From: holmes@mentor.cc.purdue.edu (Keith Harris)
Newsgroups: rec.games.frp.misc
Subject: SRUN: Australian Outlook, the Wildmage-
Keywords: Shadowrun, SR, SRUN, SHADOWRUN
Date: 27 Jul 92 15:57:34 GMT
Organization: the Followers of Geeker's Path


->>[Here is the last little tidbit we toyed with, enjoy...]<<
    -Shivowtnoeh

  WILDMAGE       (Shamanic or Hermetic)

  The Wildmage is actually someone whose systemic use of magical energies is
  inherantly (sp?) uncontrollable.  Wildmages apparently can be of either
  "schooling", either Hermetic or Shamanic, with both breeds functioning in
  their standard fashion, but just with an added "twist."

  Priority          : If using the Priority Creation standard, a Wildmage
       is actually considered to be priority 3, instead of 4.  There are no
       known Wildmage Adepts, though it could be assumed they do in fact
       exist for those totems allowing such.

  Characteristics   : The mental state of a Wildmage is described at best to
       be mercurial and/or ever-changing.  Because society cannot adapt well
       to the side-effects of a Wildmage, they often ostracize themselves
       deep into the wilds of the Australian Outback.  They are most often
       hermits in the true sense of the meaning, with little to no contact
       maintained with other people.

  Special Effects   : The Wildmage is a living focus of the randomness of
       magical energy.  Some speculate they are deriving their powers from
       more "raw" or "untainted" sources of power.

    1.  They are "living" focuses of power.  However this power is to say
       the least, uncontrollable.  Anytime a Wildmage utilizes his magical
       talents (even assensing), there is a chance for a "wildsurge" to
       occur.  The usage of talent however seems to have at least a sense
       of "priority" of utilization.

       A.  Conjuring or Spellcasting             Priority 3
       B.  Astral Projecting                     Priority 2
       C.  Assensing, Enchanting                 Priority 1

       When a Wildmage uses one of these talents, a chance occurs for the
       ensuing wildsurge.  Even the surges have a variety of effects are 
       not consistent either.

       [GM's Note- When a Wildmage utilizes his/her talents, the GM rolls
	a D6.  If the number rolled is equal to or less than the priority
	value, a wildsurge occurs.  In the case of Astral Projection, the
	test is made when the magician first projects and/or when they
	manifest in the real world.  Please note, that if a manifesting
	Wildmage casts a spell, the priority is CUMULATIVE!!!]

     2.  A Wildmage has NO control over the effects or possibilities of a
	Wildsurge Phenomena (WP).  A Wildmage however is never directly harmed
	by the WP however.  The effects of WP on the person and the environ-
	ment are as follows:

	A.  Bonus to the casting magicians attempt at talent use

	[GM's Note- If the priority check is "successful", the GM rolls a
	 D6.  The result is the number of bonus dice the magician gets to
	 use in his/her attempt.  Reroll 6's for the purpose of this test.
	 Also note, a Wildmage CANNOT assure a surge in anyway (Karma) but
	 they can assist the surge IF it happens.  One (1) point of Karma
	 will add one (1) pip to the die, and they can spend more than one
	 point if they desire.  However, they must state this BEFORE they
	 cast/conjure/etc.  Karma CANNOT be spent to "reroll" the surge
	 test either.]
        
	B.  Environmental effects of a MILD nature are possible.  Occasionally
	   a Wildmage has been known to summon up great amounts of "Manastorm"
	   activity, though they most often are as surprised at the MDI 
	   manifestations as the next person.

	[GM's Note- If the priority test is positive (positive wildsurges?),
	 then an MDI manifestation will occur.  The GM rolls a single D6
	 again, rerolling 6's.  The number rolled is the duration for which
	 the manifestation occurs in TURNS (3 second intervals).  Most
	 often, these are quick effects, and often of no consequence.  Long
	 Term MDI manifestations however could have dramatic effects on the
	 environment.  The longer the duration, the more intense the effect
	 of course.  GM Fiendishness and Creativity is ENCOURAGED!!!]

     3.  A Wildmage CANNOT become an Initiate.  The nature of their magical
	"tuning" will not allow for such "advancement" of practice.  They
	can however travel to the Metaplanes IF another Initiate or a Free
	Spirit assists them in doing so.  There is ONE potential standard
	difference to this possibility however.  That is if the individual
	is a Rainbow Serpent Totem.

	[GM's Note- "Trickster" totems might also allow for Initiacy of
	 their Shamans, but only at the cost of FULL Karmic advancement (no
	 reductions due to group, ordeal, etc.)  A few examples of these are 
	 Raven, Coyote and Raccoon.]

     4.  The mind and aura of a Wildmage is difficult to "lock onto" with
        detection spells and the like.  They gain a +2 bonus to their 
	effective attributes (the target number of the casting magician).
	This also includes such spells as Manabolt, Confusion, Mind Probe
	and the like.

	[GM's Note- this is a target modifier to hit the magician.  They
	 do not actually gain that number in dice or modifications to their
	 Willpower attribute.  Of an interesting note, Health spells suffer
	 this same modifier to the casting.]

   MDI Interactions  : A Wildmage apparently shares some of the same levels
	of resistance to MDI manifestations as a Rainbow Serpent Shaman.
	Also, a Wildmage seems to have a sense of "forthcoming" of these
	storms.

	[GM's Note- If a Manastorm has been rolled randomly, as an encounter
	 or such, a Wildmage has a chance of knowing this in advance.  The
	 GM can have the Wildmage PC make an Intelligence check with an
	 additional +2 dice.  If a roll of 5 is achieved (unresisted test),
	 the Wildmage is aware of the disruption.  A Wildmage seems to be
	 able to "feel" these disturbances with fairly good range.  Take
	 the Magic Attribute X the Willpower Attribute in 100's of meters
	 to determine the range.  An additional Intelligence check with the
	 same target number is required to tell the heading of the storm.]


