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Old 12-19-2015, 05:36 AM   #1
Minuteman37
 
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Default 37 Flavors of RPM

Ok so for a while now I've been making a fantasy setting and I've even run a few test games in it, but I've also gone back and forth on just what kind of magic system(s) to use. I've already tried a DF, SM, P/BM combo and I wasn't satisfied with the results, too powerful in relation to martial and system diversity made it too complicated to use were the two main problems I had. Flash forward to now and after reading Pyramid #3-66 The Laws of magic in detail (instead of skimming like I did before) I think the answer is to represent the arcane, divine and shamanistic magics as three variants of RPM utilizing the Clerical Path and Assisting Spirits "micro" systems for the latter two in addition to implementing several of PKs suggestions in the RITUAL PATH SPECIALISTS article from the same issue.

Key issue's that need to be resolved
  • I hate how RPM does enchantment and it would defeat the purpose of this exercise to include SM just for reasonable enchanting.
  • Assisting Spirits as written is more of a supplement for an existing caster then it is it's own stand alone RPM variant.
  • I'd like to include corruption and threshold magic, but I'm unsure of just how to implement a demonic themed magic system and a eldritch system without them overlapping too much.

I'll respond to any comments in the mourning after I've had some sleep.

P.S. Yes I know some of the answers I want depend on my settings meta physics I'm really not set on any of that so feel free to propose a lore implementation for anything you suggest.

Last edited by Minuteman37; 12-19-2015 at 07:05 PM.
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Old 12-19-2015, 10:33 AM   #2
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Default Re: 37 Flavors of RPM

I'm going to presume that your problem with RPM enchantment is the need to buy the enchanted items as Advantages with Gadget Limitations. You can get around that by allowing your PCs to pay for these points in cash instead. I'd also allow my players to pay for the enchanted items by taking equivalent disadvantages. This represents the fact that binding process risks damage to your body/mind/soul. Buying an enchanted item with character points represents the character avoiding these side effects out of luck. Whereas spending money mitigates the damage using rare/high quality reagents.

Going by spending cp in play for money, they would need to pay 10% of starting wealth per point eliminated. But basing this off the Signature Gear advantage would require they pay 50% of starting wealth per point. Choose based on how expensive you want enchanting to be. Whether you will allow mixed approaches to paying for the advantage is also important.

Realistically most enchanter's guilds would require the use of reagents. Cursing your customers is a fast way to gain a bad rep. So these costs would drive up the costs of anything available on the open market.

The main way that Demonic and Eldritchian corruption differs is in what mental disadvantages they inflict. Disadvantages like Bad Temper, Blood Thirsty, and Sadism fit demonic entities better. While random Severe Delusions and Phobias would fit Eldritch horrors better.
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Old 12-19-2015, 11:16 AM   #3
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Default Re: 37 Flavors of RPM

Christopher Rice has an excellent article on his blog (Ravens n' Pennies) about using Metatronic Generators (from pyramid) to make RPM enchanted items feel a little bit more like items instead of advantages. I suggest you take a look at those, they might just solve this for you.
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Old 12-19-2015, 12:55 PM   #4
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Default Re: 37 Flavors of RPM

I like to use Fetishes as the enchantment option for RPM, and Path/Book magic in general, since the rules are right there in Thaumatology.

You just need to work out the base cost, and if necessary, how much and when it varies, which is something that at least partly depends on the gameworld (I haven't worked out how much it costs, but I kind of think someone would have, by now).
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Old 12-19-2015, 05:08 PM   #5
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Default Re: 37 Flavors of RPM

Quote:
Originally Posted by Emerald Cat View Post
I'm going to presume that your problem with RPM enchantment is the need to buy the enchanted items as Advantages with Gadget Limitations. You can get around that by allowing your PCs to pay for these points in cash instead. I'd also allow my players to pay for the enchanted items by taking equivalent disadvantages. This represents the fact that binding process risks damage to your body/mind/soul. Buying an enchanted item with character points represents the character avoiding these side effects out of luck. Whereas spending money mitigates the damage using rare/high quality reagents.

Going by spending cp in play for money, they would need to pay 10% of starting wealth per point eliminated. But basing this off the Signature Gear advantage would require they pay 50% of starting wealth per point. Choose based on how expensive you want enchanting to be. Whether you will allow mixed approaches to paying for the advantage is also important.

