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To qualify for that the subject needs to be alive in some way. There is an example with an apple which can only be influenced with path of body as long as it's hanging on a tree and is growing. After it fell to the ground the path of matter jumps in. |
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As long as the creature is large enough you could store the clothes inside via a lesser effect to neatly fold them. Potentially, you could TEMPORARILY destroy the clothes (they are gone while you are shapeshifted, they just come back when you are done)- via a lesser control matter to deconstruct them- just need to add enough damage to assure that clothes are destroyed. You could also do reversed bewitched basketry to break the clothes down to there respective components (and then integrate them into your shapeshift)- this would be interestingly lore friendly because then to have clothes after you change into a raven your going to need clothes that use raven feathers and the like. You would also need enough crafting skill to make your clothes. |
Re: [RPM] Post your rituals here
Here's an idea...
It sounds like you just want a spell that turns you into a raven, as opposed to a spell that turns you into just any animal. That implies something particular to your own magical tradition, your style. Perhaps the GM would allow you to invent a perk for it. Taking the perk will allow you to treat including clothes as Lesser Transform Matter for that spell and that spell only. I get this kind of thinking from Pyramid 3/66 and Magical Styles. |
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Awesome, NP! Have fun.
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Celerity
Spell Effects: Lesser Transform Body. Inherent Modifiers: Altered Trait, Enhanced Dodge +3 + Altered Trait, Extra Basic Speed +1 + Subject Weight + Duration. Greater Effects: 0 (×1). This spell increases the casters basic speed, and enhances their dodge This Casting: Lesser Transform Body (8) + Altered Trait, Enhanced Dodge +3 (45) + Altered Trait, Extra Basic Speed +1 (20) + Subject Weight, 10 lbs. (0) + Duration, 10 minutes (1). 74 energy (74×1). My first spell, am I right? |
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Hum, arent two effects in one ritual ? And this looks like Lesser Strengthen body to me (to the limit of 30% stats increase). Lesser Strengthen Body (3) + Lesser Strengthen Body (3) + Altered Trait, Enhanced Dodge +3 (45) + Altered Trait, Extra Basic Speed +1 (20) + Subject Weight, 300 lbs. (3) + Duration, 10 minutes (1). 75 energy (75×1). |
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Taking all that into account and you get something like this: Celerity Spell Effects: Greater Strengthen Body. Inherent Modifiers: Altered Trait, Enhanced Dodge 3 and Basic Speed +1.00. Greater Effects: 1 (×3). This spell increases the target's Basic Speed by +1.00 and adds +3 to his Dodge (a total increase to Dodge of +4). Typical Casting: Greater Strengthen Body (3) + Altered Trait, Enhanced Dodge 3 and Basic Speed +1.00 (65) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 216 energy (72 x 3) A powerful spell! You may wish to tone it down doing the following instead: Lesser Celerity Spell Effects: Lesser Strengthen Body. Inherent Modifiers: Altered Trait, Enhanced Dodge 1 and Basic Speed +1.00. Greater Effects: 0 (×1). This spell increases the target's Basic Speed by +1.00 and adds +1 to his Dodge (a total increase to Dodge of +2). Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Enhanced Dodge 1 and Basic Speed +1.00 (35) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 42 energy (42 x 1) |
Re: [RPM] Post your rituals here
Seems like, if what you most want to do is make the subject harder to hit, it would be much cheaper to go with Path of Chance.
