02-24-2016, 12:05 AM | #1 |
Join Date: Aug 2004
Location: Cincinnati, OH
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[Sorcery] Stop Bleeding and Awaken Spells?
I would like to write up Sorcery equivalents of the spells Awaken and Stop Bleeding from Magic, but I'm not sure how.
Stop Bleeding can stop bleeding (naturally), and also stabilize a mortal wound. I thought about an Affliction with Injury Tolerance, but I figure the bleeding or mortally wounded state would return when the Affliction wore off. The Healing advantage can stop bleeding, but I don't see anything in the description about mortal wounds. Awaken counteracts stunning and the effects of being below 1/3 FP (provided FP is still above 0), and gives sleeping and unconscious subjects a HT roll to recover. I guess an Affliction with Doesn't Sleep and Injury Tolerance would work, but I wonder if there's a better way. I'm not sure how to price the Injury Tolerance, regardless. Any thoughts? |
02-24-2016, 12:23 AM | #2 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
I did Stop Bleeding as Injury Tolerance (No Blood, No Vitals; Only for bleeding and mortal wounds, -60%). I figured that wounds not starting up with killing you again after the duration expires is simply a special effect, given the completely transitory nature of the statuses anyway.
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02-24-2016, 12:35 AM | #3 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
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02-24-2016, 09:53 PM | #4 |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
Thanks. I don't understand what No Vitals does here, though. How is that connected to mortal wounds?
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02-24-2016, 09:57 PM | #5 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
Well, mortal wounds aren't a bleeding thing, they're a separate rule, and No Blood doesn't do anything to help you with them. I thought about it for a bit, and figured that No Vitals was the closest trait to helping avert them; you could go with something different if you'd like. Perhaps ten levels of limited Hard to Kill, or such.
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02-24-2016, 10:24 PM | #6 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
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02-24-2016, 10:38 PM | #7 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
If you go through Sorcery, you'll notice it does a lot of variants of and limitations on existing traits rather than inventing new ones (Haircut, Blight, Preserve Fuel all come to mind right off the bat). I was following that trend.
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02-25-2016, 12:52 AM | #8 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
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I'm glad you drew my attention to Blight and Preserve Fuel, though. I hadn't noticed the "Trait X, Variant" bits before. That's an interesting approach to dealing with some problematic effects. |
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02-25-2016, 11:46 AM | #9 |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
Say, is there a limitation that applies a penalty to die rolls to use an ability, but only under specified circumstances? I wanted to give healing spells penalties to treat certain conditions, but I'm not sure of the proper way to write that up.
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02-25-2016, 03:00 PM | #10 |
Join Date: Sep 2004
Location: Canada
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Re: [Sorcery] Stop Bleeding and Awaken Spells?
If you're basing them on the Healing advantage, penalties are already built in for eg. diseases. Other than that, I'm not sure it's actually worth much, as long as some other things get bonuses. I don't think it's worth more than a point or two of discount, as an Incompetence would give you a -5 to everything and it's only a quirk.
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