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02-14-2016, 10:07 PM | #1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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[RPM] What are some ways to make Mind and Body and sense effects harder to pull off?
Hey, all.
I love RPM, but one thing that has been troubling me is how damn easy it is to read minds or tell if someone uses magic or is an alien. In my major setting, it's important to be able to hide those things in order not to be found out by a group which want to purge aliens and mages (but only those that aren't allied with them, of course). It seems pretty easy to be able to throw out a Lesser Sense Body and detect if someone is an alien in disguise. Of course, you can resist, but what if you don't want to? Let's say that you're suspected of being an alien, they take you in, and, to prove your innocence, you won't resist their detection spell. I've thought about making countering magic pretty common. That's not a bad idea. But then they could just sense if you have any magic on you. I've also considered making Mind and Body effects harder to do. As if using magic to affect willful beings is much harder than using magic to affect something that doesn't have a will, like stone. But I don't know how to go about that. Still, they could sense magic, or I might be able to argue that magic has a "will" of its own. Or making sense effects harder to do. Or maybe even just getting rid of sense effects altogether, but would that break RPM? How would I go about establishing telepathy and other useful sense effects in that case? This seems like it might be the best idea for my personal needs, but I don't know what else I might need to adjust for such a radical change. Any ideas are welcome. Even if they don't end up fitting my setting, I'm not too worried about that. New ideas are really helpful. Thanks!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
02-14-2016, 10:26 PM | #2 |
Join Date: Nov 2004
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Re: [RPM] What are some ways to make Mind and Body and sense effects harder to pull o
The first thing that occurs to me is to make all Mind and Body effects on humans/sapient beings Greater effects.
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02-14-2016, 10:26 PM | #3 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] What are some ways to make Mind and Body and sense effects harder to pull o
I rely on three rules when working on stuff for my games:
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02-14-2016, 10:35 PM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [RPM] What are some ways to make Mind and Body and sense effects harder to pull o
Besides the changes to RPM itself you can also have counters.
Magic Resistance can protect, so what if it happens to be fairly common? Low levels can make things harder but manageable, even if its pretty common. Then you have some who have higher, especially if its part of countermagic, training or even diet. Obscure vs. Magic is another option. Add stealthy to be sneaky about it.
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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 |
02-14-2016, 10:36 PM | #5 | ||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: [RPM] What are some ways to make Mind and Body and sense effects harder to pull o
Quote:
Quote:
Under this assumption, basic Body and Mind and Spirit effects move from Lesser to Greater (×3), so do Greater (×3) effects move up to Greater (×5)? That makes sense to me, but I want to make sure that's right.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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02-14-2016, 10:47 PM | #6 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] What are some ways to make Mind and Body and sense effects harder to pull o
Quote:
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My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
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02-15-2016, 11:46 AM | #7 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: [RPM] What are some ways to make Mind and Body and sense effects harder to pull o
Quote:
One possibility is that mages can't tell whether their spell was resisted or not. If the resistance is entirely achieved by nonmagical means, then the mage would have no way to tell if their spell worked properly. Alternatively, you can add a strong subconscious component to resisting spells. A good way to handle this is to require a Will roll to avoid resisting spells cast by those antagonistic towards you. Most people resent being investigated enough to require this Will roll. Even if mages could tell that their spell was resisted, they would have no way of knowing whether it was intentional or not on the part of the subject. So resisting a forensic spell couldn't be considered an admission of guilt under these rules. And would prevent forensic spells from becoming the end all be all of legal arguments. |
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Tags |
body, mind, resist, rpm, sense |
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