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Old 07-15-2016, 08:13 AM   #21
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Default Re: GURPS Sorcery: Protection and Warning Spells

Philip J. Fry, the currency in his hand.
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Old 07-15-2016, 08:17 AM   #22
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Philip J. Fry, the currency in his hand.
I don't know why, but this made me laugh. It immediately put me in mind to Paul Winfield saying "Shaka, when the walls fell."
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Old 07-15-2016, 09:56 AM   #23
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Default Re: GURPS Sorcery: Protection and Warning Spells

A must have for mi DF campaign. I have bought it immediatly.

I plan to use some of the builds, not as Sorcery spells, but for "cool powers" for the different classes. For example "Iron Arm" (p. 7) is going to become "Demonic Arm" for my "Demon linage" class by adding Cost Energy Reserve 1 (-5%), Supernatural features "Your arm looks weird!" (-10%) and Feature (+0%) your arm count as a demon for spells and magic objects. For example it gets hurt if you try to hold a blessed weapon, but you can hold an impure one!

It seems like "Iron arm" doesn't cost fatigue by the book, but for my Demonic Arm it will.
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Old 07-15-2016, 10:28 AM   #24
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Default Re: GURPS Sorcery: Protection and Warning Spells

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I don't know why, but this made me laugh. It immediately put me in mind to Paul Winfield saying "Shaka, when the walls fell."
Me too. I'll wager that was the intent!
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Old 07-15-2016, 11:03 AM   #25
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Default Re: GURPS Sorcery: Protection and Warning Spells

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..in the world of Stardust. :)
I love that movie. A lot.

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Actually, there's never been an explicit rule saying "don't put limitations on meta-traits." It just has the potential for abuse if the meta-trait includes disadvantages or heavily modified abilities.
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double checks - well blow me down. The Enhancements section is more restrictive than the Limitations section - although the -80% rule almost certainly still applies even if the limitations cascade through to traits concealed in a meta-trait (except as discussed in Power-Ups: Limitations).

Objection softened to a "I bet this is going to come up in the forums regularly now" comment.
One of my players brought this up during the playtest and I spent a good hour looking for a rule that never existed. One question I do have (and I should have had then): If applying a limitation to a 0-point meta-trait does that then turn it into a disadvantage? Seems like the rules for Below the Minimum (GURPS Power-Ups 8: Limitations, p. 7) might apply here (at GM discretion, of course).
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Old 07-15-2016, 11:10 AM   #26
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Default Re: GURPS Sorcery: Protection and Warning Spells

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I love that movie. A lot.
Me, too. It happened to be playing on a flight my wife and I were on, back when it was a new release (and back when everyone on a flight had to watch the same movie!). My wife alternated between reading and looking out the window, as usual, but I kept catching bits of the movie and was intrigued. When we got back, I bought a copy of the DVD and we watched it. Loved it! Just loved it. Now we have the Blu-Ray, and we've watched it a dozen times over the years, easily.

In fact, I love it so much, I'd go all the way to Ipswich to watch it if I had to.

I dream of GURPS Stardust, a 4e supplement....
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Old 07-15-2016, 03:30 PM   #27
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Default Re: GURPS Sorcery: Protection and Warning Spells

Finished a quick review of the book a few minutes ago. I overall find it to be exactly "good." I like it because a lot of the engineering of the types of effects in this college are not exactly straightforward; seeing the gymnastics taken to make what seems like a square peg fit into an annoyingly round hole gives me a certain type of joy when the solutions come out to be as elegant as most of them are here.
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Old 07-15-2016, 06:50 PM   #28
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Got it! And GURPS Thaumatology: Sorcery. And, Supporting Cast: Age of Sale Pirate Crew, for good measure.
Are they discount pirates?
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Old 07-15-2016, 07:14 PM   #29
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Are they discount pirates?
LOL! I totally missed that.
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Old 07-15-2016, 10:35 PM   #30
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Default Re: GURPS Sorcery: Protection and Warning Spells

Catch Missile does not seem to list a weight limit for what you can catch. Is it your BL because of the parrying heavy weapons rules on B376? I would assume so, but axes can be pretty heavy!
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