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Old 02-11-2014, 12:36 PM   #121
Christopher R. Rice
 
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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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Old 02-12-2014, 10:22 PM   #122
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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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Last edited by Christopher R. Rice; 02-12-2014 at 10:31 PM.
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Old 02-16-2014, 02:56 AM   #123
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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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Old 02-18-2014, 12:29 AM   #124
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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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Old 02-20-2014, 06:39 AM   #125
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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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Last edited by Christopher R. Rice; 02-20-2014 at 09:36 AM.
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Old 02-20-2014, 06:57 AM   #126
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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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Old 02-20-2014, 07:03 AM   #127
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Quote:
Originally Posted by Ghostdancer View Post
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.
I haven't done much with RPM beyond reading the various publications, and quite a few of the forum discussions, but this post is really cool. It seems like it should be an archetype/template in an RPM characters book.
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Old 02-20-2014, 07:14 AM   #128
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Quote:
Originally Posted by Mathulhu View Post
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.
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.

Quote:
Originally Posted by SCAR View Post
I haven't done much with RPM beyond reading the various publications, and quite a few of the forum discussions, but this post is really cool. It seems like it should be an archetype/template in an RPM characters book.
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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Old 02-20-2014, 07:22 AM   #129
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[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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Old 02-20-2014, 07:28 AM   #130
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[QUOTE=Mathulhu;1728180]
Quote:
Originally Posted by 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?
Well, considering there is no point here, it says this plainly on p. 18 of GURPS Thaumatology: Ritual Path Magic. Specifically:

Quote:
This includes Crossroads based
shortcuts – a gate to your home 12 miles away is
allowing you to travel at an effective speed of 12
miles/second (+25 energy). Gates to other times or
dimensions don’t need a speed component.
You don't need it for the buff - just for gates.
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