10-19-2013, 08:46 AM | #61 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Power-Ups for RPM?
Quote:
Quote:
Very Common: All magic in the setting. 39 points/level. Common: Specific path or effect. 26 points/level. Occasional: A specific combination of effects (i.e., Sense Mind), a narrow focus of a specific Path (e.g., all fire effects from Path of Energy). 20 points/level. Rare: A specific ritual. 13 points/level. Going the opposite route if the Control can only give bonuses I'd call that about -50% or -60%, but -50% feels better.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
||
10-19-2013, 07:13 PM | #62 | |
Join Date: Aug 2008
|
Re: Power-Ups for RPM?
Quote:
While I get you wanting to add in some utility at that price level, I really don't see being able to reduce other people's greater effect multipliers as being consistent with the intent behind this sort of power-up - "I'm freakin' awesome at magic and can do flashy things with it!" To add back in some of the lost utility, I suggest ignoring the need to Concentrate for a second, spend 2 FP and make an IQ roll to use this. So it becomes an always-on passive ability to cast some really flashy stuff more cheaply. Then use Control (Magic) for all the fun stuff you are mentioning, like affecting others' greater effects multipliers, gather magic, successfully cast magic, etc. That would represent your ability to manipulate the ambient mana field itself.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
|
10-19-2013, 07:31 PM | #63 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Power-Ups for RPM?
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
10-19-2013, 07:51 PM | #64 |
Join Date: Aug 2008
|
Re: Power-Ups for RPM?
Okay, I think I'm understanding this better. I'm sorry if I've been kind of thick, but I don't have the infinite worlds pyramid issue you're drawing Control (Psi) from. If I understand this correctly, everything from Control (__) is the same, except that instead of the rules for effects, you grant a +1 to psi skills per level and +1 to psi powers per 10 levels? So I'd still have to add Reduced FP Cost, Reduced Time, and potentially Cosmic, No Roll Required to make it something assumed to always affect the person with it? So something like this:
Control (Magic) (Cosmic, No Roll Required, +100%; Reduced FP Cost 2, +40%; Reduced Time, +20%; Magical, -10%) [50/level].
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
10-19-2013, 08:00 PM | #65 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Power-Ups for RPM?
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
10-19-2013, 08:03 PM | #66 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Power-Ups for RPM?
Quote:
Control (X) in Powers gives a bonus or penalty in typical use. Control (Psi) is a minor variation in Pyramid that does the same but also grants a power boost with enough levels if you like. It also has a limitation that you cant boost your own skill as they are internal. I would love to copy the whole thing but of course its not my place. So breaking it down... Control (Magic) can give a +1 to abilities with Control (Psi) as ther precedent. GhostDancer thinks you can add +50% Cosmic to even boost your own skill. I think its not needed because with Magi your manipulating ambient energy, especially if your affecting Gather Energy rolls. +1 IQ would do the same but only you and the only for magic is offset by the Affects Others Enhancement. Ghost Dancer then adds the reduction in Greater Effects to make it more useful and it is a nice mechanic. Not sure what the value is on it though or if Control (Magic) is lowered from my initial suggestion of 40 to the 20 pricing as suggested above if the value is correct.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
10-19-2013, 08:19 PM | #67 | ||
Join Date: Aug 2008
|
Re: Power-Ups for RPM?
Quote:
Quote:
That leaves 10 points/level not doing anything in Control (Magic). To this, Ghostdancer ascribes reducing Greater Effect multipliers. If you reduce one Greater Effect per 3 levels, that works out to a 30-point advantage split over three levels. In other words, 15 points per -1 reduction to the GE multiplier. This seems really cheap to me.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
||
10-23-2013, 09:18 PM | #68 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Power-Ups for RPM?
I ended up using this thread as a spring board for something in a Pyramid article. Thanks guys! Especially Refplace and Humabout. Hopefully you'll get to see the results Real Soon™. :-0
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
10-23-2013, 10:59 PM | #69 |
Join Date: Aug 2008
|
Re: Power-Ups for RPM?
Anytime! I sure hope that's not Blizzard Entertainment's version of "Real Soon™!"
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
10-24-2013, 08:33 AM | #70 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Power-Ups for RPM?
Me too. :-)
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
Tags |
ritual path magic, rpm |
Thread Tools | |
Display Modes | |
|
|