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Old 03-02-2015, 09:54 AM   #1
ajardoor
 
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Default [RPM] Magical Styles Thread

Post in this thread if you got a magical style for Ritual Path Magic, or want to discuss such matters.

I'll start off with a work-in-progress, critique of you want;
-----

The Persona Intruders
11 points

[Design note: anyone here got a better name for this style? Think something that says "evil schemers (bent for Jungian symbolism) invade minds, torture people emotionally and exploit spirits born from human emotions".]

This is a "Left-Handed" style - what you might call "black magic" or maybe just an "immoral and irresponsible use of power". Left-Handed magic is typically stuff like Diabolism (warlocks who shake hands with spirits of vice - Daemons!), Qlippothic cults (warlocks who worship Daath, the Time Before Time), Thanatovores (sinister lich warlocks who murder human beings for power and knowledge) and other dangerous malefactors, but the Persona Intruders got their bad reputation from a doctrine that outright encourages cruelty and manipulation. Their preferred magical practices by themselves aren't intrinsically malevolent; it's basically just appropriating Jungian concepts (the collective unconscious, for instance) for certain Mind and Spirit rituals. The scope of this magical style covers rituals that involve thought reading, emotion control and wrangling spirits born from human feelings and thoughts (generally named "Shadows", if not Tulpas - stronger version of these spirits (with sapient minds and developed personalities) are named Archetypes). The Persona Intruders, however, openly embrace nasty applications of their magic in bullying, spying, torturing, deceiving and enslaving. They are freelance traitors, infiltrators and public menaces - the style does not revolve around a guild, society, occult tradition or even a philosophy. The otherworldly Jungian symbolism and shared set of dirty mystic secrets underpin the style's content, but it is typically only taught by and to scumbags seeking dubious amusement in the Occult Underground.


Required Skills: Thaumatology; Psychology; Detect Lies or Body Language; Hidden Lore (Spirit Lore).

Required Paths: Path of Mind; Path of Spirit.

Required Ritual Masteries: "Bind the True Self" (Command Shadow); one of "Crush the Mind" (Terrify), False Memory or Truthteller; "Godly Persona" (Mantle of Glory) or Call Spirit; one of Hall of Records, Implant Mind-Shard or Show of Character.

Perks: Willful Casting; Discreet Ritual; Intimidating Curses; Knower of Names; Frightening Side Effects; Controlled Mental Disadvantage (Split Personality or Amnesia); Magical Analysis; Obscure True Name; Rule of 17; Sanctum; Secret Mage; Shaman's Trance; SOP (Magical Lawyer); Thaumatological Doublespeak; Secret Spell* (Terrify, Command Shadow, Truthteller, Black Bag, Mole); Shortcut to Power* (Call Spirit, Mantle of Glory); Improved Cap (Mind, Spirit); Spirit Contract (Archetype).

* It is assumed that RPM styles have the Secret Spell and Shortcut to Power perks in altered form - the first perk works by making the ritual harder to resist (-2) and the second perk reduces the energy cost of the ritual by 10%.


OPTIONAL TRAITS
Attributes:
Increased IQ, Per and Will.
Advantages: Empathy or Sensitive; Mind Shield; Intuition; Spirit Empathy; Introspection; Mentor; Charisma; Ally (Bound Shadow).
Disadvantages: Sadism; Callous; Curious; Enemies (Past victims or/and angry spirits); Megalomania; Bad Reputation (Warlock); Social Stigma (Criminal Record).
Skills: Criminology; Observation; Intimidation; Acting; Propaganda; Interrogation; Disguise; Intelligence Analysis; Research; Dreaming.
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Last edited by ajardoor; 03-05-2015 at 08:37 AM. Reason: Typo
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Old 03-21-2015, 07:59 AM   #2
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Default Re: [RPM] Magical Styles Thread

Another RPM style, this one is a rough draft for a style of magical serial killers;
------

Thanatovore

11 points.

