06-16-2014, 08:35 AM | #1 |
Join Date: Nov 2007
Location: Brazil
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[RPM] Golems
Hello everyone,
I'd like to ask for some directions and opinions on how to rule out the creation of Golems for RPM. While Familiars (due to their connection with their master) should be taken as allies (as prompted by RPM itself), I'd like to ask how would you guys rule the creation of a Golem. I don't think Golems should be treated as allies, it doesn't sound Golem-like to grow in power with the wizard, but I don't see any other option as to how to create them. Any suggestions?
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Current Playing: Gurps Fantasy. Current GMing: DnD 3.5 on an original setting. Planning a GURPS Sci-Fi Campaign. |
06-16-2014, 08:42 AM | #2 |
Join Date: Jun 2013
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Re: [RPM] Golems
Ghostdancer has a modifier, Summoned, for use with RPM - you can find it in this blog post. A golem would be animated using this modifier and whatever duration worked for the mage. For a constant companion, weekly would probably work. For a guard of the mage's sanctum, monthly would suffice. For a more independent guard, yearly would be a good idea, and for an "eternal" guardian you'll need it to last for centuries, if not millennia.
EDIT: If you want them to cost points instead, you could still keep them at the same point total, becoming cheaper over time. This could result in oddities where the mage suddenly effectively gains several extra character points in a single session (due to crossing a point threshold) - you could easily avoid this by staggering out the price of Ally more (making it so that the mage instead simply effectively gains a single extra point every so many sessions). Last edited by Varyon; 06-16-2014 at 08:48 AM. |
06-16-2014, 10:09 AM | #3 |
Join Date: Nov 2007
Location: Brazil
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Re: [RPM] Golems
Whoa, that modifier seems to fit it like a glove!
Perfect! Thanks a lot! Edit: A question has risen, does having two or more different Golems (not eligible to Group Multiplier) violates Stacking Spells?
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Current Playing: Gurps Fantasy. Current GMing: DnD 3.5 on an original setting. Planning a GURPS Sci-Fi Campaign. Last edited by Yami Fowl; 06-16-2014 at 10:15 AM. |
06-16-2014, 10:30 AM | #4 | |
Join Date: Jun 2013
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Re: [RPM] Golems
Quote:
Also, looking through my notes, I saw I had worked out energy costs for summons worth less than 25%, based on the rules from DF9: Summoners (which allows for really weak minions at fractional prices). A summon worth up to 5% would add 1 energy, one up to 10% would add 2 energy, and one up to 15% would add 3 energy. In theory, you might be able to allow summons worth 1% and lower to add 0 energy. |
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06-16-2014, 11:04 AM | #5 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Golems
Pretty much everything Varyon said is solid. And let me know how you find the Summoned modifier and if it works for your games. I always appreicate play reports from others. :-)
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06-16-2014, 12:36 PM | #6 |
Join Date: Nov 2007
Location: Brazil
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Re: [RPM] Golems
Seems interesting, and I like the concept of it taking a Conditional Spell Slot.
Btw, a little off-topic but I'd like to hear your opinions about this perk I devised: Conditional Focus You can elect one of your conditional spells (charms or elixirs) to be apart from the succession line. It will never be canceled due to a newer one being cast, but still counts as one used up slot. It would allow a Wizard to never, by mistake, unsummon his Golem.
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Current Playing: Gurps Fantasy. Current GMing: DnD 3.5 on an original setting. Planning a GURPS Sci-Fi Campaign. |
06-16-2014, 12:38 PM | #7 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [RPM] Golems
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06-16-2014, 12:40 PM | #8 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Golems
Quote:
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06-16-2014, 12:48 PM | #9 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [RPM] Golems
Quote:
Already you can get an extra slot with a perk and that is often more useful. This just saves book keeping which is a thing I like to encourage. |
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06-16-2014, 01:23 PM | #10 |
Join Date: Jun 2013
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Re: [RPM] Golems
Honestly, I'd allow a Perk to let you always choose which conditional ritual to discard upon exceeding your limit. That is, with this Perk, the order in which you created the rituals/charms doesn't matter - upon creating a new one, you simply get to review your list and say "Yeah, I'll just get rid of that Speak with Plants charm."
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