====== RUNNING SUPERNATURAL CONFLICT ====== ===== Cast Magic Spell ===== The will of the supernatural entities granting their abilities to followers or allies may require successful social conflict checks before crafting the spell itself. Action by action, Adventurers and their opponents craft spells until they build the desired combination of effects. Once ready, the spell caster unleashes their crafted spell for hopefully maximum effect. The Guide may wait until the spell craft completes to decide if the supernatural entity or group requires persuasion to assist. ☐ **NATURAL MAGIC** \\ Modifiers for terrain and weather may affect offensive and defensive natural magic. The nature of the elements involved in the spell casting may provide Degree of Success modifiers. For example: fire casters desired effects may diminish or fail completely against forces of elemental water. ☐ **DIVINE MAGIC** \\ Guides may track the conflict between divine and dark powers as separate NPC actions. ☐ **SPIRITUAL MAGIC** \\ ☐ **WITCHCRAFT OR DARK MAGIC** \\ ☐ **RITUAL MAGIC** \\ ☐ **DEVICES AND COMPONENTS** \\ Guide may carefully track and require magical devices and components as additional modifiers to Degree of Success. ◢ [[:salvage_space:Magical Conflict|Salvage Space: Magical Conflict]] ===== Use Superpower ===== Adventurers or their opponents may use or stop their super-powered abilities at will if they have learned to control them. ☐ **GENETICS** \\ ☐ **MUTATIONS** \\ ☐ **XENOBIOLOGICAL** \\ ◢ [[:salvage_space:Superpowered Conflict|Salvage Space: Superpowered Conflict]] ===== Use Psionics ===== ☐ **PSIONIC DISCIPLINES** \\ ◢ [[:salvage_space:Psionic Conflict|Salvage Space: Psionic Conflict]] ===== Mass Supernatural Conflicts ===== ◢ [[:salvage_space:Mass Supernatural Conflicts|Salvage Space: Mass Supernatural Conflicts]] \\ ▲ [[:Chronology:]] :: ◢ [[:Chronology:references#conflicts_04.x|References: Supernatural Conflicts]] ~~DISCUSSION~~