This is a "Left-Handed" Style of magic - it is the domain of evil people who murder others for power.
The magical practices of a Thanatovore is that of a serial killer - cowardly skulking in the shadows, waiting out a potential victim, carefully setting them up to die, swooping in to loot the body (in a sense) and, finally, disposing of the evidence.
Although the Stylist will learn of certain ways to destroy people and objects, to both murder and get away with murder, a Thanatovore really starts to show their depravity when they mess with the already deceased. Abusing the ghosts of their victims is standard, but mere practice for the mastery of Thanatovore ambitions; studying the secret of the Death Eater's Draught. This grim elixir allows the warlock to prepare a person's metaphysical shape for easy violation - the Thanatovore kills the drinker and then invasively draws in the necrotic energies surrounding the corpse, absorbing a large cache of magical resources for quick access later.
The scope of the style covers rituals that destroy matter, directly harm people, brew the Death Eater's Draught, enslave ghosts and gather information about death and ghosts.


Required Skills: Thaumatology; Hidden Lore (Undead); Alchemy; Poisons.

Required Paths: Path of Undead; Path of Magic; either Path of Body or Path of Matter.

Required Ritual Masteries: See Ghosts; Command Ghost; one of Amplify Injury, Death Touch, Destroy Forensic Evidence, Hunger or Weaken Blood.

Perks: Secret Material (Death Eater's Draught); Life-Force Burn; Mighty Spell (Death Touch); Power Casting (Brew Death Eater's Draught); Spell Duelist; Secret Spell (Brew Death Eater's Draught, Death Touch, Command Ghost); Shortcut to Power (Death Touch); Discreet Ritual (any); Covenant of Rest; Intimidating Curses; Frightening Side Effects (Death Touch); Corpse Smart; Rule of 17 (any); Sanctum; Secret Mage.


Secret Material: Death Eater's Draught
This potent magical beverage will quietly make a certain small hole in the drinker's soul for a little while - it does not harm him in any other way (most mix the Draught in with mundane poison, of course). If the drinker is killed while the Draught is affecting him, a Thanatovore may then use the opportunity to touch the corpse and absorb the mystical death energies - effectively granting the Thanatovore a reserve of spell energy (completely separate from his usual reserve that is equal to his Magery x 3) equal to however much spell energy the victim would be usually worth as an involuntary sacrifice. The reserve is spent like a normal mana reserve, but can only be "recharged" through more Draught-flavoured murders. The cap on how much energy can extracted this way is equal to the Thanatovore's Path of Undead skill times five. The GM is free to rule that any murder victims would try to haunt the Mage as ghosts, sensing full well how the Mage has violated them on a metaphysical level in order to gain power. Not to mention the possibility of the death energies automatically tainting the spell with quirks and an aura that is effectively incriminating magical evidence to a Mage with The Sight. Some GMs may feel it thematically appropriate for Thanatovores who have absorbed these energies to be able to spend spare Character Points of their own and gain positive traits their Draught victims had in life instantly (gaining training in a skill, for instance) - essentially, a kind of mystical plagiarism. This isn't soul stealing, just copying information. Any victim with the Covenant of Rest perk cannot be affected by the Draught.

Some dark rumours claim that a mysterious entity from the depths of somewhere else strikes bargains with select Thanatovores; spread a certain recipe of its variant Draught, and it will let the Mage "take a cut of the profits" - supposedly, the entity's recipe, if followed and with the right (mundane and harmless) ingredients, WILL brew a Death Eater's Draught, even if the brewer isn't a Mage or aware of what they're doing. Once brewed and drank, it's a simple matter of killing the unsuspecting victim so both the entity and the Thanatovore get a taste of death's power. Some say that the special recipe has been slipped into cookbooks or leaked to suicidal people along with instructions on poisoning one's self.

Brewing Death Eater's Draught counts as a ritual that creates an elixir that requires the perk to actually perform.


Ritual: Brew Death Eater's Draught
Spell Effects: Lesser Create Magic + Greater Create Magic + Lesser Control Undead.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

Anyone drinking this elixir must resist or, for the duration, be vulnerable to having their dead body (if killed somehow) harvested for necrotic energy by a Thanatovore.

