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Old 10-15-2013, 02:29 PM   #35
Nosforontu
 
Join Date: Sep 2004
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Ghostdancer View Post
Ahhh. Well that explains that then.
Yeah it was our expectations that the skill bumps from the advantage was almost a side note to the value of having magic stuff still working when normally it wouldnt.


Quote:
Originally Posted by Ghostdancer View Post
I think it started out with me looking at Control (Teleporation) in the first Infinite Worlds Pyramid and thinking "Wow, this would be a interesting way to use RPM." and then Refplace posted something that night and I got to talking with him about it. Then a year or so later we got to chatting via email about it while discussing another subject. Overall, it works quite well. I allow each level to add to +1 or -1 to Path skill rolls or reduce the Greater Effects multiplier by a single level. You could also reduce it further to specialize in a specific effect, path, or even ritual:

Very Common: All magic in the setting. 30 points/level.
Common: Specific path or effect. 20 points/level.
Occasional: A specific combination of effects (i.e., Sense Mind), a narrow focus of a specific Path (e.g., all fire effects from Path of Energy). 15 points/level.
Rare: A specific ritual. 10 points/level.

I might be tempted to reduce each level by 5 points, but I don't know what that would look like in game play.
This is something I am definately going to have to play around with a bit, maybe stat out a few different power path options with it.



I've treat it that way. Charms and conditionals are bound by the effects of the Magery. You might want to exclude them for the same reason magic excludes such effects on enchanted items: ease of game play.


Quote:
Originally Posted by Ghostdancer View Post
:-) Coolness.
Thanks, it was essentially a campaign world that was high in supernatural content but with fairly low magic (salt water was a low mana zone, the deep ocean was a no mana zone etc). The idea was that every 5 centuries or so the dominant Supernatural template of the world would rise and fall only to be displaced by the next template.

The characters were fledgling Noble Dead which 13 years ago was the dominant template which had been overran by the "Dawnbringer" essentially a vampire esque fantasy game only with the characters playing for the loosing side and that most of the time Animate Dead rather than Noble Dead would be created (character must critically succeed on an average of HT/Will roll to become Noble Dead), and a campaign assumption that all starting characters had critted.

The other assumption was that Undeath took 13 years to process because that was the length of time for the very first Undead character to be raised in that game verse.
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