08-19-2013, 02:17 PM | #1 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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[RPM] Beholder and Mana Damper
For an upcoming sword and sorcery game I want to create a Beholder or Tyrant Eye type monster from D&D.
One of its many weapons is the central eye which denies casters the use of magic. Quote:
I guess the advantage it would have to get this effect is Mana Damper with an Enhancement; my problems starts afterwards: How does it affect an RPM user? In the Basic Set it just says that it lowers the mana in the region by one step, and I don't think I read about "mana levels" in MH... well, there's Sanctity... but I don't know how this interacts with mana levels. What have you done in your campaigns when the practical side differing mana levels with RPM has come up? Cheers Onkl |
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08-19-2013, 02:24 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [RPM] Beholder and Mana Damper
If you don't care about the total point value, buy Static (Magic) with Area Effect.
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08-19-2013, 02:28 PM | #3 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Beholder and Mana Damper
Quote:
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08-19-2013, 02:46 PM | #4 |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: [RPM] Beholder and Mana Damper
Very nice, thank you so much!
Onkl |
08-19-2013, 03:02 PM | #5 |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: [RPM] Beholder and Mana Damper
I was a bit too quick to post the last reply. There still is the question of the usage of charms.
As it is, I use some of Langys suggestions in my game, eg. the "pre-casting" rule. Every ritual out of combat and usage of charms is handled with the quick-and-dirty charm rules from MH. As suggested by Langy, one rolls for the charms when he uses them. So I guess it makes some kind of sense that charms do have the same penalties when gazed upon by the main eye of the beholder as someone who is just then working his ritual... Cheers Onkl |
08-19-2013, 03:44 PM | #6 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Beholder and Mana Damper
Quote:
That said, I'd really use Static (Magic) for the Anti-Magic ray. Mana Damper makes things hard - Static (Magic) makes things impossible and that captures the beholder's ability more IMHO.
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08-19-2013, 08:30 PM | #7 |
Join Date: Mar 2011
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Re: [RPM] Beholder and Mana Damper
Technically I think it would be "Static (magic), Cosmic+50% (tax for affecting RPM magic", cone and range+x%.
That said, if you don't need the point value having an antimagic cone is perfectly viable. That said, GURPS philosophy would probably be to allow a resistance roll or similar if it actually dispels the magic, not simply suppresses it. |
08-19-2013, 08:33 PM | #8 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Beholder and Mana Damper
I've never used Static (Cosmic, RPM) before in my games featuring multiple types of magic and it worked out just fine. That's just adding extra points for nothing IMHO. YMMV of course.
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08-20-2013, 01:02 AM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [RPM] Beholder and Mana Damper
Not sure why you'd need Cosmic. It's not obvious that RPM is a wild ability.
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Tags |
beholder, mana damper, monster, rpm |
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