09-30-2015, 07:49 PM | #231 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: GURPS Thaumatology: Sorcery
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Edit: that is, would it work sort of like a "hung spell" in GURPS Magic? Last edited by GodlessRose; 09-30-2015 at 08:19 PM. |
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09-30-2015, 09:35 PM | #232 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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Sorcery works differently from standard magic in several ways, and the lack of Blocking spells is one of them.
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10-01-2015, 12:04 AM | #233 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: GURPS Thaumatology: Sorcery
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On the other hand, you could build it with the standard duration, and say a sorcerer caught flat-footed is just out of luck. That might be better. It's less like the original spell, but puts more emphasis on preparation. |
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10-01-2015, 06:18 AM | #234 |
Join Date: Sep 2007
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Re: GURPS Thaumatology: Sorcery
If you wanted a Blocking spell, you could make it an AA with Sorcery itself -- not a configuration of the Modular Ability pool like the Sorcery spells, but an AA to the entire Modular Ability. That means that when you use the Blocking spell, you'd cut off whatever ongoing effect you had "up" in Sorcery. Not so bad if you had an instant ability like an attack; would be ugly if you were using, say, Flight.
You'll probably need Reflexive in the blocking ability build to make it properly quick and reactive. It would also cost you the configuration second to set up Sorcery again after the blocking ability. (I assume the pool starts unconfigured and "resets" to that state.) Or you could avoid those side effects, drop the AA pricing, and have a Blocking spell you could use freely along with your Sorcery. |
10-01-2015, 08:23 AM | #235 |
Join Date: Dec 2012
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Re: GURPS Thaumatology: Sorcery
This is the article I use for making Summoning spells in Sorcery:
http://www.sjgames.com/pyramid/sample.html?id=5583 Is this what you're looking for? |
10-01-2015, 10:59 AM | #236 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Thaumatology: Sorcery
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10-01-2015, 12:13 PM | #237 |
Join Date: Jun 2006
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Re: GURPS Thaumatology: Sorcery
Just keep in mind that you need to leave Fragile off of those templates. Zombies introduced a ruling that says you can't apply Unkillable and Fragile together. Otherwise, it works out JUUUUST fine :)
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10-01-2015, 01:12 PM | #238 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Thaumatology: Sorcery
Which is really dumb. "Goes automatically unconscious at -HP instead of -HPx10" is perfectly limiting. Of course, you could take it as a limitation on Unkillable instead.
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10-01-2015, 01:32 PM | #239 | ||
Join Date: Sep 2004
Location: Canada
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Re: GURPS Thaumatology: Sorcery
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Unkillable 1 and Fragile: Unliving are pretty much totally incompatible, full stop. One, you die at -10xHP, the other you die at -1xHP. All the other levels of Unkillable include Unkillable 1, with no way to separate it. That makes them incompatible. There is currently no official price for enjoying the benefits of Unkillable 2 or Unkillable 3 without Unkillable 1; if this modifier existed, then Unkillable and Fragile: Unliving would easily be compatible. Just "remove" Unkillable 1 and go on your way. I houserule that, for example. For whatever reasons, Kromm decided not to delve into if "Unkillable 2 without Unkillable 1" was really only 50 points of benefit or not (and similar with Unkillable 3). The simplest solution is to say "Don't do it".
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10-01-2015, 01:53 PM | #240 |
Join Date: Jun 2013
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Re: GURPS Thaumatology: Sorcery
I think "Mortal," which negates Unkillable 1, has been discussed as something like a -20% Limitation. Combining that with Fragile: Unnatural should be legitimate.
EDIT: Personally, I'd be tempted to treat "No Unkillable 1" as a distinct Disadvantage, worth [-20], and that has Unkillable 2 or 3 as a prerequisite. I see no reason why a character with Unkillable 3 should get more points back for dying early than one with Unkillable 2, particularly because death is even less of an inconvenience for the former character. Last edited by Varyon; 10-01-2015 at 02:00 PM. |
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cancellation, powers, thaumatology |
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