Spell Effects: Lesser Control Chance. Inherent Modifiers: Bestows A Bonus, Active defense rolls. Greater Effects: 0 (×1). Give the subject a +3 bonus to all active defense rolls! This Casting: Lesser Control Chance (5) + Bestows A Bonus, +3 to Active defense rolls (20) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 29 energy (29×1). |
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Personally, I'm not fond of some of those effects, and lean more toward having Path of Body be used on living things and for making food, Path of Matter be used on never-living things, and Path of Undead be used on once-living things (there can occasionally be exceptions to let Path of Body work on recently-living things, and Path of Undead be used on still-living-but-I'd-rather-it-weren't-and-here's-a-spell-for-that things, however, and Path of Matter is probably alright for was-living-a-long-time-ago things). |
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Mage Online/Commune With Information Superhighway/Brain Browser/Net Medium
Spell Effects: Greater Sense Energy + Lesser Control Energy + Lesser Sense Mind. Inherent Modifiers: None. Greater Effects: 1 (x3). This ritual will temporarily connect the caster to the Internet via telepathy, if a normal computer could access the Internet through a normal ISP at the caster's location. The caster can mentally view the Internet as if looking at a browser and can mentally command the browser's usual functions as if using a mundane keyboard, mouse, webcam, and so on. Thus, you could telepathically post on forums or upload pictures you "took" with your eyes using this ritual. You can not, however, download data from the Internet into your mind (where would you store it?) - but you can move such data around (although a Control or Transform Energy ritual may be needed first). Typical Casting: Greater Sense Energy (2) + Lesser Control Energy (5) + Lesser Sense Mind (2) + Duration, 10 minutes (1). 30 energy (10x3). |
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Steve McQueen
Spell Effects: Greater Strengthen Body + Lesser Strengthen Body. Inherent Modifiers: Altered Trait, Skill Driving(Auto) + Bestows A Bonus + Duration. Greater Effects: 1 (×3). Bestows the skill Driving(auto) with a bonus to those rolls for 30 minutes This Casting: Greater Strengthen Body (3) + Lesser Strengthen Body (3) + Altered Trait, Skill Driving(Auto) (4) + Bestows A Bonus, +5 (16) + Duration, 30 minutes (2). 84 energy (28×3). Is this legit?? |
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I think the Greater Strengthen Body could be Lesser.
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Thousand-Legged Demise (Ritual Path Version)
Thousand-Legged Demise
Spell Effects: Greater Transform Body + Lesser Destroy Mind. Inherent Modifiers: Subject Weight + Affliction, Attribute Penalty -10 IQ. Greater Effects: 1 (×3). Transforms subject into a seething swarm of small, mindless creatures. Rather than stay in a cohesive horde, the critters crawl, fly, or swim in all directions. The spell collapses 10 minutes later, leaving gobbets of the victim’s dead body scattered across a radius equal to his Move (or on interior walls, if contained), with a few surviving creepy-crawlers dining on the carrion. This Casting: Greater Transform Body (8) + Lesser Destroy Mind (5) + Subject Weight, 300 lbs. (3) + Duration, 10 minutes (1) + Range, 20 yds (6) + Affliction, 200% to Attribute Penalty -10 IQ (40). 189 energy (63×3). |
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On further reflection, I think that, since this is a spell that will kill its subject, the main spell effect here is Destroy Body and that it requires a damage modifier that will deal enough damage to kill. The crawling critter part is really just cool color. If not enough damage is done, then not enough critters crawl far enough away for the victim's body to be dispersed. I would probably not even charge for the transformation effect, since to do so would just encourage players to leave the cool bits out in favor of the lowest cost spell possible.
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Re: Thousand Legged Demise
I pulled this from GURPS Magic Death Spells page 10.
So I wanted to replicate the spell in Ritual Path Magic. |
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So you use a greater transform body (flavour of effect) afflicting instant death (+300%), duration still identifies how long the swarm remains active. Of course going with damage has the potentially interesting and horrifying effect of allowing the person to suffer damage and not die, so chunks of their own flesh turn into vermin and run off leaving gaping wounds. |
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Two quickies for review:
Fly Spell Effects: Greater Control Body Inherent Modifiers: None Greater Effects: 1 (x3). The caster causes his target to fly at 10 yards/second for 1 hour. Usually cast on self. Typical Casting: Greater Control Body (5) + Duration, 1 hour (3) + Weight, 300 lbs (3) + Speed, 10 yards/second (4). 45 energy (15 x 3) Gift of Flight Spell Effects: Greater Transform Body Inherent Modifiers: Altered Trait, Flight Greater Effects: 1 (x3). The target of the spell gains the Flight advantage for one hour. Typical Casting: Greater Transform Body (8) + Altered Trait, Flight (40) + Duration, 1 hour (3) + Weight, 300 lbs (3). 162 energy (54 x 3) |
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There is a typo in the latter spell; spell effects should be Greater Transform so as to agree with the typical casting details. |
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Is this one legit?
