10-25-2013, 05:52 AM | #1 |
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[RPM] Ritual Path Magic: doing the WEIRD stuff
Greetings, all!
So, I'm gradually reading and internalising RPM. As of now, I'm getting the impression that it's kinda 'MtA Sphere Magic built from scratch using GURPS', as opposed to Realm Magic's 'MtA Sphere Magic recompiled for GURPS'. Anyway, the flexibility is awesome. And with flexibility, of course I want to try out some of the weirder stuff. So, I'm a newbie to the system, and I'm curious how to do some of the stuff: Meta-temporal perception: Inspired by Achron, being able to perceive not a point in time, but rather a segment of time, extending into the future and/or past, 'simultaneously', and acting based on this segment. Would this be just Greater Sense Crossroads with the segment length as a duration? Reverse Missiles (M168), Force Dome (M170). Greater Transform Energy? Time Out (M87). Something with Crossroads, but what? Co-Location. Appearing simultaneously in multiple places. E.g. simultaneously in the office and in a bedroom at home. Lying on the bed will make you apparently float in mid-air in the office, while sitting in an office chair will make you appear to be hanging mid-air at home. But hey, you can watch TV and appear to be working. I suppose it will take some (what?) addition of Mind and Body to also be simultaneously doing different things with different manifestations. Invent a Meme. Essentially replacing the applications of Memetics with magic, somehow divining and then writing down an idea that will catch on and become popular with the masses. Notice that I'm not talking about magically creating an idea, but rather of divining a concept, and then publishing it in a mundane way in the hopes that people will keep circulating it. Read Between Lines. Divine whether factual statements in a text are factually (as opposed to finding the author of the text and reading his mind). Mirror Gate. Creation of a gate, entering which makes the object exit another gate . . . but the connection between gates is a mirrored one, i.e. the exiting object will be flipped along one of the axes. Same for a scale-gate, where one gate is larger than the other, and thus passing object will change scale. Recharge Destiny Points, uses of Serendipity/Luck, or otherwise provide 'ammo' for abilities that have limited uses. Untether The Mind. Making one retain all magical powers and cognitive capabilities after death, essentially becoming a being of pure thought. Rewind Time. This is something of a time travel action, in that after being subjecting to an unpleasant event, you get to change your actions in the past and try to fix it. Groundhog Day. Trap someone in a Groundhog Time Loop. Commune with the Small Gods. Talk to the spirit of your gun. Ask the pavement who hurt it lately. Is this just a Lesser Sense Spirit effect? Resurrection/raise dead allies? Thanks in advance! |
10-25-2013, 08:11 AM | #2 | ||||||||||
Join Date: Aug 2008
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Here's my stab at these. Thanks for two things: The challenge and the page number references.
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I would approach this as a Greater Control Matter effect. It should probably include Altered Traits, DR (Force Field, +20%; Limited, Ranged Projectiles, -40%) sufficient to stop the damage you are trying to prevent. This is probably as tricky in RPM as it is with regular advantages. Effect-wise, I'd go with Greater Destroy Energy + Greater Control Matter, with Altered Traits, Ton of DR. Greater Control Crossroads + Altered Traits, Jumper (Time Stop) + Area Effect? Quote:
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Just about every iteration of this is naaaasty. PK (I think) actually posted rituals for this a long time ago during the dark days before Kromm found his bottle of Publishing Draino. IIRC, the ugly, ugly version was simply a Greater Restore Body + Greater Create Mind + Altered Traits, Extra Life (Cosmic, Retroactive) for a lot of points. It also wears off at the end of the spell's duration and the PC dies again. The PC is also resurrected The Monkey's Paw-style, mortal wounds and all. The slightly less ugly version using Greater Transform Body + Greater Create Mind + Altered Traits, Unkillable (Cosmic, Retroactive) + Regeneration for a ton of points. This one also expires, but the person doesn't come back all bloody mess, at least. I don't remember if there was a third, more permanent one, but then again, I'm not 100% the above are correct. The spirit is there, however. Don't thank me until you see the results, but you're still welcome!
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10-25-2013, 08:41 AM | #3 | |||||||||||||||
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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10-25-2013, 09:01 AM | #4 | |||||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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Greater Control Mater. There is no automatic success here, you'd roll your Path of Matter skill, succeed means your turned it. Add Bestows a Bonus to increase your Path skill for this roll. No absolutes in RPM. Greater Create Matter. Build this as a Force Field with however much DR (or Damage Reduction) blocks the setting's most powerful ability. Add Area of Effect. Greater Control Crossroads plus Duration for however long the effect lasts. Add Area of Effect. Quote:
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Lesser Transform Mind. Quote:
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See Prehistory for a RAW raise dead spell.
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10-25-2013, 09:17 AM | #5 | |||||||||
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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Again, you said, "Divine" and I thought "Sense Chance." There are probably other ways to go about it, but this is the one specifically called out in MH1. Quote:
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10-25-2013, 09:40 AM | #6 | |||||||||
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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10-25-2013, 10:41 AM | #7 | |
Join Date: Aug 2008
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Check out Ghostdancer's response, too, Vicky. He's got a different take on those than I do, and he's probably closer to the mark (I usually defer to him unless it really goes against the grain of the setting).
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10-27-2013, 10:36 AM | #8 | |
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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More weird stuff: Draw Power, RPM Style: As the one on p. 180 of GURPS Magic, but instead getting a stream of GURPS Magic energy, get a stream of RPM energy. Essential Fuel. Same as the one on M180. Scare the tech spirit / 'Gremlins': based on the Gremlins Gift of Ragabash Werewolves had in oWoD: Disrupt or scare away the spirit of a technological item, making it stop working. Computers don't compute, guns don't shoot, phones don't call, knives don't cut, ropes don't bind, levers don't multiply force, writing doesn't convey meaning. Thieving Talons of the Magpie (ditto WW): steal a supernatural ability / skill from another and temporarily use it for oneself. |
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10-27-2013, 11:04 AM | #9 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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Essential spell effects aren't very RPM-like (so says PK from a emal a lonnnggg time ago). That said, the exact effects of this spell would be a Greater Transform Matter effect using Duration. Quote:
Greater Transform Body + Greater Transform Body (or Undead, Spirit, etc.; whatever it takes to affect the target). Use altered traits to replicate the ability if it's more than a single use (i.e., it has a Duration).
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10-27-2013, 11:06 AM | #10 | ||
Join Date: Aug 2008
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Cool, I'm without books atm, so this may be a bit off (especially to reference Magic for the spells mentioned).
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Without remembering the effects of the spell, I'd just say it's a Greater Transform Matter effect. Quote:
Destroy Body/Mind (depending on ability) + Create/Control/Transform Body/Mind (depending on ability) + Altered Traits/Bestows a Bonus (depending on ability/skill). Lesser/Greater depends on the ability; skills would probably be lesser effects, in general.
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