10-09-2009, 08:44 AM | #1 |
Join Date: Apr 2008
Location: New Hampshire
|
Magic Powers and Perks!
I just today read Psionic Powers. I love it!
Arguably my favorite part of the book is the rules for Power Perks. They're just nifty. I'm getting ready to start a 'weirdness' campaign where characters can start with latent powers represented by talent in the relevant power plus perks on the level of those presented in Psionic Powers. For Magic, I'm planning a similar deal, with spells being represented as powers (eventually). I'm planning to have a single Magic Talent, so that's handled already. What I'm looking for here is suggestions for Perks that fit the same level and power as those in Psionic Powers. We'll call them Cantrips, for flavor. Several of the examples in Psionic Powers can be used as is. The classic 'Powerword Zippo' comes to mind, which is identical in effect to the Ignition Perk. Anyone else have suggestions? Last edited by Dragyn; 10-09-2009 at 08:49 AM. Reason: re-title |
10-09-2009, 09:10 AM | #2 |
Join Date: Jan 2007
|
Re: Magic Powers
Probably hundreds, but I'm not familiar enough with GURPS 4e to be able to
converse in the actual nomenclature. I find it a bit too much. If "Ignition" is a perk, then in my mind a perk/cantrip in the Ergokinesis/Cybermagic arena would be the ability to start computers or electrical items (on/off switch) although ignition is probably technically only "on" not bi-modal. But I'm also having a tough time with GURPS Magic in general. It seems to be too "low fat" for me. I feel it needs some filler or meat for my pallet. It's top-heavy in getting the spells (lots of requirements) but the spells don't really seem all that powerful. Doesn't remind me of the fiction I've read. However I am getting back into Technomancer (easily the best setting for GURPS imho) so things might sway me :) However it and the Powers paradigm is absolutely perfect for a campaign within the B5/Crusade universe and the Technomages. Well, if not perfect it's a close fit, with how magic seems to work (and the prices one must pay to utilize it). After reading the Technomages Trilogy, the first thing I think of is the GURPS "from the ground up" system. >
__________________
"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
10-09-2009, 09:16 AM | #3 |
Join Date: Apr 2008
Location: New Hampshire
|
Re: Magic Powers
Ergokinesis has 'Universal Remote' as a perk, which more than meets what you suggest.
As to your talks about Magic, that's one of the reasons I'm going to (as I said) make spells into powers. Many of them are high-priced, but it will make magic users much, much more balanced than otherwise. |
10-09-2009, 09:28 AM | #4 | |
Join Date: Jan 2007
|
Re: Magic Powers
Quote:
goods :) So I'm interested in the toolbox approach, however I was always able to make my own toolbox in the canned goods RPGs too. I also dislike the costs, so I'm not above discounting to make a campaign more interesting, rather than having to start with 500 point pcs and npcs. I had a post going trying to make a Telekinetic Force Field (ala Rifts) and it took about 4 or 5 pages and lots of CPs. I sat down and figured the cost for Force Dome (pretty close to what I wanted) and it was 95 pts out the door (and lots of other spells due to requirements). I ended up using the Wall of Force (Powers p147) and taking an eraser to the "Crushing Attack 2d" and leaving the rest as is. 4 levels at ~68 points (further subtract 10%+10% for being psionic and paying FP)... so around ~[54] or so. Makes more sense in my mind that something that's 120+ points; depends on how fast you give out CPs for buying things down the road. >
__________________
"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
|
10-11-2009, 08:34 AM | #5 |
Join Date: Aug 2004
|
Re: Magic Powers
I don't mind GURPS Magic; but I also wouldn't mind a GURPS Magic Powers in the same vein as GURPS Psionic Powers. As I see it, Abilities generally aren't (or shouldn't be) as narrowly focused as the skill-based spells are - especially when the equivalent of Psi-Techniques are included. But even without them, the Ability levels and the availability of enhancements ought to trim down the list considerably.
What I'm curious about is how one would handle the Powers equivalent of the Enchantment college. |
10-11-2009, 10:45 AM | #6 |
Join Date: Dec 2007
|
Re: Magic Powers
Start with the accessories.
Healing: "First Aid Kit" Removes equipment penalties for use of the first aid skill Communication: "Radio" Lets you talk to anyone who has the same perk within a certain range Light: "Flashlight" Movement: "Parachute" slows the rate at which you fall. Requires successful skill roll to land safely. Music: "Flute" Causes spooky or sweet music to appear from nowhere. Requires successful skill roll to sound good. Food: "Hip Flask of Vodka" Can give any drink an alcoholic punch. Senses: "Telescope" Removes range penalties for vision |
10-11-2009, 12:24 PM | #7 | |||||
Join Date: Oct 2004
Location: The former Chochenyo territory
|
Re: Magic Powers
Whoa! Nice list, but some of those are a little too powerful for Accessory perks ("minor noncombat benefits not otherwise covered by a specific advantage." from B100)
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||
10-11-2009, 12:28 PM | #8 |
Join Date: Dec 2007
|
Re: Magic Powers
|
10-11-2009, 01:46 PM | #9 | |
Join Date: Jan 2008
|
Re: Magic Powers
Quote:
|
|
10-11-2009, 03:18 PM | #10 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Magic Powers
Ninja'd me -- I was going to suggest the same thing.
Anyone looking for "cool magical perks" needs both Power-Ups 2: Perks and Magical Styles, in about that order.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
Tags |
magic, perks |
|
|