Power-Ups for RPM?
Where are they? I know RPM is meant to be used at a wide variety of power levels, from 100 to at least 400 CP, but it was born at the high end of that power span, in GURPS Monster Hunters, so it's quite puzzling that there aren't any power-up abilities for RPM users. As if the only intended way forward is to increase Path skills (and Thaumatology) and buy a larger and larger Energy Reserve.
I have seen posts on here, for MH or RPM, suggesting a way to speed up rituals even further, with an extra sub-trait of the Ritual Adept advantage, but IIRC that was only 30 CP or so. That doesn't amount to much on the Monster Hunter CP scale. Rather than blame the RPM PDF (which may have been written under page count constraints), I think it might be more constructive (and interesting) to challenge the community, ask for suggestions, from vague sketches to detailed write-ups, for power-ups for RPM, in the 20 to 200 CP cost range, amenable to Limitations or not. What can you guys think up? |
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To clarify: I'm interested in Power-Ups that interact with the RPM system.
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The only unmentioned power that comes to mind is Compartmentalized Mind. Combined with the faster casting advantage, you could potentially complete an entire ritual - or, heck, rituals - in a single second, without dipping into ER.
One potential advantage that I think would be interesting would be one which delays the penalties for multiple Energy Gathering attempts. So instead of having -1 every three rolls, it might only be every four, five, or more. No clue how to price that though. |
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Gathering Mastery -- Improved Path Caps 4 (Only for faster energy gathering*) [4] + Natural Caster 4 (Only for faster energy gathering, -50%) [30] + Rules Exemption (The Natural Caster in this ability can stack with normal Natural Caster) [1]. Your attempts to gather ambient energy take only one second (or one minute for non-adepts), at no extra penalty. 35 points. * This is a feature because perks cannot have limitations. Mana Sponge -- Regeneration (Very Fast or Extreme; Energy Reserve Only, +0%; Magical, -10%) [90 or 135]. Your mana reserve refills automatically, even when you're in combat. The size of your mana reserve has no effect on your refill rate. 90 points for 1 MR/second, 135 points for 10 MR/second. Unerring Missiles: -- Energy Reserve 60 (Mana Reserve; Only to enhance missile rituals, -50%; Only adds one of two types of Cosmic, -10%; Only rechargeable out of combat, -10%) [54]. Once per combat, you may declare that an external damage (i.e., "missile") spell has one of the following two effects: Either it ignores all DR or the target gets no active defense against it. There is a limit to how large a missile you can empower in this way, depending on the damage type. For pi-, the limit is 33d; for cut or pi+, 12d+3; for cor, fat, imp, or pi++, 9d+6; and for everything else, 18d. Technically, this power-up burdens the caster with another 60 mana reserve to refill, but since refills are assumed to happen during downtime, the GM should consider this usable once per combat unless two combats happen within a very short time of each other (in which case, play out the refill rolls). 54 points. |
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Unering Missiles is good for all sorts of ideas!
I was thinking Compartmentalized Mind as a major Power up. Leech could be another one, esecially for Vampires and Necromancers though its probably not worth the cost in most situations. Some of the enhancements and advantages from Thaumatology are good too. Variable Energy Access [50] to tap Threshold magic as well. That can represent Spirit Assisted or other Supernatural sources. Mana Enhancer or Damper and Static (with immunity). Stable Casting (+40%) and Subtle Aura (+20% or +40%) Thaumatology p 28 might need tweaking but are worth a look at. |
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Steadfast Magic: Whenever botch or quirk a spell, you may opt to instead turn it into a critical success! You may do this once per hour of game play at level one, once per 30 minutes at level two, and once per ten minutes at level three. At level four you may affect other casters instead of yourself. 20/40/60/72 points.