Typical Form: potion.
Typical Ingredients: butcher's knives, human teeth, hunting knives, vulture beaks, embalming fluid, scarab beetles, cow meat, maggots, gravestones/tombstones, ectoplasm.
Typical Brewing: Lesser Create Magic (6) + Greater Create Magic (6) + Lesser Control Undead (5) + Duration, 30 minutes (2). 57 energy (19x3).


OPTIONAL TRAITS
Advantages:
Spirit Empathy; Alternate Identity (Illegal); Anatomist; Dark Walker; Mortalist.
Disadvantages: Bloodlust; Callous; Obsession (any); Secret (Serial killer); Social Stigma (Criminal Record); Enemies (any); Lifebane; Frightens Animals.
Skills: Expert Skill (Thanatology); Forensics; Holdout; Sleight of Hand; Occultism; Acting; Fast-Talk; Stealth.
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Old 05-21-2015, 11:51 PM   #3
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Default Re: [RPM] Magical Styles Thread

Magewright

11 points

Some sorcerers in a society where magic is no secret and is socially accepted will gravitate towards the magical upkeep and construction of civil engineering projects and other everyday cornerstones of the modern technological living standard - infrastructure. Magewright is a magical style for mages hired to serve the government or a wealthy V.I.P. in the area of keeping buildings, machines and personal possessions good to go.

Required Skills: Thaumatology; any four of Architecture, Armoury (any), Carpentry, Chemistry, Cooking, Electrician, Electronic Operation (any), Electronics Repair (any), Engineer (any), Explosives (any), Farming, Gardening, Hazardous Materials (any), Housekeeping, Jeweler, Leatherworking, Machinist, Masonry, Mechanic (any), Metallurgy, Savoir-Faire (Servant), Sewing, Professional Skill (any), Smith (any), or Computer Operation.

Required Path Skills: Path of Matter; Path of Energy.

Required Ritual Masteries: Fireproof or Waterproof; one of Fortify Matter, Create Food, or Clean; one of Repair Object, Extinguish Fire, or Light.

Perks: Area Spell Mastery; Better Magic Items; Convenience Casting; Guild Rank; Improvised Items; License; Mass Magician; Mundane Magic; Object Channel; Paraphernalia Pro; Permit; Reduced Footprint; Quick and Focused; Stabilising Skill; Wizardly Dabbler.


OPTIONAL TRAITS
Advantages:
Contacts; Fit; High Manual Dexterity; Lifting ST; Wealth.
Disadvantages: Code of Honor (Professional or Stay Bought); Debt; Duty; Social Stigma; Status; Wealth; Workaholic.
Skills: Accounting; Administration; Alchemy; Area Knowledge (any); Cartography; Current Affairs (any); Freight Handling; Lifting; Merchant; Packing; Prospecting; Scrounging; Symbol Drawing (Ritual Magic); Teamster (any); Writing.


[Anyone see a problem with this style? Required Skills and Ritual Masteries okay? Perks?]
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Old 05-22-2015, 12:11 AM   #4
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Default Re: [RPM] Magical Styles Thread

I think magewright is a good starter concept, but is a little broad. It is described as a 'protection and upkeep' style, but many of the requirements seem to veer into 'anything a productive citizen would want' category.

The 'any four of ' seems a little excessive, but at the same time, I'm not sure how farming and computer operation fit into the list, particularly with the word 'wright' involved. And the perks seem a little scattered.

I'd like to see this as several styles with tighter focuses.

-----------------------------------------------------------------

I've been thinking about magic orders, recently. I was thinking in terms of 'magical traditions' and 'standard rituals', but this is a solid take on it. The various styles I'm considering include:

curse breakers
agriculturalists
healers
Military Mages (emphasis on buffing)

These orders are for an open magic world.
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Old 05-22-2015, 02:03 PM   #5
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Default Re: [RPM] Magical Styles Thread

Here are a couple of mine, along with a link to the GURPS Repository where you can put yours.

The Kineticists

Spoiler:  


The Keepers of the Way

Spoiler:  


And yeah, the magewrights should probably stick to working with Infrastructure & Engineering, and not dabble in farming & such. Cool idea though.

