaps back together at the end of the duration.


Defy Death (i also need a better name for this one)

For the duration, no one within a [sum] ft radius can be harmed or die. After the spell ends, anyone already doing so will continue dying as usual. 


Most of these are, uh, borrowed from various other very good spell lists on various very good blogs.


 










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