02-19-2014, 11:07 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Sorcery - Crop Failure power
There's a spell in a system I'm converting that causes crop failure. How do I translate that to a power, to fit it into the Sorcery system from Pyramid 3:63.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by PK; 02-19-2014 at 01:35 PM. |
02-19-2014, 01:37 PM | #2 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Sorcery - Crop Failure power
Off the top of my head, something like Toxic Attack 1d (Accessibility, Crops Only; Area Effect) might make sense if you want the crops to die immediately. Though I could also see using Affliction (Divine Curse, Barren Land) on the earth itself, if you wanted something more spooky and long-lasting.
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02-19-2014, 03:47 PM | #3 |
Join Date: Mar 2013
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Re: Sorcery - Crop Failure power
Convert Bless Plants to a power and then invert the effect?
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02-19-2014, 04:16 PM | #4 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Sorcery - Crop Failure power
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Blight Basic Cost: 23 points (or more). Casting Roll: None (Innate Attack (Gaze) to aim). Duration: Five minutes. You can curse a area so that any crops (cultivated fields, orchards, etc. - not wild greenery) within it sicken and die. All affected plants suffer 1d-2 points of Toxic damage when this ability is used and another 1d-2 damage every hour thereafter until twenty hours have passed. What's more, this "magical blight" is highly contagious and if any affected plant matter comes into contact with unaffected flora they must make a HT roll (plants have a HT of 11; use the rules on p. B443); failure means they are affected as well and can go on to spread the contagion to other fields. The basic (23-point) version of this spell lets you create a blight in up to a four-yard radius. Every additional 4 points doubles this radius: eight yards for 27 points, sixteen yards for 31 points, and so on. You may always choose to affect a smaller area. Statistics: Toxic Attack 1d-2 (Accessibility, Crops only, -10%; Area Effect, 4 yards, +100%; Cyclic, 24 cycles, 1-hour cycle, Highly contagious, +530%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [23]. Improved versions add Area Effect (+50%/level). Which means that most grains (6 HP, DR 0) are dead within 3 hours and the hardiest of vegetables (12 HP, DR 1) are dead within 12 hours. It'll even make small berry bushes (39 HP, DR 1) very sick and rotting.
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02-19-2014, 06:05 PM | #5 |
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Join Date: Mar 2012
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Re: Sorcery - Crop Failure power
Is there a version of Control that affects plants? perhaps under 'natural phenomenon'?
attacking the plants just doesn't seem right, and sets the basis for some very nasty effects later on: what happens when this power is applied to say ... people. you can wipe out the bandit camp with a single attack. And better targeting actually costs LESS.
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02-19-2014, 07:06 PM | #6 | |
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Join Date: Oct 2007
Location: Europe
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Re: Sorcery - Crop Failure power
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02-19-2014, 08:14 PM | #7 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Sorcery - Crop Failure power
You could still use Ghost Dancers write up, just change the cycle time and possibly the number of cycles. Instead of hourly make it daily or monthly for a more gradual effect. Maybe apply Onset or Trigger to make it start after you have left the area.
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02-20-2014, 05:54 AM | #8 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Sorcery - Crop Failure power
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I went with a 24-hour cycle because most of the literature I've read about witches' curses affecting crops tends to kill them within a day or so or just renders the land barren. So basically - it's fast or "permanent" - I suppose if you wanted to simulate the killing of trees or larger plant life you'd need to perform the spell again or have a more damaging version. So there are no disease-causing spells in your campaign then? Because, basically - this is exactly what that is. It's a magical plague, but for plants. I see nothing wrong with being able to afflict a highly contagious disease on your foes and then wait it out until they're so sick they can't do anything to stop you. That's classic black magic right there - right up there with causing crops to wither and die or livestock to fail to produce.
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02-20-2014, 05:59 AM | #9 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Sorcery - Crop Failure power
Yes, I thought about a toxic attack as well... I like it, but I want to explore other possibilities as well.
Could Create w. Transform change the very soil to barren soil? GD, won't the plants have DR? At least woody plants?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 02-20-2014 at 06:04 AM. |
02-20-2014, 06:10 AM | #10 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Sorcery - Crop Failure power
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I don't see why not, it would be "Control Dirt/Soil" I think and would cost the same as the above Control Crops. Each level would allow you to make the soil that much more toxic to plant life with level 10 allowing for something like sowing the fields with salt. For most crops I think it would be 0 - but yes, I forgot to take that into account. I'll adjust above. It should still kill most plants within 24 hours though.
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