06-12-2011, 10:34 PM | #1 |
Join Date: May 2008
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Enabling / Helping powers?
Hey board. I'm trying to figure my way through statting out a "help that guy" set of powers for a fantasy game. Traditionally (well, 3rd ed), D&D bards do more than just enthrall people, they sing to buff the attacks and defenses of their friends. I'd like to model something along those lines, either as a bard singing "slay, slay, slay those demons" or a bespectacled bookworm saying, "I say, kick him in the testicles". These powers probably make sense as a PC and not an NPC (otherwise everybody would get cheap follower to do that).
Ideally, there'd be something that could enhance attack skills, damage, other skills, defenses, and so on (one at a time, naturally). Bonus points for stuff I can re-fluff to work with different styles. Are there extant advantages, skills, or spells I could go look at to get a handle on figuring out how to stat this out? |
06-12-2011, 10:52 PM | #2 | |
Join Date: Jan 2010
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Re: Enabling / Helping powers?
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A song that makes people fight better is an beneficial Affliction with whatever powers you think make sense. Increase strength raises damage for muscle weapons, Enhanced Defenses and DR make people harder to hurt, improving their odds of hitting is more difficult but a simple way is to allow people to afflict Skill,Techniques, or the Higher Purpose advantage. An example: Song of Strength: Affliction 2 (Beneficial, +0%; Will Based, +20%; ST+2, +20%; Hearing Based, +150%; Area Effect, 16 yards, +150%; Selective Effect, +20%; Requires Skill Roll (Anything Musical) -10%; Requires Concentration, -15%) [83] Notes: When the bard sings or plays this song successfully anyone he so chooses within 16 yards gains +2 ST if they succeed on a Will+1 roll and retain their new strength for as long as he continues. By replacing the part that says "ST+2, +20%" with something else and adjusting the point cost you can create a variety of song based powers. Last edited by lexington; 06-12-2011 at 10:59 PM. |
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06-12-2011, 11:31 PM | #3 | ||
Join Date: Mar 2011
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Re: Enabling / Helping powers?
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Also for better value I would ditch the second level of affliction. It doubles the cost for very little benefit. If you want people to succeed on their check make it a malediction. So they can choose to fail. Finally if this was part of a power, I would make the requires skill roll, instead the activation skill. Also its going to be much better if you can sing the song and move on to other things instead of needing concentration. So modified version: Affliction 1, ST+2 200% Malediction +100% emanation -20%; Requires targets to hear you -10%; Area of Effect 16 yds +150%; Selective area +20% [54] Make the roll for malediction (or whatever the power-skill is), and all your party members within 16 yds get +2 to STR. They can technically resist if they want, but then they're dumb. Replace +2 STR with whatever other effect you want. The total cost comes to [price of afflicted advantages]+34. Now either version does have a slight problem in that if you want multiple songs its overly costly. You could build them as A.A. and get the extra ones for 1/5th price but... that is a little unbalanced. Get say 6 songs that dish out 20pts of whatever each? Well you give 120pts of buffs over 6 seconds, and it costs? 108* points. Bit of an issue there. What I would do is ask the GM to let you have a number of songs but have the total cost be 34+price of the benefits of all songs. Yes that isn't how its supposed to be done, but you could have just one buff, have it be more effective and cost the exact same. *The other version has different numbers but the same issues apply. Quote:
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06-12-2011, 11:45 PM | #4 | |
Join Date: May 2008
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Re: Enabling / Helping powers?
Hmm, thanks for the advice- hadn't thought to use the affliction power thing. It's a good start, I'm trying to get a handle on the basic ruleset I should be fiddling with to parameterize the power.
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The cost thus far is pretty limiting (planning a 150 pt campaign), but I think if i put some more modifiers on it (requires a moderately-challenging skill roll on the PCs part, only effective on creatures that have been researched, costs FP, etc) I could probably bring it into reasonable levels. Could even tie it to his notebooks to add the can be stolen thing. |
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06-13-2011, 12:09 AM | #5 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Enabling / Helping powers?
Don't use direct ST. You can give Striking ST for damage purpose only unless you want to give more lifting ST or HP. HP is recommended as separate effect.
Hearing-Based on Malediction gives -20%. Some traditional effects are included in Basic as skills (Musical Influence and Enthrallment). For more clues you can see Dungeon Fantasy 1. Some traditional effects: Striking ST - for direct damage Enhanced Defenses - for defenses Extra HP - for HP Harming effects: Lower DX - to lower weapon skills, decreasing attacks, blocks and parries Lower Basic Speed - to lower Dodge and Move Vulnerability and Weakness - for interesting effects Various Irritant conditions
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MH Setting. Welcome to help. Last edited by Walrus; 06-13-2011 at 01:11 AM. |
06-13-2011, 12:57 AM | #6 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Enabling / Helping powers?
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06-13-2011, 01:36 AM | #7 |
Join Date: Mar 2010
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Re: Enabling / Helping powers?
May I recommend you look at the Auras of Power article in Pyramid 3-19, starting on page 4? It seems to do exactly what you're asking for.
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06-13-2011, 05:22 AM | #8 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Enabling / Helping powers?
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Now, a similar take is present in Dungeon Fantasy 11: Powerups, for bard songs. To keep things short, you want affliction with malediction if you want to buff. |
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06-13-2011, 06:24 AM | #9 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Enabling / Helping powers?
The power is giving a bonus to all allies, but the other game system power don't do that, it just give a bonus to one ally, so, there is a change to be made
first, drop the area effect, selective area is dropped as well, probably increase the malediction to speed\size or long-distance and increase the range. The bard will need a musical instrument, that's -20%. I will put the normal cost first, and then, the cost using the alternative rules from GURPS powers(sum um all the advantages, take the number, and then subtract the limitations from that) Affliction 1, DX+1 200% Malediction +200%; Requires targets to hear you -10%; Requires musical instrument(-20%)[47\35] |
06-13-2011, 06:38 AM | #10 |
Join Date: Sep 2004
Location: Canada
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Re: Enabling / Helping powers?
"The Other Game" has many different bardsong effects, along with various bard spells which do have mass impact. And more importantly, this isn't D&D, so you can buff in an area if you pay the points to :)
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