10-27-2013, 08:47 PM | #21 | |
Join Date: Dec 2012
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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Also, they had to sacrifice some plot devices that they aren't going to get more of any time soon (sure, Dp-Earth is lousy with plot devices, but they're hard to get at, even if you know where to look - it's not like they know which U.S. government warehouse the Ark of the Covenant is in, for example; they don't even know for sure that it is in a government warehouse), in the hope that they could knock most of the Inp-Earth Allies out of the war, so really, they can't do this, again.
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10-27-2013, 08:49 PM | #22 | |
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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10-27-2013, 09:29 PM | #23 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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I have been considering a single roll per caster per day as the RPM variant of slow and sure and declaring it more stable to compensate for the increased time.
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10-27-2013, 09:32 PM | #24 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
I like that too! Hmmm. Yes. But I'd increase the margin to, lets say, three times. So every point nets you +3 energy. Yes. that works.
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10-27-2013, 09:44 PM | #25 |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
That's quite a boon to casters of even modest skill, almost tripling the energy they can accumulate before degrading below skill 10. In fact, the effect is much greater for higher-skilled characters. I'd be tempted to have it just be a flat +2 energy on a success, or +1 on a failure. Or maybe no extra energy on a failure, but give the caster a "safety margin", a number of failures they can roll before Quirks start to appear.
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10-28-2013, 07:59 AM | #26 | |
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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10-29-2013, 03:16 AM | #27 | ||
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
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Quote:
An Energy- or Entropy-based spell that makes the laws of physics have a chance of not occurring on a macroscopic scale. Random stuff happening, like momentum failing to transfer in a collision, quantum phenomena inexplicably aligning in myriads of instances to allow a coin to fall through a solid object, chemicals failing to react on a first attempt (but reacting normally on a subsequent one), a calculation of П ending up producing 3.0 instead of 3.14 in this one iteration etc. |
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10-29-2013, 03:31 AM | #28 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
More weird spells:
Zen Archery: how do I afflict someone with the effects of Zen Archery for a duration instead of providing a flat skill bonus? Lend Energy (M89). I know I can probably see it as a reverse Leech, with the Path of Magic for mana and Path of Body for FP, but that seems slightly off. Or is it? Share Energy (same page). Mana Usury. Temporarily gain extra Energy for the next one or more spells. When the duration expires, the caster must return as much Energy as taken, plus some percentage. Failing to do so results in Bad Stuff. Enforce Blood Magic. Curse an enemy mage such that he can only cast from HP for the spell's duration. Enable/Enforce Threshold Magic. Afflict self or another to be able/able-and-forced to draw energy from Threshold instead. Enforce Defiler Magic. Curse a mage to only be able to draw energy from Natural Energy (RPM21). |
10-29-2013, 05:42 AM | #29 |
Join Date: May 2008
Location: CA
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Naw. I think a more RPM way to do it is to use either Greater Transform Matter or just Greater Create Matter. Fits much better with how RPM does everything else.
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10-30-2013, 10:24 AM | #30 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
When trying to modify existing weapons, does e.g. making a sword flaming require merely giving it Altered Traits (adding enhancements to its damage for its MaxST) or something else?
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