Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-01-2013, 05:26 PM   #31
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM at high power levels

Quote:
Originally Posted by Nereidalbel View Post
Say I want to resolve a situation in a non-violent matter. Am I correct in thinking that disintegrating guns/melee weapons is Lesser Destroy Matter, and that depleting the batteries in energy weapons is Lesser Destroy Energy?
I think that short-circuiting a battery might be a Lesser effect here, but I'd make it require a Lesser Control Chance - you forgot to recharge it or you got a defective battery!. Even though I've stated before that refilling one is a Greater effect.

You can also use Path of Chance to increase the Malfunction number (you'd need about -4 penalty to have real fun for TL 8).

As for melee weapons...that's harder. That's a Greater Destroy Matter effect (but a relatively cheap one).
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 12-02-2013, 02:54 AM   #32
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: RPM at high power levels

I assume I should pay for subject weight for melee weapons, but what about the guns? And if I bring the malf. of a gun below 3, that's effectively an automatic failure?

How specific do I need to be for either option? Can I just say "all guns within X yards" or "all knives?"
Nereidalbel is offline   Reply With Quote
Old 12-02-2013, 02:57 AM   #33
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM at high power levels

Quote:
Originally Posted by Nereidalbel View Post
I assume I should pay for subject weight for melee weapons, but what about the guns? And if I bring the malf. of a gun below 3, that's effectively an automatic failure?

How specific do I need to be for either option? Can I just say "all guns within X yards" or "all knives?"
You could use Area of Effect and do that, yeah, I don't see why not. Malf. of 10 or so should do it for most instances. You don't need subject weight for most Path of Chance effects as you are not performing a physical transformation.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 12-02-2013, 03:12 AM   #34
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: RPM at high power levels

Quote:
Originally Posted by Ghostdancer View Post
You could use Area of Effect and do that, yeah, I don't see why not. Malf. of 10 or so should do it for most instances. You don't need subject weight for most Path of Chance effects as you are not performing a physical transformation.
Good, cuts my costs down a bit there.

If I want to make a persistent external damage effect that lasts longer than 10 seconds, do I pay for duration with RPM duration, or the Extended Duration enhancement?
Nereidalbel is offline   Reply With Quote
Old 12-02-2013, 03:15 AM   #35
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM at high power levels

Quote:
Originally Posted by Nereidalbel View Post
Good, cuts my costs down a bit there.

If I want to make a persistent external damage effect that lasts longer than 10 seconds, do I pay for duration with RPM duration, or the Extended Duration enhancement?
There are several ways to do this, but the easiest (and cheapest) method is buy large numbers of dice convert them using the Dice + Adds rule and then figuring out how much damage you want to do and over what interval. See Rain of Fire for how this works in practice.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 12-02-2013, 03:25 AM   #36
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: RPM at high power levels

Quote:
Originally Posted by Ghostdancer View Post
There are several ways to do this, but the easiest (and cheapest) method is buy large numbers of dice convert them using the Dice + Adds rule and then figuring out how much damage you want to do and over what interval. See Rain of Fire for how this works in practice.
Sounds good to me.

Closing a portal is what, Greater Destroy Gate with enough extra energy to surpass the original cast? Besides throwing more energy with each attempt, is there any way to determine even a rough amount of energy required?

If I were to start making charms, is it possible to change their owner to my customers, thus allowing more than one charm for a given effect?
Nereidalbel is offline   Reply With Quote
Old 12-02-2013, 03:38 AM   #37
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM at high power levels

Quote:
Originally Posted by Nereidalbel View Post
Closing a portal is what, Greater Destroy Gate with enough extra energy to surpass the original cast? Besides throwing more energy with each attempt, is there any way to determine even a rough amount of energy required?
No, you only need a Lesser Destroy Gate to shut a gate, but the spell get's a opposed roll per normal. Add Bestows a Bonus to increase your chances.

Quote:
Originally Posted by Nereidalbel View Post
If I were to start making charms, is it possible to change their owner to my customers, thus allowing more than one charm for a given effect?
See the Charming Transfer box in my Old Ways article Pyramid #3/56: Prehistory for information on how to do this.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 12-02-2013, 07:16 AM   #38
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: RPM at high power levels

Quote:
Originally Posted by Ghostdancer View Post
No, you only need a Lesser Destroy Gate to shut a gate, but the spell get's a opposed roll per normal. Add Bestows a Bonus to increase your chances.
Yay for lower costs on nixing those portals to [insert bad place here]!



Quote:
Originally Posted by Ghostdancer View Post
See the Charming Transfer box in my Old Ways article Pyramid #3/56: Prehistory for information on how to do this.
You're targeting my wallet again! I think I'll want to keep charms small and just make large batches mostly, but with a personal reserve this high, just what CAN I do for big charms? o.O
Nereidalbel is offline   Reply With Quote
Old 12-02-2013, 07:40 AM   #39
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM at high power levels

Quote:
Originally Posted by Nereidalbel View Post
Yay for lower costs on nixing those portals to [insert bad place here]!
:-)

Quote:
Originally Posted by Nereidalbel View Post
You're targeting my wallet again! I think I'll want to keep charms small and just make large batches mostly, but with a personal reserve this high, just what CAN I do for big charms? o.O
What can't you do is the better question. Honestly, I'd make a sh*t-ton of alchemical grenades - but that's just me.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 12-02-2013, 07:48 AM   #40
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: RPM at high power levels

Quote:
Originally Posted by Ghostdancer View Post
What can't you do is the better question. Honestly, I'd make a sh*t-ton of alchemical grenades - but that's just me.
Hey now, I'm trying to at least appear to be a responsible mage here! The question is, how big of an Alkahest grenade could I pull off before effective skill gets too low?

Also, how would the RPM version of the Lich spell work?
Nereidalbel is offline   Reply With Quote
Reply

Tags
ritual path magic

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:21 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.