Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-16-2012, 03:40 PM   #9
thom
 
Join Date: Oct 2011
Default Re: [Powers] Help with cleric auras

Quote:
Originally Posted by Kuroshima View Post
First, the Aura of Power meta-enhancement is something you should give a look to.
Yeah, well my problem with that is I'm trying to make the effect as cheap as possible, and I'm starting with 150-point PCs. So any single ability that cost 30+ points is "right out!" <g>

So how about "+1 Striking ST" for 5 base points:

Area affect 4 hexes (+100%)
Malediction (+100%)
Emanation (-20%)
Divine (-10%)
must use gestures and speak (-20% for the two)
Requires Will roll (-5%)
Costs Fatigue (1 point, -5%)

For a total of 12 points and costing 1 Fatigue Point, the cleric can raise all striking weapons damage by +1.

So...my next question is; how do I build this so the rest of the group can leave the area of effect (i.e. the 4 hexes around the cleric) and still gain the benefit for some time? Would the Persistent enhancement (+40%) help with this? Or is there a better way? Thanks for all the help so far!
thom is online now   Reply With Quote
 

Tags
aura of power


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:25 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.