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Old 05-13-2019, 12:05 PM   #1
CarrionPeacock
 
Join Date: May 2018
Default [Sorcery] Self-buff Affliction

How do I build an Affliction that can only target the caster?
Asking because I don't know how to make a Sorcerer that can fly and throw missile spells at the same time but not can't make other fly using Sorcery. Affliction (Flight) can also affect others, plain Flight is appropriate but keeping it on prevents the character from casting other spells.
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Old 05-13-2019, 12:08 PM   #2
Gumby Bush
 
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Default Re: [Sorcery] Self-buff Affliction

I'd just buy Flight at full cost rather than as an Alternate Ability... Am I missing something that makes that not an option?
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Old 05-13-2019, 12:09 PM   #3
CarrionPeacock
 
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Default Re: [Sorcery] Self-buff Affliction

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Originally Posted by Gumby Bush View Post
I'd just buy Flight at full cost rather than as an Alternate Ability... Am I missing something that makes that not an option?
Is that allowed? I thought Sorcery only allows supernatural advantages/spells as an alternative ability to Sorcerous Empowerment.
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Old 05-13-2019, 12:16 PM   #4
Gumby Bush
 
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Default Re: [Sorcery] Self-buff Affliction

If I were the GM and approved of your character being able to both fly and hurl missiles, then I would allow it. I'm not sure if it is RAW Sorcery, as I only know the basic concept--a special modular ability with other abilities potentially bought as Alternate Abilities--I haven't yet purchased the book. If I was unsure about it, I might require an Unusual Background as well.

If I were the GM and did not approve of your concept, Affliction would not let you get around that, especially if it ended up cheaper that way than buying Flight with a Limited Duration limitation.

Given that I am not your GM, the answer is basically: ask your GM.
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Old 05-13-2019, 01:45 PM   #5
CarrionPeacock
 
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Default Re: [Sorcery] Self-buff Affliction

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Originally Posted by Gumby Bush View Post
If I were the GM and approved of your character being able to both fly and hurl missiles, then I would allow it. I'm not sure if it is RAW Sorcery, as I only know the basic concept--a special modular ability with other abilities potentially bought as Alternate Abilities--I haven't yet purchased the book. If I was unsure about it, I might require an Unusual Background as well.

If I were the GM and did not approve of your concept, Affliction would not let you get around that, especially if it ended up cheaper that way than buying Flight with a Limited Duration limitation.

Given that I am not your GM, the answer is basically: ask your GM.
It's not for a game, I'm trying to understand how Sorcery works.
I don't think it's possible to get it cheaper than plain Flight, as the way affliction granting advantage costs 10 + advantage cost. Even if the "Self Only" limitation were worth -80% (doubt it), it would only reduce it to 2+advantage cost, which is obviously more expensive than plain advantage.
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Old 05-13-2019, 01:55 PM   #6
Gumby Bush
 
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Default Re: [Sorcery] Self-buff Affliction

Either Sorcery or Divine Favor has rules about having two abilities bought at full cost to allow you to have two abilities in use at once--I think I've only seen it mentioned on the fora, so probably Sorcery somewhere. If that isn't a Sorcery rule, you could extend it to Sorcery, given that both are based on Alternate Abilities and thus have roughly the same guts, just different mechanisms for using unlearned abilities.

Given the guts of the system, there doesn't seem to be anything mechanically wrong with buying Flight at full price. The question therefore becomes a setting question, hence the "ask your GM" line. If the setting is supposed to having flying missile-slinging sorcerers, then having Flight bought at full price may even be common.

I'll defer to those with more access to the RAW rules though.
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Old 05-13-2019, 03:03 PM   #7
Anaraxes
 
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Default Re: [Sorcery] Self-buff Affliction

GURPS Powers, The Weird, has an example of "Accessibility, Self Only" at -20%. That's about where I'd put it for the beneficial Afflictions I'd expect to see it on. There is some loss of utility in that you can't buff your companions at need, but of course the Limitation is only going to show up where that's not an expected common use.