Statistics: Super Luck (Accessibility, Only for turning ritual path magic gathering rolls into critical failures or failures into critical successes, -70%; Magic, -10%) [20/level]. At level four add the following as a alternate ability of Super Luck (Accessibility, Only for turning ritual path magic gathering rolls into critical failures or failures into critical successes, -70%; Magic, -10%; Wishing, +0%) [12/level]. |
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Magical Knack: You aren't a full-fledged mage, but you have a 'knack' with a specific effect as used in Ritual Path Magic, allowing you to cast spells based upon that effect. Use all of the normal rules for RPM, but your 'knack' only applies to a single, specific path and effect! At level one, you act as if you had the relevant path skill at IQ; add one for every level thereafter. 10 + 5/level.
Statistics: This is built as Thaumatology (Specific Path and Effect Only) [4] + Path Skill (Specific Effect Only) [4] + Magery 0 (Specific Path and Effect Only, -60%) [2]. Further levels are built as Higher Purpose (Specific Path and Effect) [5/level]. |
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I did forget to mention that you can also act as if you were a Ritual Adept with your Knack if you spend another 16 points. |
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I think this goes here more then anywhere else.
I want a power up or idea for a race of trees that can gather and store a vast amount of energy. They do not need to do it fast. Originally they had ER for the regular magic system and I am looking to make the change to RPM but want to keep the concept. Each tree is a central aspect of an elf village and they can gather energy from the earth and sun and store it for use by the village. I do not want them to be major casters, though I am ok with some being able to use magic. However they are primarily support for a village or Dryad. The concept can be extended to other things as well. a high ER can still work but does anyone have other ideas? |
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To answer your question, I must ask my own. How is the energy accessed? If the tree is the source but does not cast, I'd treat it simply as a power source that can be drawn on under certain conditions suitable to your setting. If only certain individuals among magic users can do it, it might be an energy reserve with an accessibility limitation. Otherwise, if the tree can cast magic and is a PC, then it does sound like gobs of slowly regenerating er. The only alternative would be Magery levels, but that would increase its skill cap and conditional ritual cap as well, which doesn't sound like what you've described. |
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You could have the Tree able to gather energy, and only gather energy. Rather than build it up as a giant ER battery, build it as something like this:
RPM Battery - 10/level Statistics: Magery (Assisting Others Only, -60%) [4/level] + Natural Caster (Assisting Others Only, -60%) [6/level] Allow Natural Caster to be taken as many times as you'd like. You'd also probably want to buy Thaumatology and the nine path skills at 1 point and Natural Caster of 3, for a total cost of [22]. The tree would be able to cast spells at IQ-3, or collaborate with others in a spell as if they had the casting skill at IQ+RPM Battery Level. Note that this is still pretty expensive, though. |
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The race can be PCs so I want a point cost for it. In the setting much of Magic comes from the sun and is absorbed by the earth and the trees are able to act as a middle stage and draw upon both sources. Quote:
This does make them better then other assistants, even other elves since even a young tree with only 1 level of RPM Battery can provide extra energy and not give the assistant hit penalty. Higher levels it gets even better and very quickly. I am not too worried on the point cost though I want it manageable, especially since it helps others more then them. The original version had an ER with CM (Dedicated Controls) so others could tap it. |
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Since "high mana" equates to POP+5, and enough Mana Enhancer to get there from normal mana is 100 points, it would be reasonable to revamp Mana Enhancer in an RPM-focused game to 20 points/level, maximum 5, with the level reflecting your POP bonus. This is all off the top of my head, though; please don't consider it stamped with official approval until I've had a chance to look at it when I'm more focused. :) |
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Yeah, the caster in my campaign kept getting touched my other folks wanting to use her advantage...and she kept beating them up. She balanced the point cost with a Enemy group and it worked quite well.
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These trees sound like the Trees of Life from the Dark Sun setting (supposedly rare, except for one Dragon-King having an orchard of them, I seem to recall... and an artifact that acts as a "Bag of Seeds"...).
