Pyramid Support for Ritual Path Magic (and other books)
Ritual Path magic isn't really a "new" system. It first appeared in GURPS Monster Hunters 1: Champions, which meant that authors -- especially Christopher R. Rice (our own Ghostdancer) -- were expanding upon and tweaking the system in Pyramid long before the actual RPM book was released!
Admittedly, I'm a sucker for anyone expanding on the stuff I wrote (it's really awesome to be able to inspire ideas in others!), so I'm asking for honest opinions on the articles above. How useful and well-written were they? This thread is the perfect place to let other RPM fans know which of those Pyramid are must-haves and which aren't. (Also, let me know if I missed any!) I'd also love to hear about any cases where Pyramid stepped in to support a book that needed it -- and how well it did (or didn't do) so. |
Re: Ritual Path Magic already has supplements?
Oy I feel like a one-trick pony now. >_< Did I write all that? Man, I got like six more articles in the queue too... As a apology for all that flotsam, here, have a guide for using Metatronic Generators as a ritual path magic enchantment system.
The Basics
Designing and Building Most RPM metatronic generators are going to apparatuses, for magical staves, swords, etc, go through the regular design process. Using the Generator This is pretty much the same. For “power rings” and the like, use the Innate Attack skill to hit instead of Thaumatology. Powering a Generator
Generator Examples
Ritual Path Magic Metatronic Generator "Magic Item" Examples Amulet of N’thr’ki (A Bound Spell) This device grants the wearer a powerful necromantic aura that drains 1d-2 points of HP from all targets within two yards if they fail to win a Quick Contest of Will with the wearer. The wearer heals the same number of HP (regardless of how much he actually drained. Activating the device requires a Path of Undead roll instead of Thaumatology due to its insidious necromantic nature. Mini, $690,000, 0.3 lbs. Self-Powered. LC1. Statistics: Leech 1d-2 (minimum of 1 point) (Accelerated Healing, +25%; Area Effect, 2 yards, +50%; Aura, +80%; Magical, -10%; Malediction 1, +100%; Melee Compatible, reach C, +10%) [115]. Staff of the Magi (A Magical Tool) This staff makes turns the bearer into a powerful caster! It grants the following abilities in addition to be used as a Fine Balanced Styled (+3) quarterstaff.
Statistics: Damage Resistance 10 (Absorption, Heals Mana Reserve*, +80%), Force Field, +20%, Hardened 1, +20%; Limited, Magic, -20%) [50] + Energy Reserve 30 (Mana Reserve) [90] + Magery 5 (Ritual Path) [50] + Magic Resistance 5 (Improved, +150%; Magical, -10%) [24] + Ritual Adept (Magical, -10%) [40] or Magery 4 (Ritual Path) [9†] + Retributive Strike [18‡]. * This heals the ER of the staff first and then your own mana reserve instead of HP or FP, and can “overcharge” your mana reserve if it is full, with a point over your normal Mana Reserve “melting” away every second. † This is a alternate ability of Ritual Adept. ‡ Burning Attack 23d (Area Effect, 16 yards, +200%; Armor Divisor /2, +50%; Backlash, Instant Destruction, -300% Cosmic, Higher levels of Incendiary, +300%; Incendiary 4, +40%; Magical, -10%) [18]. This is both a One-Use Ability and a Alternate Ability of Energy Reserve. Thanks to our local Mad Spanish Rules Lawyer for help with the Leech build for the Amulet of N’thr’ki. |
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The rationale is simple, if the item was actually battery powered, and the batteries had run out, you could use Restore Energy to make them work as if they were full for the duration, right? This works the same, only there aren't actually any batteries involved, and the path has been changed to Magic instead of Energy for flavor. |
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I think the people who review Pyramid the most (Ken Peters and Doug Cole) aren't especially interested in the fantasy stuff that you guys usually write. I keep meaning to review Pyramids but I tend to read them months late...
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