Last edited by Angle; 05-22-2015 at 02:06 PM.
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Old 05-22-2015, 08:18 PM   #6
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Default Re: [RPM] Magical Styles Thread

Magewright

11 points

Some sorcerers in a society where magic is no secret and is socially accepted will gravitate towards the magical upkeep and construction of civil engineering projects and other everyday cornerstones of the modern technological living standard - infrastructure. Magewright is a magical style for mages hired to serve the government or a wealthy V.I.P. in the area of keeping buildings, machines and personal possessions good to go.

Required Skills: Thaumatology; any four of Architecture, Armoury (any), Carpentry, Electrician, Electronic Operation (any), Electronics Repair (any), Engineer (any), Explosives (any), Hazardous Materials (any), Machinist, Masonry, Mechanic (any), Metallurgy, Professional Skill (any), or Smith (any).

Required Path Skills: Path of Matter; Path of Energy.

Required Ritual Masteries: Fireproof or Waterproof; one of Fortify Matter, Create Raw Material, or Clean; one of Repair Object, Extinguish Fire, or Light.

Perks: Area Spell Mastery; Better Magic Items; Convenience Casting; Guild Rank; Improvised Items; License; Mass Magician; Mundane Magic; Object Channel; Paraphernalia Pro; Permit; Reduced Footprint; Quick and Focused; Stabilising Skill; Wizardly Dabbler.


OPTIONAL TRAITS
Advantages: Contacts; Fit; High Manual Dexterity; Lifting ST; Wealth.
Disadvantages: Code of Honor (Professional or Stay Bought); Debt; Duty; Social Stigma; Status; Wealth; Workaholic.
Skills: Accounting; Administration; Alchemy; Area Knowledge (any); Cartography; Current Affairs (any); Freight Handling; Hidden Lore (Urban Secrets, Ley Lines, Magical Architecture and Sacred Places); Lifting; Merchant; Packing; Prospecting; Scrounging; Symbol Drawing (Ritual Magic or Sacred Architecture); Teamster (any); Writing.


[Edited to a tighter focus, the Perks remain the same because it is supposed something of a Guild style.]
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Last edited by ajardoor; 05-31-2015 at 01:48 PM.
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Old 07-13-2015, 02:15 PM   #7
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Default Re: [RPM] Magical Styles Thread

Its kind of rough, but I'm not sure to further it.

Elven Circle Magic
:

Circle magic (The style is responsible for the classic elven dancing glade), was developed by a people where most of the population is minor mages. Elves are taught the style in their youth: Elven communities need each elf to know how to cast, how to cast safely, and how to cast as part of a group. Many meet the minimum requirements (less stable casting) and learn no more, being more interested in other pursuits. Masters of this path tend to specialize: a circle of elven circle masters is likely to have each one be an expert in a different path. It is common for elves to learn other style in addition to this one, or for the Quick and Focused perk to be taken large numbers of times.

Required Skills: Lore (elven), Dance, Stabalizing skill (not specified)

Required Paths: Path of Body

Required Perks:
Quick and Focused (-1/level ignored when working with multiple mages) 3
Stabalizing Skill Perk (skill and Path not specified, but Body and Naturalist is very common)

New Perk: Magic Circle Leader
You have a stabalizing influence on magic you help to cast. each round of energy casting, you can apply your energy to neutralizing quirks at a 3 (of only his) energy to 1 quirk ratio. Only one Magic circle leader can act at a time, and he must be the mage to cast the final spell.

New Perk: Magic Circle Stabalizer
You can stabalize critical failures caused by others a group ritual -- if you could have stabalized it yourself. Only one attempt at stabalization is allowed.

Restricted Skill: Architechure (elven)
This skill alows you to build buildings and public areas that remain consecrated ground even under high traffic situations
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Old 08-11-2015, 10:19 PM   #8
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Default Re: [RPM] Magical Styles Thread

Great Chaos Pyromancy
10 points.

This magical style of mass destruction and decisive rage is said to originate from the greatest primordial fire elementals, handed down to the first magicians in antediluvian times.
The scope of the style covers rituals that call down the element of flames and direct them - but not rituals for extinguishing them, sensing them or changing them into other forces. It can, however, protect the caster - and ONLY the caster - from heat and flame, while leaving the rest of the world to burn.