Basically, instead of sacrificing terrain (and I'm STILL not reconciled to the "1 per acre" idea...), you get power from these mystical trees. |
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[QUOTE=Ghostdancer;1662427]Keep in mind you could also buy Natural Caster at 15/level so if you concern is a boast in Path levels it is still not being addressed.[QUOTE=Ghostdancer;1662427] Natural Caster is why I am thinking that 20 points a level base line with a base radius of effect "you and everything you are carrying" might be slightly overpriced at 20 points a level when it modifies fewer skills, and then only for energy accumulation Quote:
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If RPM changes Mana enhancer to being touch based rather than everything I am carrying I think it shifts the math enough to work for RPM a lot better. |
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Another possibility would be if mana levels affected what was considered a Lesser/or Greater effect for a campaign, then I could easily see it being worth at least 20 points a level. Quote:
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I like your ruling on this but the fact that the first level of mana enhancer gives you a radius of 1 yard a level rather than 2 yards a level implies to me that the 1 yard radius was chossen to reperesent people being able to make incidental contact with your character to get the "touch" benifit in play. |
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Additionally casters could usually replinish their mana levels every turn with Mana Enhancer level 2 (essentially Extreme Regeneration Fatigue) and got a +5 to their skill level which would reduce the fatigue cost of a spell by -1 for personal buff spells. Yeah failures/crit failures were nastier but they could generally count on it not being TPK nasty as much as a challenge moment for most games. For RPM Mana Enhancer is a straight +1 to your energy accumulation rolls and no other campaign switches are turned on or off, and thus has to be compared to other ways to purchase just a straight conditional +1 to skill. Quote:
What I never wanted was the price of mana enhancer RPM turning into rpms version of the Regrowth advantage which was incorrectly priced at 40 points and later largely replaced with the Unbreakable Bones advantage for 15 points. Or the Gunslinger advantage which got a text expansion in a later booklet to make the 25 point investment a better deal than it was initially, once players started to really dissect the gunslinger advantages math on the forums. Quote:
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[QUOTE=Nosforontu;1662498]Its not that I think it would be broken, but rather or not the player was getting full value from the 20 points compared to spending it any other way to get that +1 Place of Power bump to his skill levels in RPM. Ruling that it essentially gets the 1 yard radius enhancement rather than the more restrictive [Personal] area of effect I think goes a long way to alleviating my personal concerns when looking at the games math. That could work. Quote:
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Very Common: All magic in the setting. 30 points/level. Common: Specific path or effect. 20 points/level. Occasional: A specific combination of effects (i.e., Sense Mind), a narrow focus of a specific Path (e.g., all fire effects from Path of Energy). 15 points/level. Rare: A specific ritual. 10 points/level. I might be tempted to reduce each level by 5 points, but I don't know what that would look like in game play. Quote:
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I've treat it that way. Charms and conditionals are bound by the effects of the Magery. You might want to exclude them for the same reason magic excludes such effects on enchanted items: ease of game play. Quote:
The characters were fledgling Noble Dead which 13 years ago was the dominant template which had been overran by the "Dawnbringer" essentially a vampire esque fantasy game only with the characters playing for the loosing side and that most of the time Animate Dead rather than Noble Dead would be created (character must critically succeed on an average of HT/Will roll to become Noble Dead), and a campaign assumption that all starting characters had critted. The other assumption was that Undeath took 13 years to process because that was the length of time for the very first Undead character to be raised in that game verse. |
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Overall of the ideas that you have offered for a 20 point cost overall I like the idea of a 10 point Talent tweaked out for area effect the best as it would package a reputation bonus to it as well which seems fitting for a walking Place of Power. I probably would stick -20% modifier like Nature on it and counter balance it with Selective 20% in play to keep the value roughly equal. |
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Okay. No problem.
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Well thanks for the acknowledgement and thoughts on Control (Magic). That thread is around here somewhere and I recall debating with a few people on ther cost till everyone posting got the reason it was at 40 was it pretty much covered everything in a fantasy setting. But the point cost was never blessed so is not RAW, just what I thought was fair.