  WILDMAGE       (Shamanic or Hermetic)

  The Wildmage is actually someone whose systemic use of magical energies is
  inherantly (sp?) uncontrollable.  Wildmages apparently can be of either
  "schooling", either Hermetic or Shamanic, with both breeds functioning in
  their standard fashion, but just with an added "twist."

  Priority          : If using the Priority Creation standard, a Wildmage
       is actually considered to be priority 3, instead of 4.  There are no
       known Wildmage Adepts, though it could be assumed they do in fact
       exist for those totems allowing such.

  Characteristics   : The mental state of a Wildmage is described at best to
       be mercurial and/or ever-changing.  Because society cannot adapt well
       to the side-effects of a Wildmage, they often ostracize themselves
       deep into the wilds of the Australian Outback.  They are most often
       hermits in the true sense of the meaning, with little to no contact
       maintained with other people.

  Special Effects   : The Wildmage is a living focus of the randomness of
       magical energy.  Some speculate they are deriving their powers from
       more "raw" or "untainted" sources of power.

    1.  They are "living" focuses of power.  However this power is to say
       the least, uncontrollable.  Anytime a Wildmage utilizes his magical
       talents (even assensing), there is a chance for a "wildsurge" to
       occur.  The usage of talent however seems to have at least a sense
       of "priority" of utilization.

       A.  Conjuring or Spellcasting             Priority 3
       B.  Astral Projecting                     Priority 2
       C.  Assensing, Enchanting                 Priority 1

       When a Wildmage uses one of these talents, a chance occurs for the
       ensuing wildsurge.  Even the surges have a variety of effects are 
       not consistent either.

       [GM's Note- When a Wildmage utilizes his/her talents, the GM rolls
	a D6.  If the number rolled is equal to or less than the priority
	value, a wildsurge occurs.  In the case of Astral Projection, the
	test is made when the magician first projects and/or when they
	manifest in the real world.  Please note, that if a manifesting
	Wildmage casts a spell, the priority is CUMULATIVE!!!]

     2.  A Wildmage has NO control over the effects or possibilities of a
	Wildsurge Phenomena (WP).  A Wildmage however is never directly harmed
	by the WP however.  The effects of WP on the person and the environ-
	ment are as follows:

	A.  Bonus to the casting magicians attempt at talent use

	[GM's Note- If the priority check is "successful", the GM rolls a
	 D6.  The result is the number of bonus dice the magician gets to
	 use in his/her attempt.  Reroll 6's for the purpose of this test.
	 Also note, a Wildmage CANNOT assure a surge in anyway (Karma) but
	 they can assist the surge IF it happens.  One (1) point of Karma
	 will add one (1) pip to the die, and they can spend more than one
	 point if they desire.  However, they must state this BEFORE they
	 cast/conjure/etc.  Karma CANNOT be spent to "reroll" the surge
	 test either.]
        
	B.  Environmental effects of a MILD nature are possible.  Occasionally
	   a Wildmage has been known to summon up great amounts of "Manastorm"
	   activity, though they most often are as surprised at the MDI 
	   manifestations as the next person.

	[GM's Note- If the priority test is positive (positive wildsurges?),
	 then an MDI manifestation will occur.  The GM rolls a single D6
	 again, rerolling 6's.  The number rolled is the duration for which
	 the manifestation occurs in TURNS (3 second intervals).  Most
	 often, these are quick effects, and often of no consequence.  Long
	 Term MDI manifestations however could have dramatic effects on the
	 environment.  The longer the duration, the more intense the effect
	 of course.  GM Fiendishness and Creativity is ENCOURAGED!!!]

     3.  A Wildmage CANNOT become an Initiate.  The nature of their magical
	"tuning" will not allow for such "advancement" of practice.  They
	can however travel to the Metaplanes IF another Initiate or a Free
	Spirit assists them in doing so.  There is ONE potential standard
	difference to this possibility however.  That is if the individual
	is a Rainbow Serpent Totem.

	[GM's Note- "Trickster" totems might also allow for Initiacy of
	 their Shamans, but only at the cost of FULL Karmic advancement (no
	 reductions due to group, ordeal, etc.)  A few examples of these are 
	 Raven, Coyote and Raccoon.]

     4.  The mind and aura of a Wildmage is difficult to "lock onto" with
        detection spells and the like.  They gain a +2 bonus to their 
	effective attributes (the target number of the casting magician).
	This also includes such spells as Manabolt, Confusion, Mind Probe
	and the like.

	[GM's Note- this is a target modifier to hit the magician.  They
	 do not actually gain that number in dice or modifications to their
	 Willpower attribute.  Of an interesting note, Health spells suffer
	 this same modifier to the casting.]

   MDI Interactions  : A Wildmage apparently shares some of the same levels
	of resistance to MDI manifestations as a Rainbow Serpent Shaman.
	Also, a Wildmage seems to have a sense of "forthcoming" of these
	storms.

	[GM's Note- If a Manastorm has been rolled randomly, as an encounter
	 or such, a Wildmage has a chance of knowing this in advance.  The
	 GM can have the Wildmage PC make an Intelligence check with an
	 additional +2 dice.  If a roll of 5 is achieved (unresisted test),
	 the Wildmage is aware of the disruption.  A Wildmage seems to be
	 able to "feel" these disturbances with fairly good range.  Take
	 the Magic Attribute X the Willpower Attribute in 100's of meters
	 to determine the range.  An additional Intelligence check with the
	 same target number is required to tell the heading of the storm.]