Visions of the Past Spell Effects: Greater Sense Crossroads. Inherent Modifiers: None. Greater Effects: 1 (×3). Allows the caster to see into the past and witness what happened at in the place she is standing at a specific moment in time. This version allows her to go back 8,210 years! This Casting: Greater Sense Crossroads (2) + Duration, 10 minutes (1) + Range, Cross-time: 3,000,000 days (15). 54 energy (18×3). |
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A few Rituals for review:
Witch's Familiar Turns a mundane animal into a sapient witch’s familiar. Control Mind: 3 Sense Mind: 2 Strengthen Mind x2: 6 Strengthen Body: 3 Control Magic: 5 Duration, 1 month: 11 Subject Weight, 300lbs: 3 Grants Advantages: Speak with Animal (& sapience): 15 Special Rapport: Caster and animal: 10 Caster gains abilities from animal template: 25 25% ally (grants special abilities, FoA: 12): 3 85 Energy Champion Who says wizards can’t fight? Strengthen body x5: 15 Control Magic: 5 Grants Advantages Weapon Master, 1 weapon: 20 High Pain Threshold: 10 Bestows a bonus +3 to a single melee skill: 4 +3 to Acrobatics: 4 +2 to all active defenses: 10 Duration, 10 minutes: 1 Subject Weight, 300lbs: 3 72 Energy Armament This spell creates weapons for the subjects, based on their desire. It will create melee weapons based on Armory: melee weapons and guns based on Armory: small arms, but will not create ammunition. Melee weapons are Fine quality (at TL7+), success by 5 on casting adds balanced. Critical success creates Very Fine weapons. The weapons are magical constructs of some appropriate substance: moonlight, flowing water, living fire, but act as mundane weapons in every way. Create Matter: 6 Sense Mind: 2 Greater Effect: x3 Subject Weight, 30lbs: 1 Duration, 6 hours: 5 Area Effect, 3 yards: 3 51 Energy Speed of the Pack Turns a group of people into a highly coordinated squad. Strengthen body x2: 6 Strengthen mind x2: 6 Control Magic: 5 Duration, 12 hours: 6 Area Effect, 3 yards: 3 Subject Weight, 1000 lbs: 4 Grants Advantages: +1 Speed: 20 Teamwork (other subjects): 1 Special Rapport, caster: 5 Danger Sense: 15 86 Energy Toughness Makes subject virtually impervious to small arms, resistant to rifle fire. An attempt at a reasonably cheap armor spell. Strengthen body: 3 Subject weight, 300lbs: 3 Duration, 6 hours: 5 Grants Advantage Tough skin, Semi-Ablative DR 20: 40 Greater Effect: x3 153 Energy |
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Reverse Gender
Spell Effects: Greater Transform Body. Inherent Modifiers: Subject Weight. Greater Effects: 1 (×3). Reverses the subjects gender. This Casting: Greater Transform Body (8) + Subject Weight, 300 lbs. (3). 33 energy (11×3). Question I have is, is this permanent and if not how do I make it permanent? |
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Afraid not. Technically there is no such thing as permanent effects in RPM besides damage and healing. If you want it to at least seem permanent, Id suggest considering the Conditional Termination option.
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It's on p18 of the RPM book. Which in turn refers to an option in Thaumatology. It's basically defining an event that would end the spell, like "until she is kissed by a prince". Or you can just make the duration really long, like a year or more, so that in game terms it's pretty much as good as permanent.
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Help me out here, RPM-euthasists.
Tell me how to model this ritual? Pause Doom (Probably Destroy Crossroads and Strengthen Body?) This ritual suspends deleterious effects of advancing time - afflictions, starvation, exhaustion, mortal wounds, bleeding, disease, poison, toxin, etc. - upon the subject. It does not cancel or undo an affliction, but it does grant them a reprieve. Supernatural effects, such as curses with a countdown, are resisted by this ritual. The subject cannot suffer new effects, or age naturally, or need to eat and sleep while protected by this spell. It has no effect on new or old crippling or permanent injuries - the subject may still die, too. The main drawback is the subject protected by the spell cannot regain FP, heal naturally, refill their mana reserve or even spend Character Points for the duration. (If the subject has used any game-time-restricted ability, this spell also suspends the "cooldown" between uses.) |
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Pause Doom would probably be best represented by an Affliction or Toxic Attack created with Delay (+50%).
