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Old 11-22-2019, 03:44 AM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [RPM] Learning the system

I'm starting to learn how to use RPM, in a Monster Hunters campaign set in the Florida of Carl Hiaasen and Tim Dorsey's fiction. I'm playing a Witch built off the MH template, but I'm finding that the way of using the system implied by the spell list in Thaumatology: Ritual Path Magic isn't what feels natural to me.

I'm finding the system can be played a bit like Mage: the Ascension, but the limitation on what you can do is primarily energy, rather than anything corresponding to M:tA sphere levels. So I'm making charms for things that will obviously be needed, like healing and stunning, but my most effective role in combat (so far) is as the PC who can come up with countermeasures to weird and unexpected things happening.

We've finished our first scenario, where the weird and unexpected thing was homebrew Sarin nerve gas getting released from the shack where the opponents were brewing it. The first PC who got exposed came stumbling back, and I had to do something about it, because nobody else could.

So, Lesser Sense Matter with some range to find out what it was, then Lesser Destroy Matter with some area effect to decontaminate him and the rest of us. I was not going to try to deal with stuff in his system with Matter, because that opens up all sorts of horrible possibilities. But I could not see how to do "Neutralise Poison" with RPM.

I ended up doing Lesser Strengthen Body to give him immunity to that specific poison for 10 minutes, which is enough for its cyclic effect to expire. Is there a better way to do that?

Last edited by johndallman; 11-22-2019 at 10:53 AM. Reason: Spelling
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