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Old 07-06-2017, 03:17 PM   #41
Highland_Piper
 
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Join Date: Jul 2006
Location: Oxford, UK
Default Re: Spell Cards & Powers/Psi

Quote:
Originally Posted by ericbsmith View Post
Prerequisite Count (which makes the cards instantly more useful for Ritual Magic). Maybe Magery level (which can vary on a character, if he has some levels of certain forms of limited Magery).
Thanks will put that on then.

The Psi cards are coming along. The longest part is obviously the layout and back card image. I'll place in these info boxes that you can erase and change to your needs. Suggestions are always welcome
  • Skill
  • Psi Technique
  • Cost with a long box for the levels i.e. 10/25/45/70
  • Description: Same as the main description in the current cards
  • Statistics: Uses the bottom description box in the current cards
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Old 07-06-2017, 03:34 PM   #42
sir_pudding
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Join Date: Aug 2004
Location: Ventura CA
Default Re: Spell Cards & Powers/Psi

Maybe this: http://www.sjgames.com/general/guide...RPSformats.doc
Will help.
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Old 07-14-2017, 03:14 PM   #43
mouthofgod
 
Join Date: May 2007
Default Re: Spell Cards & Powers/Psi

I just wanted to say thank you for all the hard work you put into the spell cards. They are awesome. There seemed to be a lot of people who were upset that you didn't make what they wanted and well, i appreciate it.
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Old 07-19-2017, 08:11 AM   #44
Highland_Piper
 
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Default Re: Spell Cards & Powers/Psi

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Originally Posted by mouthofgod View Post
I just wanted to say thank you for all the hard work you put into the spell cards. They are awesome. There seemed to be a lot of people who were upset that you didn't make what they wanted and well, i appreciate it.
Thank you. Things have stalled as I've been working a horrendous amount of overtime. I did get two days off which I spent one day GMing Monster Hunters. A nice seven hour stretch and the players seem to be really enjoying it.

I've also got distracted by 8th edition Warhammer 40k which I've made 8"x5" form filled data cards for which are causing a bit of excitement. I hit a bit of a creative block with the psychic cards, but I will get back to them.

One thing I've been sketching out is a card with a wheel on it. Much like my playing card size monster card (which has dials to reduce the HP & FP), turn the wheel and Damage and FP cost increase accordingly.


I know none of these are really necessary but my younger players enjoy them and as I've mentioned before our combat in GURPS plays much quicker when we use the cards like in a skirmish table top board/war game.
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Originally Posted by Carl Sagan
"If you want to make an apple pie from scratch, you must first create the universe"
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