07-23-2011, 06:02 PM | #11 |
Join Date: Aug 2005
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Re: RPM[MH]- RPM, charms, and weapons
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07-25-2011, 12:40 PM | #12 | |
Join Date: Feb 2007
Location: New York City
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Re: RPM[MH]- RPM, charms, and weapons
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Examples: Fireball: create energy [6], 3d+6 burn damage [2], lesser control magic [5], 1 greater effect [*3] = 39 energy Force Blade: create energy [6], 3d+6 cut damage [3], lesser control magic [5], 1 greater effect [*3] = 42 energy Energy Drain: create energy [6], 3d+3 fat damage [2], lesser control magic [5], 1 greater effect [*3] = 39 energy Lightning Bolt: create energy [6], 3d+6 burn damage [2], lesser control magic [5], Surge & Sideeffect: stun [3], 1 greater effect [*3] = 45 energy Hope these help. |
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07-25-2011, 06:37 PM | #13 | |
Join Date: May 2009
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Re: RPM[MH]- RPM, charms, and weapons
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07-25-2011, 09:05 PM | #14 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: RPM[MH]- RPM, charms, and weapons
No. Those do tripled, external damage which means that they're the classic "fireball in your hand" spells. You don't have to pay for subject weight or range because the subject is the ball of energy itself as it forms in your hand. The tradeoff is that you have to throw it (using Innate Attack skill), you take range penalties, it can be dodged, and the target's DR reduces the damage.
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07-25-2011, 11:43 PM | #15 |
Join Date: Feb 2009
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Re: RPM[MH]- RPM, charms, and weapons
Does the throwing of it need to be a seperate action?
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07-26-2011, 06:14 AM | #16 | |
Join Date: Dec 2006
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Re: RPM[MH]- RPM, charms, and weapons
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So what about my 'doom bullet' and 'aisoft of hurt' spells on the first page, are they correct or no, as in both cases they do have a target in the firearm, but they still have a skill to hit with? Also I remember it being mentioned somewhere the cost to alter the base projectile for a 'ball in hand' spell (to increase range, add RoF, or make it guided), but I can't remember what it was- +1/10%? Also to Kal- yes the throwing of it needs to be a separate action, but all spells once energy is accumulated are free actions- so out of a charm it would be 'concentrate to activate charm, free action cast spell, throw spell' (two actions, one free action) |
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07-26-2011, 07:07 AM | #17 | |
Join Date: Mar 2011
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Re: RPM[MH]- RPM, charms, and weapons
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07-26-2011, 07:21 AM | #18 | |
Join Date: Feb 2007
Location: New York City
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Re: RPM[MH]- RPM, charms, and weapons
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That's why I reccomended conditional rituals. They are just like a charm but without the item. |
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07-26-2011, 10:39 AM | #19 |
Join Date: Dec 2006
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Re: RPM[MH]- RPM, charms, and weapons
Humm, so what is the benefit of a charm vs a conditional ritual? Since charms count as conditional rituals and do require a concentrate to activate, and share the same 'max conditional rituals' limit of thaum+magery?
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07-26-2011, 10:59 AM | #20 |
Join Date: Aug 2004
Location: Austin, TX
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Re: RPM[MH]- RPM, charms, and weapons
You can hand charms to other people, so the group's Commando can fire your Sniper-Bullet-of-Doom with Gun!-18 using a sniper rifle, instead of your Witch using Pistol-13 and a Acc2 hand gun.
You can use a Charm Kit to get +1 or +2 on the roll, which is worth 30-40 energy points at high skill levels. |
Tags |
charms, monster hunters, ritual path magic, rpm |
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