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Old 10-12-2013, 07:27 PM   #21
Christopher R. Rice
 
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Default Re: Expanding RPM Enchantment

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Originally Posted by munin View Post
RPM enchantment already allows you to buy any trait the GM allows, just with gadget modifiers.
That's because you can loose 'em, what you're proposing is something permanently added to your character. You can't ever loose it like you could a magic ring or staff.
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Old 10-13-2013, 03:33 PM   #22
Ze'Manel Cunha
 
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Default Re: Expanding RPM Enchantment

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Originally Posted by Ghostdancer View Post
That's because you can loose 'em, what you're proposing is something permanently added to your character. You can't ever loose it like you could a magic ring or staff.
Those things are more about setting effects and player GM agreements, than any sort of magic system.

In other words, if a player has a PC which starts out as X race and the player wants the PC to become Y race, then the costs associated with that are a roleplaying/planning issue between the player and the GM, what the PC actually does is simply the color effect which the GM then decides is necessary.
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Old 10-13-2013, 07:52 PM   #23
Christopher R. Rice
 
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Default Re: Expanding RPM Enchantment

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Originally Posted by Ze'Manel Cunha View Post
Those things are more about setting effects and player GM agreements, than any sort of magic system.

In other words, if a player has a PC which starts out as X race and the player wants the PC to become Y race, then the costs associated with that are a roleplaying/planning issue between the player and the GM, what the PC actually does is simply the color effect which the GM then decides is necessary.
Which since I was asked for opinions I gave: I would require a trigger ritual and points. That has worked in the past for me and seems fair.
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Old 02-01-2015, 09:25 PM   #24
oneofmanynameless
 
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Default Re: Expanding RPM Enchantment

Just a general question about permanently cursing people:

If I cast a permanent spell on Joe which permanently grants him the Cursed disadvantage (using any of the above talked about mechanics for handling permanent spells). Do I have to pay character points for that? If so how many?

Second question is similar to the first:

If I cast a spell on a corpse to permanently raise it as a zombie how should I handle that? Should I handle it as giving myself an ally?
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