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Old 09-10-2015, 08:16 AM   #1
Anders
 
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Default [Sorcery] Plant Growth

Maybe we should have a separate thread for all these Sorcery spells? And maybe we should have one dedicated to Sorcery in Gaming resources?

Anyway, if I want to make plants grow quickly, and not meddle with the space-time continuum, do I use Create and Control or is Create (plant matter?) enough?
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Old 09-10-2015, 08:43 AM   #2
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Default Re: [Sorcery] Plant Growth

Try this thread. Ghostdancer's suggestion there sounds like it should work.
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Old 09-10-2015, 12:32 PM   #3
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Default Re: [Sorcery] Plant Growth

Quote:
Originally Posted by wellspring View Post
Speaking of Pyramid (or follow-on supplements for Sorcery)...

Will any of this forum discussion have IP implications if PK starts writing up spells like this for publication? That is, say we come up with an answer for Plant Growth. Can PK use that as written or does it become a sticky wicket with copyright?

I'm lurking these conversations with great interest, but it occurred to me that we might be unintentionally throwing a wrench into the works.

(I say this because on some other companies forums, fan rules and implementations of existing rules are restricted to forums where writers aren't permitted to browse. The idea is that some fan might file a lawsuit because the published version of Control Asparagus looks similar to the idea they posted in the fan forums a few years before.)
I think you meant to post this in this thread, rather than the one you used necromancy on. I can't find it now, but I believe somewhere on the site is a disclaimer that SJGames legally owns posts made on this forum. So, if a fan happens to post an excellent way to handle Control Asparagus or whatever, and that makes it into a supplement, SJGames is covered against any sort of lawsuit. That said, I'd imagine SJGames is the type of company to give credit where it's due, even if it's just in a blurb at the back saying "User supervegan originally posted the builds for Control Asparagus, Flesh to Broccoli, and Slay Carnivore to the GURPS subforum at forums.sjgames.com."

EDIT: Here's what I was talking about. Under the Forum Rules, section G, posting anything without an explicit copyright means SJGames can more-or-less do whatever they'd like with it.

Last edited by Varyon; 09-10-2015 at 12:40 PM.
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Old 09-10-2015, 01:22 PM   #4
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Default Re: [Sorcery] Plant Growth

Looking at other options - how about Afflicting Growth with Permanency?
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Old 09-10-2015, 02:49 PM   #5
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Default Re: [Sorcery] Plant Growth

Quote:
Originally Posted by Varyon View Post
I think you meant to post this in this thread, rather than the one you used necromancy on.
Perfect, that's great news.

And, no, I don't know how I managed to resurrect that thread. Sorry guys.
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Old 09-11-2015, 04:01 AM   #6
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Default Re: [Sorcery] Plant Growth

Looking at the problem again... I don't think either Growth or Ghostdancer's solution has the Oomph I'm looking for. When you're trying to grow a seed into a flower, an increase of 10% or SM +1 is fairly trivial. So I think I'll combine Create and Control in some heinous fashion.
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Old 09-11-2015, 06:51 AM   #7
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Default Re: [Sorcery] Plant Growth

IIRC the speed of growth is a 0-point racial feature. So maybe just Affliction with Alternate Form (Normal Racial Template + grows so much faster) (+ all the area, fixed duration, etc.).

Nerdvana's suggestion from the linked thread would also work very well, but require Reduced Time 12 on Unaging to reflect such a fast growth, which would skyrocket the price of the trait, even if we'd consider "Age Control Only" to be -80%.
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Old 09-11-2015, 07:19 AM   #8
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Default Re: [Sorcery] Plant Growth

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Originally Posted by Gnomasz View Post
IIRC the speed of growth is a 0-point racial feature. So maybe just Affliction with Alternate Form (Normal Racial Template + grows so much faster) (+ all the area, fixed duration, etc.).

Nerdvana's suggestion from the linked thread would also work very well, but require Reduced Time 12 on Unaging to reflect such a fast growth, which would skyrocket the price of the trait, even if we'd consider "Age Control Only" to be -80%.
I have no problem with the trait being expensive and I think Nerdvana's suggestion is probably the best. Meditate on this must I.

Edit: Hmmm... maybe it's time to violate the space-time continuum after all? Control (Time; Only to make plants grow, -80%) [6/level]. 10 levels would allow you to get down to a x10 compression, which is to little but maybe... 20? x100 compression? 120 points... Hmmm...
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Last edited by Anders; 09-11-2015 at 08:12 AM.
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Old 09-11-2015, 11:13 AM   #9
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Default Re: [Sorcery] Plant Growth

There are 43200 minutes in 30 days, so that would be around x43200 compression. Hence Reduced Time 12 (x10 is included in Age Control).

I'm not usually bothered with an ability costing lots of points, but both of my builds seem accurate and simple to me, so I'd choose the cheaper one (going along the ABC rule from Powers).
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Old 09-11-2015, 12:10 PM   #10
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Default Re: [Sorcery] Plant Growth

There's really no fair way to price Feature Afflictions though. They're the Divide by Zero of GURPS because they can have a huge impact on a character (e.g., gender) but have no cost... I don't like it.

And Reduced Time only reduces the Activation Time of an advantage. So that's not RAW either.

You could Afflict it with Morph, one shape only? With IQ 0 and DX 0, most plants will be below 0 points in cost...
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