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Old 08-13-2007, 10:18 AM   #31
Kromm
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Default Re: defense vs. mind switch

Quote:
Originally Posted by NineDaysDead

So the demon can disobey if it would rather die than comply?
No, because having control of a supernatural being's power source gives you symbolic control over its essence. This is true even if it's mindless (IQ 0). You guys need to read a lot more about real-world magical beliefs, I think. ;) Traditionally, you can't "enchant" spirits as you can people; you have to bind and compel them with the fear of supernatural retribution, to which even fearless beings and even beings incapable of emotion somehow manage to respond. This isn't rational . . . it's ritual sorcery. Spirit-affecting spells are trying to emulate that, even when that's at odds with a more rational system like a set of RPG rules.
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Old 08-13-2007, 11:33 AM   #32
vicky_molokh
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Default Re: defense vs. mind switch

Quote:
Originally Posted by Kromm
No, because having control of a supernatural being's power source gives you symbolic control over its essence. This is true even if it's mindless (IQ 0). You guys need to read a lot more about real-world magical beliefs, I think. ;) Traditionally, you can't "enchant" spirits as you can people; you have to bind and compel them with the fear of supernatural retribution, to which even fearless beings and even beings incapable of emotion somehow manage to respond. This isn't rational . . . it's ritual sorcery. Spirit-affecting spells are trying to emulate that, even when that's at odds with a more rational system like a set of RPG rules.
So what's the GURPS Advantage equivalent to those spells then?
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Old 08-13-2007, 11:36 AM   #33
Kelly Pedersen
 
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Default Re: defense vs. mind switch

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Originally Posted by Molokh
So what's the GURPS Advantage equivalent to those spells then?
Ally with Minion, I'd guess.
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Old 08-13-2007, 11:39 AM   #34
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Default Re: defense vs. mind switch

There needn't be an equivalent advantage. Many spells in GURPS date to the original GURPS Fantasy for GURPS, First Edition, which dates back to 1986 or thereabouts and predates all editions of Psionics, Supers, etc., that had superhuman advantages and all editions of Aliens, Fantasy Folk, and the like that had nonhuman advantages. Thus, there's a substantial body of spells -- including most of the ones we're discussing -- that you can't easily represent using advantages. I suppose that an Affliction that gives the target Duty (Involuntary) and Reprogrammable might come close.

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Originally Posted by Kelly Pedersen
Ally with Minion, I'd guess.
That's certainly a valid way to represent a bound spirit, yeah.
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