FYI I built my Magic as Powers system as Rank 1 to 5 with each Rank a level of Control so 40 to 200 points and then spells as AA off that. So you could possibly even make B-Dog happy with level 1 to level 5 spells. As for the Mana Enhancer an other stuff, keep in mind my mention of CM (Dedicated Controls) to get around the Affects Others enhancement. The reason I came up with that was I did not want to have to buy the ER with enhancements that increased the cost to let others use your pool. A flat 10 points seemed workable and treat the Trees like a vehicle or building. I think 20 points is ok for the advantage but not sure I like it for fluff reasons. So far the Natural caster and Magery seem the best fit for the setting and concept. It means my trees dont power a few big rituals a day so much a there likely to power a lot of rituals and can be used by most everyone in the village at one time or another. This actually makes them more useful and more a valuable resource to protect which I like. |
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Speaking of Compartmentalized Mind what do you guys think using it only to Gather Energy is valued at? Or only to use with RPM?
I tend not to give very much but am curious on others views. |
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I am thinking of allowing Super Symbol Drawer perk
Super Symbol Drawer gives +1 to suitable casting rolls and thaumatology knowledge checks when the caster follows the following restrictions 1. Uses symbol drawing for 1 minute (modified by time spent rules) 2. Grandly draws symbols, either in the air (-4 penalty) or on a suitable surface (such as the ground with a stick, or on the wall with a marker), the symbols must be suitably grand as in some ways they are a prop much like a grimoire, no smaller than (the smaller of caster SM or SM 0, so a pixie could get away with say a normal sheet of paper sized set of symbols, but a human or a dragon would need to cover a human sized area) 3. Makes their symbol drawing check. +1 on success, -1 on failure, +2 on crit success, -2 and an automatic quirk (if the spell succeeds at all) on crit failure. On a knowledge check, a crit fail is still -2, but adds a bit of misinformation as well 4. It must be done right then right now before casting/pondering something, cannot be done ahead of time Inspired heavily by this thread (I thought Worminghall Symbol Drawing was awesome and wanted to use it for RPM back then) http://forums.sjgames.com/showthread.php?t=98862 Symbol Drawing just doesn't get the RPM love, its only real use is preparing for -1 casting for non adepts, and they can just use Thaumatology instead (and considering they need the Thaumatology to cast the spells in the first place its hard to see why they really want Symbol Drawing to) I think that it being time consuming, obvious, limited in application, requiring an otherwise dubious skill and allowing observers to figure out what your doing makes this perk category (note, as for allowing it to influence thaumatology knowledge checks also, in movies we always see people trying to figure out knotty problems at the blackboard, so I think symbol drawing makes sense there to) |
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Okay, cost to convert one path's Greater adjustments to Lesser?
E.g., Amplify Injury (Thau: RPM, pg 39) has Greater Destroy Body. How much to convert that to Lesser Destroy Body (reducing the cost to 21, instead of 63)? |
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Note that that could also increase the cost of someone else's rituals.
Also, I feel like it should be 2 levels, not 3; each level would allow you to increase or reduce the multiplier by one (to a minimum of 1). If it's just for decreasing, that might be a -25% modifier, which when you include a 'self only, +25%' version of that cosmic modifier leads to a fair price of +0% for just decreasing the price of your own abilities. This would cost 2 FP every time you used it and an IQ roll (or IQ-based skill roll), unless you bought that off with Reduced Fatigue Cost and No Die Roll Required. So, something like: Reduced Greater Effects Multiplier - [Varies] With a moment's concentration and an expenditure of individual energy, you can reduce the Greater Effects Multiplier of your next ritual by one per level to a minimum of one. Whenever you'd like to invoke this, make a roll against Thaumatology and pay 2 FP. If you succeed, your next ritual will have its Greater Effects Multiplier reduced by your level in this advantage. The price per level depends upon the scope of the abilities you can use this with: Specific Ritual: [10/level] Specific Path and Effect: [15/level] Specific Path or Specific Effect: [20/level] All Paths and Effects: [30/level] --- I'm unsure on pricing. It may be a little too cheap; better price might be 15-20-30-40 or maybe double at 20-30-40-60, though if I went with double pricing I'd probably do so by using No Die Roll Required and eliminating the skill roll. |
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That's fair enough. I'll scan back unthread and figure out where I got the 40 per greater effect. I swear I saw it from you or pk somewhere. I could be wrong.
