06-21-2008, 07:53 AM | #41 |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
Okay, so I've bought the Powers .pdf download and I'm reading through it. Here's my list of Darklord powers for Azalin, with the bits where I need guidance in italics.
Eternal Servitors: 1. Azalin can raise any corpse as a skeleton or zombie in his command. Source: Darklord pact with the Dark Powers. (Cosmic) Focus: Dead bodies within Darkon, or within a 2-mile radius if Azalin is outside of Darkon. (Death) Advantage: It looks like it might be an Allies power, with Summonable and Minion enhancements. Also a Possession with Telecontrol subtype, applies instantly to any undead that he has Puppet control over. This would be Telecontrol-2, as Azalin does not need to surrender control of his own body to control his undead allies. What should this be? Azalin can animate any number of corpses without limit and with only a momentary thought, so the limitation of "one second per corpse" should not hold here. 2. Azalin can command any preexisting undead within Darkon - doesn't need to be zombie or skeleton. Source: Darklord pact with the Dark Powers. (Cosmic) Focus: Any undead within Darkon (any power level), or within a 2-mile radius and limited to certain power levels if Azalin is outside of Darkon. (Death) Advantages: This seems like a Possession with Telecontrol subtype, applies instantly to any undead that he has Puppet control over. This would be Telecontrol-2, as Azalin does not need to surrender control of his own body to control his undead allies. This looks like it could have the Minion enhancement and Puppet advantage, as long as Azalin concentrates. If Azalin mistreats a sentient undead, the undead is powerless to refuse his commands unless and until Azalin releases it from control, at which point it becomes free willed again. Maybe this could take the Unwilling enhancement? In most cases Azalin takes pains to bargain with truly powerful free willed undead to operate freely instead of taking control of them... but if he has to, he has been willing to control such an undead and then command it to kill itself afterwards rather than have a resentful creature coming after him. Of course, most intelligent undead realize Azalin is an extremely powerful mage and do not want to cross him unless suicidally enthusiastic. 3. Like any other lich in Ravenloft, Azalin can look through the senses of undead under its control. Source: Darklord pact with the Dark Powers. (Cosmic) [Also a side effect of his being a lich, but then again that condition was brought about by the Dark Powers while he was in Greyhawk.] Focus: Dead bodies within Darkon, or within a 2-mile radius if Azalin is outside of Darkon. (Death) Advantage: What should this be? |
06-21-2008, 11:34 AM | #42 | ||
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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06-24-2008, 11:54 AM | #43 |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
Here's my revised list of Darklord powers for Azalin, with the bits where I need guidance in italics.
Eternal Servitors: 1. Azalin can raise any corpse as a skeleton or zombie in his command. Source: Darklord pact with the Dark Powers. (Cosmic) Focus: Dead bodies within Darkon, or within a 2-mile radius if Azalin is outside of Darkon. (Death) Advantage: Ally Group, with Summonable and Minion enhancements. Also a Possession with Telecontrol subtype, applies instantly to any undead that he has Puppet control over. This would be Telecontrol-2, as Azalin does not need to surrender control of his own body to control his undead allies. Limitation: to undead within Darkon, or to those within a 2-mile radius if he is out of Darkon. 2. Azalin can command any preexisting undead within Darkon - doesn't need to be zombie or skeleton. Source: Darklord pact with the Dark Powers. (Cosmic) Focus: Any undead within Darkon (any power level), or within a 2-mile radius and limited to certain power levels if Azalin is outside of Darkon. (Death) Advantages: A Possession with Telecontrol subtype, applies instantly to any undead that he has Puppet control over. This would be Telecontrol-2, as Azalin does not need to surrender control of his own body to control his undead allies. Also has the Minion enhancement and Puppet advantage, as long as Azalin concentrates, and if Azalin mistreats a sentient undead, the undead is powerless to refuse but it remembers the mistreatment, gaining an Unwilling enhancement. (In most cases Azalin takes pains to bargain with truly powerful free willed undead to operate freely instead of taking control of them... but if he has to, he has been willing to control such an undead and then command it to kill itself afterwards rather than have a resentful creature coming after him. Of course, most intelligent undead realize Azalin is an extremely powerful mage and do not want to cross him unless suicidally enthusiastic.) 