Realistically most enchanter's guilds would require the use of reagents. Cursing your customers is a fast way to gain a bad rep. So these costs would drive up the costs of anything available on the open market.
Interesting approach, I'll have to take a look at how much this will end up costing the PCs.

Quote:
Originally Posted by Emerald Cat View Post
The main way that Demonic and Eldritchian corruption differs is in what mental disadvantages they inflict. Disadvantages like Bad Temper, Blood Thirsty, and Sadism fit demonic entities better. While random Severe Delusions and Phobias would fit Eldritch horrors better.
What I mean is that I'd like to distinguish the demonic bad guys and the Eldritch bad guys narratively since mechanically they're very similar.

Quote:
Originally Posted by Qhaysh View Post
Christopher Rice has an excellent article on his blog (Ravens n' Pennies) about using Metatronic Generators (from pyramid) to make RPM enchanted items feel a little bit more like items instead of advantages. I suggest you take a look at those, they might just solve this for you.
Could you elaborate on just what a Metatronic generator is? I've briefly skimmed that blog artical and I had trouble rapping my head around it.

Quote:
Originally Posted by Prince Charon View Post
I like to use Fetishes as the enchantment option for RPM, and Path/Book magic in general, since the rules are right there in Thaumatology.

You just need to work out the base cost, and if necessary, how much and when it varies, which is something that at least partly depends on the gameworld (I haven't worked out how much it costs, but I kind of think someone would have, by now).
Fetishes?


Also to expand on my assisting spirits problem, Spiritual Distortion gives a penalty to non assisted spell casting so for a shaman type that doesn't have access to formal arcane RPM it's drawbacks aren't in full effect.

Last edited by Minuteman37; 12-19-2015 at 05:52 PM.
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Old 12-19-2015, 05:30 PM   #6
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Default Re: 37 Flavors of RPM

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Originally Posted by Minuteman37 View Post

What I mean is that I'd like to distinguish the demonic bad guys and the Eldritch bad guys narratively since mechanically they're very similar.


Could you elaborate on just what a Metatronic generator is? I've briefly skimmed that blog artical and I had trouble rapping my head around it.


Fetishes?
A different calamity table and special effects when they cast spells, especially when they get Quirk type effects.
Metatronic generators are from a Pyramid article and are magic as gadgets you pay cash for.
Fetishes are items you bind a spirit to and invoke its powers from. Thaumatology p161 has a box on them and the section has spells to make some sample ones. Mostly you ca just add Spirit instead of Magic to make your Charms and enchated items.
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Old 12-19-2015, 08:18 PM   #7
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Default Re: 37 Flavors of RPM

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Originally Posted by Minuteman37 View Post
Could you elaborate on just what a Metatronic generator is?
Sure! They are a way of building items that are magical, pionic, or whatever using advantages with the gadget limitation. Now what the article introduces is mechanics for actually getting prices for those. While you could conceivably build those on your own using just the basic set, pricing them in terms of GURPS dollars is a trickier proposal. What the article does is give you a solid system for that, specifically.

The link to Ghostdancer's blog post is http://www.ravensnpennies.com/2014/0...ators.html?m=1
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Old 12-19-2015, 10:25 PM   #8
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Default Re: 37 Flavors of RPM

Quote:
Originally Posted by Qhaysh View Post
Sure! They are a way of building items that are magical, pionic, or whatever using advantages with the gadget limitation. Now what the article introduces is mechanics for actually getting prices for those. While you could conceivably build those on your own using just the basic set, pricing them in terms of GURPS dollars is a trickier proposal. What the article does is give you a solid system for that, specifically.

The link to Ghostdancer's blog post is http://www.ravensnpennies.com/2014/0...ators.html?m=1
Ok I've just read over the weird science rules and PKs blog entry, I'm still confused about how I'd actaly use these rules to make magic items.
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Old 12-20-2015, 10:20 AM   #9
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Default Re: 37 Flavors of RPM

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Ok I've just read over the weird science rules and PKs blog entry, I'm still confused about how I'd actaly use these rules to make magic items.
Those rules require Pyramid 3/36: Weird Science to use - if you don't have that book it will be gibberish to you.
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Old 12-20-2015, 03:48 PM   #10
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Default Re: 37 Flavors of RPM

Quote:
Originally Posted by Refplace View Post
Fetishes are items you bind a spirit to and invoke its powers from. Thaumatology p161 has a box on them and the section has spells to make some sample ones. Mostly you ca just add Spirit instead of Magic to make your Charms and enchated items.
Pretty much this.
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