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You're right. I was mixing up your and his posts and scrambling them. While I'm not necessarily against the high point cost for doing craziness for free, I'm just not totally feeling the three levels for a -2 reduction in multiplier. Even if one level gives a bonus to gather attempts, does it stop doing this when you reduce a greater effect to a lesser? Something just feels off about it. I'll give it some more thought in the morning and see if something springs to mind.
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I hadnt used it to reduce Greater Effects to leser but have used it for +1 to rolls and skills as if each level counted as Magery. This contradicts the use of Control (Psi) in the Pyramid article GhostDancer referenced but IMHO Mana is an external force your drawing in so it feels appropriate to me. I feel it is pretty darn pricey for that bonus but it can be used to lower or raise others skills and for Power Defense. Using it for reducing Greater Effects to Lesser is an interesting idea. If it were magery at that price it would be worth +4 to gathering energy and 12 ER. Making that worth 1 Greater Effect seems ok but I never tested it. |
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Control (Magic; Cosmic, Affects Self, +50%) [45/level] and allow only archmages or those with lots of points invested in magical Paths in the like to take it. As for it's bonus reduction to per level - keep in mind that Control (Psi) 20/level gives a +1 to skill rolls per level and a +1 to power levels per 10 levels. That's... a lot really for psis, I know, I have a game where there is a character who basically has a Meta-Psi power and he's nasty against other psis. I mean, worse than anti-psis because he can cause them to critically fail their skill rolls. I originally used 10 levels = reduction of Greater effects by one multiple (x3 becomes x2, x2 becomes x1), but it didn't work out. So I instead increased the base cost to 30/level and treated it like God-Like control, but used the Natural Phenomena rate for Greater effects (level 1 does nothing, level 2 reduces it a multiple, level 3 reduces it the multiple by 2, etc.) - it works almost perfectly. It's also easy to remember: Each level that reduces a Greater effect by one step coincides with the number of levels needed. So Control 3 (Magic) reduces one Greater effect, Control 5(Magic) reduces two, Control 7 (Magic) reduces three, and so on. Anyways, that's my reasoning. My players balked at the originally pricing, but no so much now. I'd say that having the ability to affect just yourself or just others is worth +0% and doing both is +50%. And thanks to you guys, I've started another article for on how to use Control (Magic) with RPM. :-D |
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My original thoughts were that A) I wanted Magic to have a high buy in cost so mages are less common. Magery on a 250 point budget is too easy to take as a tertiary power and still be good at it. B) Magic is a pervading force in most fantasy and able to be used for just about anything. So a level above Godlike (Time) or Godlike (Space) seemed appropriate as Control (Magic) an do both and more. However the utility comes into question. Sure you can buy any power you want as an AA and in this case a higher base cost can be useful. However what it actually does without an AA really should be a major factor in its cost. Consider the +1 bonus or penalty to other skills or resistance rolls, Power Defense (Using Super Blocks and parries from Powers) and ability to contribute to other types of magic use or defence in various ways. Even Power Stunts are really offset by the base cost and should not factor into a higher base cost just for the option. I think I will change it for my campaign after mulling the above over. It means redoing my spells so I have Rank 1 to 10 instead of Rank 1 to 5 for the same base cost. Trade in my Pentaphillia for more variety in spell levels. Some of those Rank 1 spells I really wanted weaker anyhow :) |
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I'm thinking of just using ghostdancer's pricing scheme for an ability that just reduces the multiplier for greater effects, and keep control (magic) it's own separate advantage. I like the potential in keeping control (magic) separate from "just" ignoring greater effect multipliers.
