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Old 02-11-2014, 09:52 PM   #21
Dalillama
 
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Default Re: [RPM] RPM in Game

Quote:
Originally Posted by Kalzazz View Post

With this her friends caught the critter, which turned out to be a big humanoid lizard. Alas, noone spoke Lizard to grill it!

Lizard Lips: Adds Speak with Animals - Reptiles
So, not a sapient humanoid lizard? If it actually had a language and enough IQ to use one, Speak with Animals shouldn't have helped.
Quote:
So, Jaina's best skill is Matter (18), she has Higher Purpose Hydromancy, but I couldnt see a good Hydromantic approach to this problem (body of water would work, but is definitely pricy)

So heres what she cast!

Oil Coat: Douses the caster in a hearty coating of oil, for Slippery 3!

This Casting: Lesser Create Matter (6) + Altered Trait, , Slippery 3 (6) + Duration, 10 minutes (1) + Subject Weight, 10 lbs. (0). 13 energy (13×1).
Ice Coating might have let her use that Hydromancy bonus.
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Old 02-16-2014, 11:10 AM   #22
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Default Re: [RPM] RPM in Game

My impression was it was a smart animal, like an ape, as opposed to a dumb sapient

But it might have been sapient and we whiffed on spell design. I think granting Lizardfolk language would have been something similar in design just slightly cheaper

Ice coating would have been a good idea, though, I wonder if the DM would also invoke freezing checks or such with it
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Old 07-24-2014, 09:37 PM   #23
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Default Re: [RPM] RPM in Game

So, Luna, Princess of the Night (and RPM Mageling Alicorn Mini Pooka) along with Malbrogue the Demon got grabbed by space aliens! Malbrogue critted his Intimidate check and the aliens dumped us out into Space! Luna does not breathe in space and gets depressurized to! She took 1 HP of damage from the initial depression, had 18 mana pool (Magery 6), 18 skill, and 12 FP and 19 HP (after she took the 1 damage, had 20 to begin with) (Mini Pookas have high ST due to being related to horses)

So, after a panicked bit of book searching to try to come up with a spell Luna Could Cast Right Now, this is what she came up with, spending 9 FP, 18 pool, and 18 HP to cast it!

Luna Diver! Creates a Diving Suit (if Luna rolls a 10 or less)
This Casting: Greater Create Matter (6) + Subject Weight, 100 lbs. (2) + Duration, 10 minutes (1) + Bestows A Bonus, +1 to Diving Suit Making Skill (1). 30 energy (10×3).

And she was nicely nestled in a TL 8 hard hat diving rig with air tanks, yay! (The DM ruled this did help in space)

After that she wanted to heal up, so, cast a healing spell
Luna Heal
Greater Restore Body[4]();
Healing: 9d+2 HP [34],
Subject Weight: 300 lbs. [3].
Cost: 123

(notice the old skool format on that output, shes had that spell on her sheet a looooong time. Luna Castle is on a +3 place of power, so she cast it with 21 as it was a conditional ready to go)

And then she wanted to call her employer and explain that hey, yes, it was aliens while she was in outer space. Did she get cell signal? Who knows! But I knew the Signal Booster spell was in the RPM book, so, Luna cast it even before the DM finished pondering whether or not her cellphone got signal natively
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Old 12-31-2014, 02:52 PM   #24
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Join Date: Feb 2009
Default Re: [RPM] RPM in Game

Elli, a Fighter/Mage Unicorn Knight of the Enchanted Forest cast a few spells last session of that game, of which I have a few handy

They were escorting a Sapling of the Elder Tree to a new home, which had the condition that magic couldn't be directly cast on it, so couldnt just portal the thing

A giant storm had pursued the party and they had decided that they could not avoid it, so would turn and fight

The first spell was to whip up a shelter to stash the sapling inside so it would be somewhat protected

Instant Shelter
Greater Transform Matter[8]();
Bonus Or Penalty: Single: +6 [32],
Subject Weight: 450 tons [10].
Cost: 150
Shapes the landscape into a nice shelter (the 420 ton, 1ft thick 40ft tall, 500 sq ft example keep, retails for 220k, so -14, plus 6 makes it -8)

The DM ruled that Tactics -4 could be used for the making skill here, so Elli could roll vs Tactics -12, which is good as she had high tactics, otherwise trying to default Architecture would have made this a no go

Then needed to get the sapling off the ship and into the shelter. Unfortunately its transport litter weighed many many tons, and while the parties wyrmling dragon could barely move it, would be a major problem. So, Elli, the Dragon and the NPC chief druid discussed the feasibility of lightening the transport litter to help move the tree and decided this would be okay

Antigrav
Greater Destroy Energy[5]();
Subject Weight: 150 tons [9],
Duration: 1 day [7].
Cost: 63
Antigrav! Makes something produce negative gravity to counter the weight on it

The DM then ruled that needed to have used Create Energy instead of Destroy, but I rolled well enough we back converted that in (I had rolled a good Thaumatology check while we were pondering how to do it, so the DM figured I'd used the correct spell)

Then a few buffs were used to try and prepare for the fight

First a spell for helping the elf archer sidekick of the elf duellist bring the pain, cast on two of his arrows.

