Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-20-2010, 10:27 PM   #71
Crakkerjakk
"Gimme 18 minutes . . ."
 
Crakkerjakk's Avatar
 
Join Date: Sep 2005
Location: Albuquerque, NM
Default Re: GURPS Dungeon Fantasy 9: Summoners

Quote:
Originally Posted by b-dog View Post
If I were to have written the books I would have used Power Investiture for the Demonologist, Elementalist and Necromancer. The reason is because it would be more simple and straight forward.
I disagree. I think this a clear situation where using Power Talents from Powers was the right choice. They're the same thing as PI anyways. It's just PI is the worked example from Basic. Besides, PI is generally a "religious" thing, and that's not really how the templates are presented for the most part.

Quote:
Originally Posted by b-dog View Post
Further I would have some option for stacking powers in the same spells are known with different power systems.
I thought Magery and the various power talents did stack for necromancer, elementalist, and demonologist. Not sure about the Shaman.
__________________
My bare bones web page

Semper Fi
Crakkerjakk is offline   Reply With Quote
Old 01-21-2010, 12:16 AM   #72
b-dog
 
Join Date: Nov 2006
Default Re: GURPS Dungeon Fantasy 9: Summoners

Quote:
Originally Posted by Crakkerjakk View Post
I disagree. I think this a clear situation where using Power Talents from Powers was the right choice. They're the same thing as PI anyways. It's just PI is the worked example from Basic. Besides, PI is generally a "religious" thing, and that's not really how the templates are presented for the most part.
What I mean is that there should not be any mana requirements for the Power Talents. The power talents should operate on the spiritual power that controls the elements, death and demons. A wizard would use mana power to control the elements, death and demons and a cleric would use divine power.
b-dog is offline   Reply With Quote
Old 01-21-2010, 10:01 AM   #73
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: GURPS Dungeon Fantasy 9: Summoners

That is an easy change to make, for your your campaign - replace the Power Modifier with the Unholy or Holy PM, and change the note on the spells, et Voilla.

I find more references to "secular" elementalists in stock fantasy than religious ones, so I think the default from DF 9 is fine (at least, in psuedo-western games the way DF is). Necromancers seem to be split 50/50 as religious and secular figures so YMMV.
__________________
All about Size Modifier; Grand Unified Hit Location Table
A Wiki for my F2F Group
Bruno is online now   Reply With Quote
Old 01-21-2010, 11:35 AM   #74
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Oklahoma City, OK
Default Re: GURPS Dungeon Fantasy 9: Summoners

To me using mana to manipulate demons and spirits is pretty classic, especailly Demons and elementals and you can use aspected mana for those location examples.
I see PI as divine and coming from a source that can take it away or penalize you for disoediance or other infractions.
I see Magery as the bending of magical energies to do waht you want though some campaigns will have different forms of mana or magery.
Refplace is offline   Reply With Quote
Old 01-21-2010, 01:06 PM   #75
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: GURPS Dungeon Fantasy 9: Summoners

Quote:
Originally Posted by Rev. Pee Kitty View Post
19, if you count the Justiciar from the "Crime and Grime" issue, as well.
Thank you. I knew I was missing one!
__________________
RyanW
For sale: Turing test cheat sheets
Check out my GURPS (et al) wiki, Sweetcandle. Latest addition: Avatar style bending in Fate Core
RyanW is offline   Reply With Quote
Old 06-10-2016, 03:59 PM   #76
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: GURPS Dungeon Fantasy 9: Summoners

I just added a PDF with Spell Prerequisite Charts for Demonology and Deathly spells. Rather than creating a new thread just to announce this I figured I'd do a little thread Necromancy with the new knowledge I've gained.

While these charts are pretty simple, it gave me some real respect for Michelle Barrett who got drafted to create the Spell Prereq Charts for GURPS Magic. Anyway, links to my webpage and the PDF:

http://gurpsland.no-ip.org#DFPrereq

http://gurpsland.no-ip.org/pdf/DF09Prereq.pdf
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
The future keeps telling us what the past was about. You make the past mean different things by what you do with the time that comes after.

Last edited by ericbsmith; 06-10-2016 at 04:02 PM.
ericbsmith is offline   Reply With Quote
Old 06-10-2016, 06:59 PM   #77
Dammann
 
Dammann's Avatar
 
Join Date: May 2011
Default Re: GURPS Dungeon Fantasy 9: Summoners

What timing! I was just thinking a few days ago that this would be a nice thing to have. Thank you!
Dammann is offline   Reply With Quote
Old 06-27-2016, 11:10 AM   #78
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: GURPS Dungeon Fantasy 9: Summoners

Quote:
Originally Posted by ericbsmith View Post
I just added a PDF with Spell Prerequisite Charts for Demonology and Deathly spells.
And I recently updated to include Elemental Metal and Elemental Void/Sound/Ether spells prereq charts. This is certainly the last update, as the remaining spells just use the standard spell prerequisite charts.

I've also added the source files on which these charts are based. The source files are XML data files which you can load in the Flowchart maker at http://www.draw.io

http://gurpsland.no-ip.org#DFPrereq

http://gurpsland.no-ip.org/pdf/DF09Prereq.pdf

http://gurpsland.no-ip.org/zip/DF09Prereq.zip
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
The future keeps telling us what the past was about. You make the past mean different things by what you do with the time that comes after.
ericbsmith is offline   Reply With Quote
Old 06-28-2016, 05:11 PM   #79
Hellboy
On Notice
 
Hellboy's Avatar
 
Join Date: Aug 2006
Default Re: GURPS Dungeon Fantasy 9: Summoners

How would.Affliction Negated Advantage Allies work against these guys? Erase their summons? Make them go rogue?
Hellboy is offline   Reply With Quote
Reply

Tags
bestiary, dungeon fantasy, gurpsland

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:44 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.