11-05-2013, 08:59 AM | #71 | |
Join Date: Jun 2013
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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If the GM rules that any sort of Mind Control is meant to only target one mind, add +2 energy for Area Effect to get 'em all (and note this will let you affect anyone within 3 yards of the target, if you so choose). |
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11-05-2013, 09:03 AM | #72 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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11-05-2013, 09:13 AM | #73 |
Join Date: Jun 2013
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Taking another look at Subject Weight, it explicitly rules it out for purely mental effects. My mistake. Looks like Area Effect is the way to go, then (it's also cheaper, as most humans need +3 energy to affect based on weight). If the target's entire body needs to be within the AoE, +2 energy is enough to hit creatures up to SM+1 (assuming human shape), +4 for creatures up to SM+2, etc. I think a mental AoE simply needs to touch the subject, however.
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11-06-2013, 03:34 AM | #74 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Weird ideas with Chance:
Lockdown dem randoms: make all random number generators (dice and coin flips, pseudorandom algorithms, quantum random generations, shuffled decks etc.) produce the same result as they did before the casting. Greater Destroy Chance (because it removes randomness)? Or is it Greater Control (because it defines the results of random outcomes)? Produce reoccurring event: instead of Creating/Strengthening the chance of some event occurring, Create/Strengthen the chance of it occurring every X time units until the spell expires or is dispelled or cancelled. |
11-06-2013, 03:46 AM | #75 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Reminds me of a DS9 episode with a McGuffin that emitted a "force" that caused the extremely improbable to become nigh inevitable.
Everyone hitting the jackpot at Quark's to the chief always winning at racquetball and darts against Bashir.
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11-06-2013, 03:48 AM | #76 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
They should have done something more fun with it, like everyone turning into Smurfs for no particular reason.
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11-06-2013, 04:27 PM | #77 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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11-15-2013, 08:04 PM | #78 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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Have you actually watched the episode? IME it's one of the better (but not quite in the top 10) of comedic episodes of DS9. |
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Tags |
ritual path magic, rpm |
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