Blast Arrow +P
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

Blast Arrow +P - This makes the arrow upon sinking into a target explode in a kinetic blast of force!

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Damage, External Explosive Crushing 20d (36). 141 energy (47×3).

Which I realize after the fact was intended to be a Charm. Im not sure how to rework the spell as a non charm spell, but it seems it should be possible to throw a spell onto an arrow to make it explode not as a charm, maybe just add a duration? Neither I nor the DM nor the player of the elf duellist controlling the archer caught it!

Then a spell to buff the duelist's non magical offhand sabre. We forgot to use the +2 goes to +1 per die so sadly he missed out on some damage.

Sabre of Awesome
Greater Strengthen Matter[3]();
Bonus Or Penalty: Broad: +4 [40] (Sabre stuff! Attack damage etc),
Duration: 30 minutes [2].
Cost: 135



Elli also had a canned spell ready to go to buff herself

Battle Mind
Spell Effects: None.Inherent Modifiers: None.Greater Effects: 0 (×1).
Battle Mind - An extremely enhanced version of Melee Academy, this spell brings out the finest properties of the warrior making them one with their weapon and attuned to battle and able to disregard pain.
This Casting: Lesser Strengthen Mind (3) + Lesser Control Magic (5) + Altered Trait, Enhanced Time Sense, Extra Attack (1 skill, multistrike), HPT (80) + Bestows A Bonus, +5 to Rolls with My Favorite Weapon, including powers (80) + Duration, 1 hour (3). 171 energy (171×1).

Interestingly, the elf's player wasn't sure this spell was kosher, despite him being the one who had helped me design it in the first place, and had allowed me to cast it before when he was DMing no fuss, no muss. The DM for this game thought it was fine. Sadly once again forgot the '+2 damage to +1' idea.

The 'including powers' bit on bestows a bonus means it included things like Power Blow and other weapon related power uses.

This spell proved very handy in the fight! Very handy!

And a quick spell Elli casted from Pool realizing her mount Snowball could really stand to dodge better in the upcoming fight after seeing the dragon take a mighty hit that sent him flying out of the fight (though he got surprised and sucker punched)

Evasive Manuevers
Lesser Strengthen Mind[3]();
Bonus Or Penalty: Single: +5 [16] (Snowball Dodge),
Altered Traits: 13 [13] (Rider Dodge, Luck (Defensive)),
Duration: 10 minutes [1].
Cost: 33

Rider Dodge is a made up perk to answer the question 'Can a mount dodge attacks aimed at its rider, like Shield Wall Training or Sacrificial Parry allows defending for your friends?', the DM thought that mounts could do that anyway, I didn't think they could, we thought a perk made it all safe and official

Of course the enemy was using large area attacks that rendered the question moot so all Snowball could do was take the hits and like it. Poor Snowball.

During the battle Elli decided to use an attack spell to hit the enemy, casting from a Charm

Sun's Touch
Spell Effects: Greater Create Energy.
Inherent Modifiers: Damage, External Burning + Bestows A Bonus, To Hit with Me + Range.
Greater Effects: 1 (×3).
Sun's Touch - Calls Forth the Warmth of the Sun!
This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Damage, External Burning 100d+2 (130) + Bestows A Bonus, +3 to To Hit with Me (4) + Range, 10 yds (4). 447 energy (149×3).

Straight up, here it be, defend or eat raw damage attack spell. Enemy didn't defend, so actually finished it off. Of course, Elli was doing more damage with her normal attacks, so the time she spent drawing the charm just made the battle last longer and the party get beat up more. But it looked cool!

Elli owns a +2 charm lab, and had used her Pool, FP, and had made it a shiny glowing piece of paper that had sunbursts on it and arcane runes and such which anyone with a Thaumatology or Occult check could easily realize was 'Sun fllavored raw damage attack spell' good for 5% discount, and it was still a chancy thing to cast. But 100d+2 is just cool!
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Old 01-04-2015, 10:51 AM   #25
Shieldbunny
 
Join Date: Apr 2014
Default Re: [RPM] RPM in Game

Last night, I played Nancy, my RPM mage who just happens to be the proud trainer of a high level charizard. She was driving along when she was pulled over and arrested, because the BBEG had somehow brought about her being in a hit and run without her remembering it. Once she escaped from jail, also at the BBEG's whim, She retrieved her truck, found a quite alley and danced it back to health(Dance based Magery).

Lesser Restore Matter 4 + range 2 yards 0 + Weight 3000 5 + Heal Damage 4d 12. Heal Trusty Truck: Takes dents and dings out of my ride!

DM ruled since was mostly cosmetic damage, lesser was appropriate. She Dance around the truck for a few minutes, then poof, truck all better.