3. Like any other lich in Ravenloft, Azalin can look through the senses of undead under its control. Source: Darklord pact with the Dark Powers. (Cosmic) [Also a side effect of his being a lich, but then again that condition was brought about by the Dark Powers while he was in Greyhawk.] Focus: Dead bodies within Darkon, or within a 2-mile radius if Azalin is outside of Darkon. (Death) Advantage: Whatever is not covered by Possession (at 1. above) is covered by Mind-Reading with Sensory. (Azalin does have a massively powerful mindreading and memory-altering power that he acquires later in the campaign, but I will worry about that later.) And now onto the issue of liches: 1. Phylacteries: D&D liches are a little different from GURPS liches. Azalin usually cannot be destroyed permanently, as he will reform as long as his phylactery is still in existence. I think this deserves the Unkillable 3 advantage, with the trigger limitation being that he must have his phylactery around (on the same plane of existence) and have a humanoid corpse to possess. Should this be a dependency of some sort? Or should I leave that to just mana dependency, and write in the phylactery as part of the Unkillable advantage? I believe that this should override the potion requirement for liches in GURPS. 2. Powerstones: This was not particularly well explained in the Magic or the two core rulebooks. How do these work and what does a mage do with them? 3. In the d20 system, Azalin has Damage Reduction against everything except for magical bludgeoning attacks. Liches in GURPS don't have this, though they seem to have immunity to Shock (from High Pain), resistance to piercing or impaling damage (from Unliving). Accordingly they appear to take greater damage from bludgeoning weapons (from Vulnerability - Crushing), and they fall apart more easily (from Brittle). Should I add anything to this? I want Azalin to be something that the PCs really need magical spells and enchanted weapons to be able to injure. If I limit his Vulnerability to just Enchanted Crushing, would that be too harsh? 4. Spells. I love the Spells-as-skills system, which is much better than the arbitrary "spells per day by level" pyramid system that DnD 1E through 3E uses. But what's the maximum useful skill level for spells for Azalin? There are several spells he knows very well and can cast probably over and over (meaning a high skill level negating FP cost) but then there are some others he must concentrate on, mostly gating and teleportation spells. 5. He also has a curse which is that he can't learn any new spells. I wonder how to do this. I could reduce his Mana to 0 as base, but give him the usual high Mana (maybe 5 or 6) for using magic that he already knows. What do you think? |
06-27-2008, 05:23 AM | #44 | |||||||
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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Anyway, yes, the Phylactery would be a Trigger. The Corpse requirement is "Requires Body", stolen from Extra Life. Quote:
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So they're sort of like a battery and a solar panel, for magic. :) Quote:
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07-07-2008, 07:53 AM | #45 |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
Thanks for the help with Azalin's stats. They were just a "stretching exercise" to warm up for the system.
I now have GURPS Horror 3rd. ed. I will start posting some broad brushstrokes of the campaign setting once I get a better handle on them. The sourcebooks I now have are: Dual core (books, not the CPU...) All four of the Dungeon Fantasy pdfs. Horror 1st and 3rd Magic Powers Mysteries Martial Arts All of those except Martial Arts will be useful. I'm thinking of setting the main body of the action in the northern Core, between Darkon and the more "modern" nations (Lamordia, Dementlieu, Borca, Richemulot). The nature of the game should still be the same: players start off as basic peasants, and then can choose to ally with factions, which will give them various skills to spend points on. Possible factions include: Azalin's Kargat police (magic) Drakov's army (melee combat and horsemanship) Lamordian border guard (ranged combat and rudimentary gunpowder) Dementlieu infiltrators (rogue type skills) Each faction will have a separate storyline. |
07-07-2008, 03:31 PM | #46 | |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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09-26-2008, 12:05 PM | #47 |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
I have gotten the pdf of the Thaumatology addendum and will be working through that for a suitably Gothic type of magic system.
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09-27-2008, 10:55 PM | #48 | |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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09-28-2008, 10:19 AM | #49 |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
About the power stones: I had this problem too. They should consider reprinting Magic with a better index. You need to look under Enchantment spells (p. 69... hehe). All the rules for powerstones are listed under the spell (surprise!) Powerstone.
I agree with all the previous advice about Azalin. Using Powers for his extraordinary abilities, spell skills at 20 or 25, High Magery with cannot learn new spells, etc. Just make sure he has an enormous number of FP and he should be able to cast all day. The disadvantages rule is not set in stone; it's completely up to you. If you want a higher than 50% limit (advisable with a lowly 25 point character) than go for it!
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09-28-2008, 11:46 AM | #50 | |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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