Required Skills: Thaumatology; Innate Attack (Projectile) or Explosives/TL (any specialty); Alchemy or Innate Attack (any specialty).
Required Path Skills: Path of Energy; Path of Magic or Path of Body.
Required Ritual Masteries: Create Fire; Fireball or Rain of Fire; "Sweat Skin" (Fireproof Self); one of Destruction, Brew Alchemical Firebomb, Explosive Runes Charm or Spontaneous Combustion.
Perks: Adjustable Spell; Area Spell Mastery; Life-Force Burn; Limited Energy Reserve; Mana Compensation (style, Path of Energy or Higher Purpose (Pyromancy)); Mighty Spell; Power Casting; Psychic Guidance; Quick and Focused; Reduced Footprint (Path of Energy); Secret Spell (any style ritual); Shortcut to Power (any style ritual); Wilful Casting; Frightening Side Effects; Kindle.


OPTIONAL TRAITS
Advantages:
Higher Purpose (Pyromancy); Tempered by Fire; Conduit.
Disadvantages: Pyromania; Impulsiveness; Bloodlust; Bad Temper; Social Stigma (Criminal Record).
Skills: Intimidation; Hazardous Materials (Magical); Electrician.
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Old 11-12-2015, 08:05 AM   #9
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Default Re: [RPM] Magical Styles Thread

Bullets of the Nameless

16 points.


The Nameless are a brotherhood of sorcerous gunmen who combine rituals with personal firearms. They are generally a sad lot, having joined the brotherhood because they're running from their pasts, seeking death, incapable of believing in a better future, and ridden with guilt, grief, aggression, or loneliness. Although many work as a hired guns, the Nameless do not see themselves as a guild of mercenaries. Although many have committed crimes and will continue to do so, the Nameless do not see themselves as career criminals. Many Nameless have stolen sums of money large and small, but they do not consider themselves thieves. The Nameless have killed many people, but they are not spree killers.
The truth is, the Nameless are a mystery cult, obsessed with the lethal violence of the gun and desperate to find meaning in deadly shootouts. In the Nameless, you either solve the mystery of yourself through gun fighting, or accept death. This is the brutal choice at the heart of their teachings and their magical style.
The brotherhood's house style is Bullets of the Nameless. It is a magical style that is violent and pragmatic, devoted to the grim art of gun fighting - it covers rituals that maintain, enhance and create guns and ammunition.


Required Skills: Thaumatology; Fast-Draw/TL (Ammo); Fast-Draw (Charm/Elixir); Fast-Draw (Pistol or Long Arm); Guns/TL (Pistol, Rifle, Shotgun or SMG); Tactics.

Required Path Skills: Path of Matter; Path of Magic; Path of Energy.

Required Ritual Masteries: Magic Bullet; Sorcerous Silencer; Repair Object; Conjure Object or Strengthen Weapon; Disable Firearm or Bane Blade; "The Time's Come" (Kentucky Windage).

Perks: Natural Thaumaturge; Magical Weapon Bond (Gun); Object Channel (all Guns); Improved Cap (Matter); Reduced Footprint (Matter); Reinforce; Power Casting; Limited Energy Reserve (style); Mana Compensation (style); Stabilising Skill (Matter, refilling mana reserve); Life-Force Burn; Shortcut to Power (Disable Firearm, Magic Bullet, Bane Blade); Flagellant's Blessing; Better Magic Items (Better Ammunition Charms, Better Enchanted Firearms); Frightening Side Effects (Magic Bullet, Bane Blade, Kentucky Windage); Boost Enchantment; Spark; Magical Style Adaptation; Named Possession (Gun); Obscure True Name; Secret Mage; Super-Sympathy (Gun); Convenience Casting (Repair Object).