Last edited by Shieldbunny; 01-04-2015 at 11:05 AM. Reason: Removed Typo
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Old 01-04-2015, 10:57 AM   #26
Shieldbunny
 
Join Date: Apr 2014
Default Re: [RPM] RPM in Game

Nancy's next successful spell was Enhance Flamethrower, very simple spell that made her Charizard's fire breath burn hotter.

Enhance Flamethrower
Lesser Strengthen Energy 3
Duration 3 hours 4
Weight 300 3
Range 2 yards 0
Bestows a Bonus Charizard Flamebreath Damage +2/die 8
Total 19

She paid for it out of her pool (Magery 10 so 30 pool), and off she went to fights the BBEG.

Side note: Charizard companion actually won the fight after the mystic archer blew herself up, dealing a hefty 204 damage off 36d+72.
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Old 01-04-2015, 11:04 AM   #27
Shieldbunny
 
Join Date: Apr 2014
Default Re: [RPM] RPM in Game

Nancy then popped a charm (By downing a small package of pop-rocks) in an extra round granted by the BBEG's sense of the dramatic. This was a more difficult spell that she had to try twice to make a charm of, as she crit failed the first time. The DM interpreted that the crit fail magic decided to happen right then as well as the other charm, made correctly, taking effect. Crit fail effect was to become brittle.

Mass Stoneskin: Greater Strengthen Body 3 + Lesser Control Magic 5 +Altered Traits: Grants DR(Tough Skin, No Armor) 30 30 + weight 300 lb 3 + duration 10 minutes 1 + area effect 5 yards 2 = 44 x 3 = 134

To prepare this charm Nancy will play Seiger's Like a Rock, while dancing in a circle hitting large stones with a hammer. Spell makes every target in the area's skin thicken and take on the hardness of magical stone.

Should have asked fora traditional trappings discount, but forgot. Spell went off, and actually made the difference between the mystic archer being in death check range.

Side not to DMs: Your BBEG's henchmen should probably make sure their weapons are loaded before the fight.
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Old 01-04-2015, 12:46 PM   #28
Langy
 
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Location: CA
Default Re: [RPM] RPM in Game

Where'd you get the idea that +2 damage/die is only 8 energy?
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Old 01-04-2015, 07:07 PM   #29
Christopher R. Rice
 
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Default Re: [RPM] RPM in Game

Quote:
Originally Posted by Shieldbunny View Post
Nancy's next successful spell was Enhance Flamethrower, very simple spell that made her Charizard's fire breath burn hotter.

Enhance Flamethrower
Lesser Strengthen Energy 3
Duration 3 hours 4
Weight 300 3
Range 2 yards 0
Bestows a Bonus Charizard Flamebreath Damage +2/die 8
Total 19

She paid for it out of her pool (Magery 10 so 30 pool), and off she went to fights the BBEG.

Side note: Charizard companion actually won the fight after the mystic archer blew herself up, dealing a hefty 204 damage off 36d+72.
Quote:
Originally Posted by Langy View Post
Where'd you get the idea that +2 damage/die is only 8 energy?
Yeah, me too. Mechanically, I don't see a problem with using Dice+Adds for Bestows a Bonus with damage-dealing effects. +2/die equals a +7 bonus which means you'd need 128 energy using the narrow category for Bestows a Bonus - unless the GM is using some sort of house rule here.

Quote:
Originally Posted by Shieldbunny View Post
Nancy then popped a charm (By downing a small package of pop-rocks) in an extra round granted by the BBEG's sense of the dramatic. This was a more difficult spell that she had to try twice to make a charm of, as she crit failed the first time. The DM interpreted that the crit fail magic decided to happen right then as well as the other charm, made correctly, taking effect. Crit fail effect was to become brittle.

Mass Stoneskin: Greater Strengthen Body 3 + Lesser Control Magic 5 +Altered Traits: Grants DR(Tough Skin, No Armor) 30 30 + weight 300 lb 3 + duration 10 minutes 1 + area effect 5 yards 2 = 44 x 3 = 134

To prepare this charm Nancy will play Seiger's Like a Rock, while dancing in a circle hitting large stones with a hammer. Spell makes every target in the area's skin thicken and take on the hardness of magical stone.

Should have asked fora traditional trappings discount, but forgot. Spell went off, and actually made the difference between the mystic archer being in death check range.

Side not to DMs: Your BBEG's henchmen should probably make sure their weapons are loaded before the fight.
"Stoneskin" screams "Hardened 1" or at least lack of Tough Skin...
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Old 01-04-2015, 07:13 PM   #30
Langy
 
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Location: CA
Default Re: [RPM] RPM in Game

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Originally Posted by Ghostdancer View Post
Yeah, me too. Mechanically, I don't see a problem with using Dice+Adds for Bestows a Bonus with damage-dealing effects. +2/die equals a +7 bonus which means you'd need 128 energy using the narrow category for Bestows a Bonus - unless the GM is using some sort of house rule here.
If I were to allow that, I'd make +2/die be equal to +4 total - the same way that it works for All-Out Attack. That'd be 8 energy.

I have no idea where you got the +7 bonus = +2/die equivalency. +2 dice would be a +7 bonus, but that's not the same thing.
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