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Flux
Flux is the essence of soulless change. It is opposed to Law, and represents randomness. Other names are chaos and wild magic. It resists fate, giving the heroic and desperate a last chance. The change of flux does not require a steady progression; radical changes, even random changes, are possible with flux. Flux in a person is governed by Fortune, and that is the difficulty of most flux magic, though unwilling targets aware of your activity can use Dodge to resist. Flux has some effects similar to Fertility and Metamagic, and is violently opposed to the principles of Law. In some magic traditions, it is associated with Time. Flux is dangerous. Most effects are taxing, and madness is a constant danger for those who release powers beyond control, beyond comprehension. Backlash causes bouts of madness, stark raving lunacy where actions are random and inconsistent. See the Blast effect Hypnosis: Confusion for hints. This lasts as long as the GM desires. Referees are urged to show mercy on those who role play this well. Control RandomnessYou can understand chaotic systems and achieve harmony with them. This lets you decide the outcome of a truly random process and, as long as something has an element of chance, you can affect that chance. The difficulty depends on the importance of chance to the situation; pure elemental chance, such as that of nuclear breakdown and the willed actions of sentient creatures are hard to control; intricate patterns and chaos-theory results are relatively simple to affect. You can never decide what the result of a conscious decision will be, but you can decide what it will not be. This means that you can cause a skill roll to fail or make someone decide not to select a certain target or make a certain decision, but you cannot make them succeed or select a certain action. There is no such limitation on physical phenomena.
Disperse EffortYou can make tasks fail through a seemingly by chance; some random factor caused the task to simply fail. This allows you to you your Sorcery as an active or passive defense, and can also be used to defend another against any kind of task or effort, not only attacks. Jam MachineryTemporarily cause a machine or mechanism to malfunction by introducing an element of chaos: this works just like the Technomancy effect Accident. You can also cause something to decay rapidly by chance, but damaging objects in combat requires Blast. Open PathIn a pattern of chaos, you can discern trends and analyze how to best adjust your actions to such situations. An example is inner-city traffic; you can find the perfect path through such a chaotic situation, or make it a hopeless clutter. A success can increase or decrease the Pep of a vehicle by one. Invoke ChanceSpend a Magic point to add an element of flux to a task, making it more random. Whatever the result of that action, treat it as a Boxcars result, thus making it either a fumble or a critical success. Magic FluxThis effect can either be cast on a sorcerer, and stays put with him, or used defensively when somebody is about to cast an effect. The defensive version takes but a single shot and affects but a single spellcasting, the lasting version has a duration of one hour per point of Outcome. Both have a difficulty equal to the target sorcerer's Fortune. As long as Magic Flux is in effect, all use of sorcery causes backlash. The sorcery may well still succeed, but the caster may consider the price to high for his liking. Wild MagicUsed together with other magics, wild magic invokes a surge of raw flux in that spell, increasing it's power, but possibly changing it into uselessness. Wild Magic has no difficulty of it's own, it is a technique used together with another sorcerous effect, including other Flux effects. Add an extra bonus dice to the casting roll, but if this flux die is open-ended, the spell is changed is some random manner. Roll a die on the table below for inspiration, but the GM is the final judge in all cases. When deciding whether a change is good or bad, use straight 50%/50% chances. Wild Magic Backlash Table
Wild Surge Wild Zone WishYou create a wild flux of magic and attempt to shape it by the force of your own will. The results are spectacular but not always what you want them to be. It costs three Magic points to attempt a wish. You must make a short sentence explaining your wish. The GM then interprets this, depending on your Sorcery roll and how outrageous the demand is. Anything normally possible to sorcery is certainly within the scope of a wish, and outrageous effects outside the scope of the normal rules may be granted, based on the GMs whim. There seems to be an equalizer effect to wishes. If you have been successful and fortunate lately, wishes usually backfire. If you have been unlucky and suffered numerous setbacks, they often go well. This is just a tendency though, not a law. World FluxYou can make the world around you seem to become mad: straight surfaces twist, distances change and even directions seem to reverse themselves. Invoking World Flux costs a Magic point per sequence you want it to last. The area effected is a diameter equal to your Sorcery result. You must match the highest Fortune in the area or fail. While in an area affected by World Flux, any action in, through or into the area has a straight 50% chance to fail. You simply walked in the wrong direction, or were totally confused. Some actions are enhanced, however, and succeed against all odds. Roll on the table below for each action. Note that truly difficult tasks always have a slight chance of succeeding, so you can try even physically impossible tasks.
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