OPTIONAL TRAITS
Advantages: Fearlessness; Combat Reflexes; High Pain Threshold; Hard to Kill; Ambidexterity; Danger Sense; Night Vision; Signature Gear; Crafter; Conduit.
Perks: Shooting Style Familiarity (any).
Disadvantages: Bloodlust; Callous; Hard of Hearing; Bad Reputation; Social Stigma (any); On the Edge; Bad Temper; Delusion ("I can find meaning in violence."); Chronic Depression; Obsession (Find a reason to live); Enemies.
Skills: Any unchosen option from Required Skills; Soldier/TL; Stealth; Camouflage; Armoury/TL (Small Arms); Forced Entry; Intimidation; Holdout; Streetwise; Observation.
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Old 11-15-2015, 06:08 AM   #10
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Default Re: [RPM] Magical Styles Thread

Blighted Malefactor

12 points.


The Left-Handed magical style named Blighted Malefactor is based around blighting living organisms with disease and other harm, even working in accordance with the spellcaster's own sicknesses to better their malefic practices. It is a horrible magical practice, defined by the decision to full give into self-destructive spite and harm another even if it harms you just as much. The Blighted Malefactors are vengeful hunters of men who have turned their backs to both rationality and morality.


Required Skills: Thaumatology; Poisons/TL; Pharmacy/TL (any one); Diagnosis/TL.

Required Path Skills: Path of Body; Path of Magic.

Required Ritual Masteries: Blight; Death Touch or Itch; Brew Poison; Amplify Injury or Hunger; Weaken Blood or Assassin's Blessing.

Perks: Sickness Resonance*; Natural Alchemist; Improved Cap (Body); Adjustable Spell (Body); Life-Force Burn; Limited Energy Reserve (Style); Mana Compensation (Body); Mighty Spell; Power Casting; Stabilising Spell (Body, refilling mana reserve); Secret Spell (Blight, Death Touch, Brew Poison, Amplify Injury, Hunger, Weaken Blood); Shortcut to Power (Blight, Death Touch, Brew Poison, Weaken Blood, Assassin's Blessing, Amplify Injury); Wilful Casting (Blight); Discreet Ritual; Object Channel; Flagellant's Blessing; Better Elixirs; Intimidating Curses; Knower of Names; Frightening Side Effects; Magical Style Adaptation; Obscure True Name; Rule of 17; Secret Mage; Thaumatological Doublespeak.

*With the style's magic perk Sickness Resonance, the stylist can use whatever sickness (represented by disadvantages like Social Disease, Terminally Ill, Draining and so on) they are currently suffering to get an energy reduction on in-style rituals. If the disease takes the form of a disadvantage, apply half its negative point value as a percentage discount to the energy cost of the ritual, just as if it were a reduction from Backlash or trappings (which stack with this reduction, incidentally). If the ritual actually inflicts the exact same disease as the disadvantage, apply its FULL negative point value as a percentage reduction (i.e. the ritual afflicts the target with Social Disease, the stylist with this perk has Social Disease, the energy reduction is the full -5% rather than -2%). If the sickness is not part of a disadvantage, but it does afflict the spellcaster with the equivalent of an Affliction (coughing or sneezing, vomiting, nausea, pain, etc.) then work out the value of those afflictions as per B36, and then half that value to get the energy reduction percentage (unless the ritual afflicts those same conditions, in which case take the full value as an energy reduction). If the caster's illness causes damage, the energy reduction percentage is worth -2% per full 1d toxic (-4% if the ritual actually attacks the target with toxic damage), and if the illness causes this damage in cycles, the energy cost reduction is worth half its value according to the Cyclic enhancement (B103-104) - for example, an illness that causes 2d toxic damage (-4%) every minute (-20%) would be worth -24% to energy cost. Each such disease gives its own reduction and they all stack with other energy reductions. The stylist may purchase this new magic style perk as soon as they meet the style requirements and buy the Style Familiarity perk - it still counts as one of the style perks, limited by number of points in style traits.


OPTIONAL TRAITS
Attributes: Improved HT.
Advantages: Anatomist; Conduit; Neuromancer.
Disadvantages: Callous; Sadism; Selfish; Obsession (Get revenge); Social Disease; Terminally Ill; Bloodlust; Jealousy; Unfit; Enemies; Intolerance; Social Stigma (any).
Skills: Stealth; Holdout; Garrote; Sleight of Hand; Herb Lore; Naturalist.
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