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Very Common: All magic in the setting. 39 points/level. Common: Specific path or effect. 26 points/level. Occasional: A specific combination of effects (i.e., Sense Mind), a narrow focus of a specific Path (e.g., all fire effects from Path of Energy). 20 points/level. Rare: A specific ritual. 13 points/level. Going the opposite route if the Control can only give bonuses I'd call that about -50% or -60%, but -50% feels better. |
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While I get you wanting to add in some utility at that price level, I really don't see being able to reduce other people's greater effect multipliers as being consistent with the intent behind this sort of power-up - "I'm freakin' awesome at magic and can do flashy things with it!" To add back in some of the lost utility, I suggest ignoring the need to Concentrate for a second, spend 2 FP and make an IQ roll to use this. So it becomes an always-on passive ability to cast some really flashy stuff more cheaply. Then use Control (Magic) for all the fun stuff you are mentioning, like affecting others' greater effects multipliers, gather magic, successfully cast magic, etc. That would represent your ability to manipulate the ambient mana field itself. |
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Okay, I think I'm understanding this better. I'm sorry if I've been kind of thick, but I don't have the infinite worlds pyramid issue you're drawing Control (Psi) from. If I understand this correctly, everything from Control (__) is the same, except that instead of the rules for effects, you grant a +1 to psi skills per level and +1 to psi powers per 10 levels? So I'd still have to add Reduced FP Cost, Reduced Time, and potentially Cosmic, No Roll Required to make it something assumed to always affect the person with it? So something like this:
Control (Magic) (Cosmic, No Roll Required, +100%; Reduced FP Cost 2, +40%; Reduced Time, +20%; Magical, -10%) [50/level]. |
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Control (X) in Powers gives a bonus or penalty in typical use. Control (Psi) is a minor variation in Pyramid that does the same but also grants a power boost with enough levels if you like. It also has a limitation that you cant boost your own skill as they are internal. I would love to copy the whole thing but of course its not my place. So breaking it down... Control (Magic) can give a +1 to abilities with Control (Psi) as ther precedent. GhostDancer thinks you can add +50% Cosmic to even boost your own skill. I think its not needed because with Magi your manipulating ambient energy, especially if your affecting Gather Energy rolls. +1 IQ would do the same but only you and the only for magic is offset by the Affects Others Enhancement. Ghost Dancer then adds the reduction in Greater Effects to make it more useful and it is a nice mechanic. Not sure what the value is on it though or if Control (Magic) is lowered from my initial suggestion of 40 to the 20 pricing as suggested above if the value is correct. |
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That leaves 10 points/level not doing anything in Control (Magic). To this, Ghostdancer ascribes reducing Greater Effect multipliers. If you reduce one Greater Effect per 3 levels, that works out to a 30-point advantage split over three levels. In other words, 15 points per -1 reduction to the GE multiplier. This seems really cheap to me. |
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I ended up using this thread as a spring board for something in a Pyramid article. Thanks guys! Especially Refplace and Humabout. Hopefully you'll get to see the results Real Soon™. :-0
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Here's a little perk that might be interesting:
Natural Charmer - You are a natural at making charms and do not suffer any penalties from lacking a workspace kit. 1 point. Though with the set-up/packing time, it might be more fair to make that 10 points and add the following as the perk: Natural Charmer (Improvised) - You are a natural at making charms and, when working with no workspace kit, you act as if you had an improvised workspace; when working with an improvised workspace, you are at no penalty. 1 point. |
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I might call the first one only 3 points, thinking about it. It's basically an Accessory perk with enough Signature Gear to buy a basic workspace kit (2 points worth at TL 3). You could even make this a leveled perk:
Level 1: Basic Kit [3] Level 2: Good Kit [8] Level 3: Fine Kit [29] The only annoying thing about this approach is that the point value of the traits varies by TL because an average month's pay does not scale with starting cash between TLs. |
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I wouldn't make it give a bonus; if I wanted that, I'd probably just user Higher Purpose (Charm Maker), Natural Caster (Charms Only, -x%) or something. |
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What might a reasonable cost for an advantage--let's call it Mana Conductor--that allows one to gather twice the normal energy from each gathering roll?
Compartmentalized Mind would allow two gatherings per turn, each with their own separate rolls and thus chances for quirks and botches, so, at first glance, one might think Mana Conductor should cost more than Compartmentalized Mind. But Compartmentalized Mind is not so limited in what it can be used for than Mana Conductor is. This suggests that Mana Conductor might reasonably cost less. And yet, it would be a mighty advantage to possess. |
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