Compare "Affects Others" at +50% -- which also includes the caster, so that's really two subjects instead of one.
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Old 05-13-2019, 06:07 PM   #8
Christopher R. Rice
 
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Default Re: [Sorcery] Self-buff Affliction

Quote:
Originally Posted by CarrionPeacock View Post
How do I build an Affliction that can only target the caster?
Asking because I don't know how to make a Sorcerer that can fly and throw missile spells at the same time but not can't make other fly using Sorcery. Affliction (Flight) can also affect others, plain Flight is appropriate but keeping it on prevents the character from casting other spells.
Quote:
Originally Posted by Gumby Bush View Post
I'd just buy Flight at full cost rather than as an Alternate Ability... Am I missing something that makes that not an option?
This is the way to do it. See Detect Magic p. 19 GURPS Thaumatology: Sorcery for an example of a "self-buff."

Personally, I'd probably still build this as a Buffing spell per normal to avoid things like "Self-Flight" vs. "Fly Other."
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Old 05-14-2019, 12:43 AM   #9
rkbrown419
 
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Default Re: [Sorcery] Self-buff Affliction

I'm also in the buy flight at full cost camp. However, you do need to add the Sorcery -15% modifier and it will cost 1 fatigue per minute to use. Alternatively you could use Magic -10% for no fatigue cost. That makes the advantage 34 or 36 points.
If the character can't fly while casting other spells he only needs to pay 1/5 of that or if he has another spell with a higher point cost and wants to use two at once pay full price for the most expensive spell and 1/5 for self flight and all other spells.
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Old 05-14-2019, 06:37 AM   #10
CarrionPeacock
 
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Default Re: [Sorcery] Self-buff Affliction

Quote:
Originally Posted by Gumby Bush View Post
If the setting is supposed to having flying missile-slinging sorcerers, then having Flight bought at full price may even be common.
It's not limited to Flight. In Skyrim you can have a character use Conjure Sword to get a magical sword and then use off-hand to throw fireballs. If I built Conjure Sword as Affliction, then this mage would also be able to grant magic swords to others, which isn't true in the game, and as a normal advantage it wouldn't allow you to throw a fireball with offhand.

Quote:
Originally Posted by Anaraxes View Post
GURPS Powers, The Weird, has an example of "Accessibility, Self Only" at -20%. That's about where I'd put it for the beneficial Afflictions I'd expect to see it on. There is some loss of utility in that you can't buff your companions at need, but of course the Limitation is only going to show up where that's not an expected common use.

Compare "Affects Others" at +50% -- which also includes the caster, so that's really two subjects instead of one.
-20% sounds about right, thanks for the reference.

Quote:
Originally Posted by Christopher R. Rice View Post
This is the way to do it. See Detect Magic p. 19 GURPS Thaumatology: Sorcery for an example of a "self-buff."

Personally, I'd probably still build this as a Buffing spell per normal to avoid things like "Self-Flight" vs. "Fly Other."
I agree that would be more straightforward, but it fails to meet some expectations like the Conjure Sword + Fireball I mentioned above.

Quote:
Originally Posted by rkbrown419 View Post
I'm also in the buy flight at full cost camp. However, you do need to add the Sorcery -15% modifier and it will cost 1 fatigue per minute to use. Alternatively you could use Magic -10% for no fatigue cost. That makes the advantage 34 or 36 points.
1 FP per minute is too costly while no FP at all is too cheap. I think Aflliction with Extended Duration to make it cost around 1FP per few minutes is better.

Quote:
Originally Posted by rkbrown419 View Post
if he has another spell with a higher point cost and wants to use two at once pay full price for the most expensive spell and 1/5 for self flight and all other spells.
This can be CP expensive (edge cases would almost double total investment), I think purchsing the wanted advantage at full cost is a better alternative.

Thanks all for helping me out. Currently I have two solutions for my problem: Affliction with Self Only (-20%) and purchasing the advantage as normal power. The second options is "cleaner" but I prefer the first, as it's more in line with the rest of the system and upgrading the spell to affect others is as simple as buying off the limitation.
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