12-04-2017, 11:30 PM | #1 |
Join Date: Jul 2017
Location: Michigan
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How would you...?
Hi everyone,
I'm back with another random question. This one is interesting and meaningful to my group's modern mage campaign. I have understood that pretty much every advantage/disadvantage could be turned into a spell. Are there any known rules for this? Also, any recommended rules for a "bag of holding" kind of object? The way my group and I think it would work is to take the advantage for storing objects in the character and turn that into a spell, then use the spell to create theenchantment. Any insights, thoughts, or suggestions greatly appreciated as always. |
12-04-2017, 11:59 PM | #2 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: How would you...?
Hello.
Quote:
Some specific cases could be handled differently. Quote:
Payload with Cosmic is the way to build the power. You could use Affliction with Permanent to enchant a bag to have that power.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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12-05-2017, 02:19 AM | #3 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: How would you...?
Quote:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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12-05-2017, 07:12 AM | #4 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: How would you...?
Quote:
If you want it as a spell like the default magic system, then you'll probably have to build that yourself, assigning what you feel are the proper prerequisites, cost, time, duration, etc. There are some guidelines in Magic on creating new spells. Ritual Path Magic can grant just about anything with the proper amount of energy and paths. So again, it really depends on what sort of "spell" you are looking for.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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12-05-2017, 08:19 AM | #5 |
Join Date: Mar 2014
Location: St. Louis, MO
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Re: How would you...?
Cat-Skinning (IQ/E) - This is the skill of removing the outer fur or hide from a creature of feline descent. Make a roll to produce a usable, serviceable hide from which clothing can be made. It takes four such hides from an average housecat to make a pair of gloves or mittens, around 10 to make a 'hair shirt' or jerkin, or pair of trousers. Failure means you tore the hide or damaged it in some way and have to repair it before it can be used (see Leatherworking, p205). Critical Failure results in 1d cutting damage to the hands and arms. A natural 18 results in the same damage to the face.
Incompatible with any amount of Animal Friend Talent. |
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