02-11-2014, 12:36 PM | #121 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
Gamemaster's Guidepost: Diablorising Ritual Path Magic - The Necromancer - Part II
I'm continuing my "conversion" of the Diablo II Necromancer's skills. Next up: Curses!
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02-12-2014, 10:22 PM | #122 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
Triple Threat: Dimensional Shamblers
As my players have said to me after fighting a group of these things "Dimensional Shamblers. You see one, run. If you can't run, bring lots of firepower. If you can't bring lots of firepower, nuke it from orbit - it's the only way to be sure." While not as frightening as they might be portrayed in the Mythos, they're plenty scary. Especially when they get a hold of you and drag you off into another dimension where you are probably trapped. As my favorite comedian has said "You do not f*ck with that kind of evil!"
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02-16-2014, 02:56 AM | #123 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
Triple Threat: Meldein Spider
Want to freak out your players? Make'em fight a spider with human-looking teeth - I know it did mine.
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02-18-2014, 12:29 AM | #124 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
Gamemaster's Guidepost: The Soundtrack of Your Game
Music. Depending on how you GM, you might want silence while you game or even barely audible sounds echoing in the background. Today's Guidepost talks about how to use music in your games as not just a background element, but a meta-tool to further enhance the flavor of your campaign.
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02-20-2014, 06:39 AM | #125 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
GURPS 101: Spell Kits For Casters - The Gatemaker
The first in what might become an ongoing series - "spell kits" are exactly what they sound like. Advice on traits, equipment, spells, etc. for ritual path magic casters for specific archetypes. First up (and last unless I get a ton of traffic - this thing was a PITA to put together right, and if you don't do it right, just don't do it.) is the "gatemaker." He's the mage you want on your side when you got somewhere to go. This post includes advice on actions in combat, new spells, and a whole lot more.
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02-20-2014, 06:57 AM | #126 |
Join Date: May 2009
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Re: Ravens N' Pennies - GURPS Content Posts
Do teleport spells really need "Speed" and "Distance" to take the caster?
I would have thought the speed enhancement alone would be enough. If you added a distance enhancement it would allow you to cast it on someone else that distance away from the caster.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
02-20-2014, 07:03 AM | #127 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Ravens N' Pennies - GURPS Content Posts
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02-20-2014, 07:14 AM | #128 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
Quote:
I didn't want to do a actual template, because really, that's going to vary from campaign to campaign - advice and ideas on the other hand seem portable and interchangeable.
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02-20-2014, 07:22 AM | #129 |
Join Date: May 2009
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Re: Ravens N' Pennies - GURPS Content Posts
[QUOTE=Ghostdancer]Distance is how far you can go, Speed is how fast you can get there. If it's instantaneous, you need to match the two.
I kind of see your point but what happens if you grant a buff to speed for a duration, do you have to calculate how far they can go and add that cost as well?
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Maxwell Kensington "Snotkins" Von Smacksalot III |
02-20-2014, 07:28 AM | #130 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ravens N' Pennies - GURPS Content Posts
[QUOTE=Mathulhu;1728180]
Quote:
Quote:
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