10-21-2015, 11:06 AM | #31 |
Join Date: Oct 2009
Location: Plugerville
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Re: [4e] Mage and (non-lethal) figting.
Clean(M116) seems like a good option to transform your post-dungeon matt into a freshly washed(and brushed) waterfall.
The hair could be a binding innate attack with limited range, or just a melee range innate attack for damage. An additional option for the hair would be telekinesis. Something like Telekinesis (Reduced Range: 5 yds -10%, Visible -20%, Nuisance effect(I assume there are some), Special effect: takes the form of characters hair performing actions) for 3.5 points/level (or 1 point per level if you add in Uncontrollable -30% and Unconscious only -20%; making it so that you need not activate or control it, but it can also do unfortunate things to your allies. Alternately you could add in Independent +40% for 5.5 points per level to have a 'command-able hair' type deal, or 4/level for commandable hair that some times goes off the rails(Independent + uncontrollable))...) I admit I like the idea of a Sorceress with hair that will lash out in her defense. (and at 1 point/level you can have some pretty potent hair for just a few points, but remind your allies not to get too close if it starts to lash out...) |
10-22-2015, 08:44 AM | #32 | |
Join Date: Oct 2015
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Re: [4e] Mage and (non-lethal) figting.
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Another thing Im looking into is staff combat which is kinda a mage classic. I looked into some different values: Concerning skill and parry. 14/2 +3 +2 = 12. 12/2 +3 +2 = 11. 10/2 +3 +2 = 10. 9/2 +3 +2 = 9. 8/2 +3 +2 = 9. With ST 10 its a measly 1d+2, 1d cr damage. Which considering that most opponents is likely going to have DR 5 or so isnt exactly going to be an impressive weapon. Even 1 point gives a defense thats a little better that her dodge of 7. However isnt those points better spent on a skills or so? Can I just start using my spells on myself? Like its a disadvantage bought in points? So with regeneration can I just cure her one eye? I think it kinda states that you need to pay the points or does it? |
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10-22-2015, 08:47 AM | #33 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [4e] Mage and (non-lethal) figting.
Your GM really should charge you points for it, but, it's just one of those things that leads to people saying standard Magic needs a serious overhaul.
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10-22-2015, 08:55 AM | #34 | |
Join Date: Oct 2015
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Re: [4e] Mage and (non-lethal) figting.
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So it could be fun doing, Ill definently do that. |
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10-22-2015, 09:07 AM | #35 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [4e] Mage and (non-lethal) figting.
Technically, you should always have to pay off disadvantages. In the case of Magic, well, the only thing stopping you is the GM saying "The Gods say NO!"
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10-22-2015, 09:58 AM | #36 |
Join Date: Oct 2009
Location: Plugerville
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Re: [4e] Mage and (non-lethal) figting.
Just be aware that if you have uncontrollable hair with ST 11+ and you see a cat, you might find yourself traveling rapidly away from the feisty feline...
And you might want to keep your emotions in check if you are around people you especially like or dislike lest the actions of your hair give away those feelings... (could be rather amusing if you had lechery or kleptomania and hair with high TK strength. At the end of the day you might find a number of items(or attractive people) when you brush your hair...) |
10-22-2015, 10:46 AM | #37 | |
Join Date: Nov 2009
Location: Albuquerque
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Re: [4e] Mage and (non-lethal) figting.
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So yes, you must pay the points, though some GMs might waive it. |
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10-22-2015, 11:14 AM | #38 | |
Join Date: Oct 2015
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Re: [4e] Mage and (non-lethal) figting.
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10-22-2015, 11:17 AM | #39 |
Join Date: Nov 2004
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Re: [4e] Mage and (non-lethal) figting.
I'm pretty sure that's not how Cure Disease works. Besides which, as I GM, I would require a pretty solid explanation of why she hadn't already got rid of the disadvantage before play started, if she has the capacity to do so at any time.
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10-22-2015, 01:36 PM | #40 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [4e] Mage and (non-lethal) figting.
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1) Cure Disease works on microorganisms in third edition, so unless something like that is causing the narcolepsy it won't help. 2) Restoration and Regeneration (if the eye is totally missing, the latter is needed) have some key drawbacks that might prevent someone casually using them. First is the Energy cost: 15 and 20, respectively. Next is the time; while casting time is only one minute, the actual healing process takes an entire month, during which time you cannot make use whatever is being healed. Lastly is they are one try spells. I don't remember if it is "per caster" or simply "one try period", but combined with the other two, I'd only chance casting the spell when I was quite competent I'd make the roll and have time to properly heal up. It might not work for this character, but it is a decent excuse for a caster that already knows the spell but isn't comfortable trying it out before at least the current adventure plays out. Now, if the GM doesn't want to hear it, the GM doesn't want to hear it. Like many things there is the issue of GM/player trust (or past experience), though I'm not sure how abusive it actually would be for someone to basically take a "point load" by taking some curable Disadvantages that are otherwise okay for the campaign. If they survive long enough to pay them off, they have the spell cast and if it works, they're golden. I suppose I just would rule that if they don't have the points, such attempts autofail instead of allowing them to go into point debt.
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low-tech, magic |
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