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I'm trying to create a ritual that will cover an area 5 yards in radius, 4 yards high with webs. These webs will attempt to trap anyone or anything within the area when cast, and if trapped will force them to roll a contest of ST to break free. Also, anyone or anything entering the area will also have to go through this process.
Ok, I have two attempts at a ritual. Will they both work? The first scales very well (read: cheap) towards targets with normal STrength using the Golden Rule (T:RPM p. 24), but gets quite expensive using Bestows a Bonus for high STrength targets, going all exponential and... stuff. Version 2 uses Binding (Basic p. 40) and can be more expensive at normal levels, but expands linearly forever so is much friendlier at higher STrength targets. Version 1 costs more than version 2 from STrength 20 and higher. I'm going to assume an Effective Skill of 15 for comparison sake. I know with a higher Effective Skill I would get a higher "Spell STrength" for the escape contest on the first version, but I need a constant for the comparison. Trapping Webs - Version 0.1 Spell Effects: Greater Create Matter Inherent Modifiers: Area of Effect Greater Effects: 1 (x3) This ritual creates an area 5 yards in radius that binds anyone or anything within it or entering it for the duration or until they can succeed in a contest of ST vs the Effective Skill of the ritual. Excludes caster and one other at time of casting. Typical Casting: Greater Create Matter (6) + Area of Effect (Excludes caster and one other): 5 yards (5) + Duration: 10 minutes (1) Cost: 34 energy Trapping Webs - Version 2 Spell Effects: Greater Create Matter Inherent Modifiers: Area of Effect, Binding Greater Effects: 1 (x3) This ritual creates an area 5 yards in radius that binds anyone or anything within it or entering it for the duration or until they can succeed in a contest of ST vs the Effective Skill of the ritual. Excludes caster and one other at time of casting. Typical Casting: Greater Create Matter (6) + Binding: ST 15 (30) + Area of Effect (Excludes caster and one other: +1): 5 yards (5) + Duration: 10 minutes (1) Cost: 121 energy I know that Binding is essentially a Missile Spell and offers benefits above the first, but I'm just more interested in the binding aspect for now. Ok, questions beyond whether the rituals will work as is.
Thanks in advance! |
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Capturing Roots Spell Effects: Lesser Control Body. Inherent Modifiers: Bestows a Bonus, +5 to Binding Rolls. Greater Effects: 0 (x1) Animates a cluster of roots to stretch out and grab anyone nearby. Treat this as an area of effect binding attack with the roots having an effective ST of Path of Matter + 5. If the roots are reaching out laterally (from a wall or fence), targets may use active defenses. If the attack comes up from the ground, limit active defenses to parries with feet or a dodge at -3. This spell has no effect on sapient plants. Typical Casting: Lesser Control Body (5) + Bestows a Bonus, +5 to Binding Rolls (12) + Area of Effect, 5 yards, excludes 12 allies (10) + Range, 10 yards (4) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4). 25 energy (36x1). |
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This is great. Thanks.
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All that being said, and if I'm right, to expand upon your Capturing Roots ritual to get it to continue grabbing people that come within its area of effect, we would get this: Capturing Roots Spell Effects: Lesser Control Body. Inherent Modifiers: Bestows a Bonus, +5 to Binding Rolls, Persistent. Greater Effects: 0 (x1) Animates a cluster of roots to stretch out and grab anyone nearby and continues to reach for people for the duration. Treat this as an area of effect binding attack with the roots having an effective ST of Path of Matter + 5. If the roots are reaching out laterally (from a wall or fence), targets may use active defenses. If the attack comes up from the ground, limit active defenses to parries with feet or a dodge at -3. This spell has no effect on sapient plants. Typical Casting: Lesser Control Body (5) + Bestows a Bonus, +5 to Binding Rolls (16) + Area of Effect, 5 yards, excludes 12 allies (10) + Persistent (Extended Duration) (24) + Range, 10 yards (4) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4) Cost: 64 energy (64x1) Right? |
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Brilliant! Thanks for this. All of it.
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Critique this ritual, I don't think I got it right;
Ritual: Selfhood Passenger/Mind Copy/Tele-Prisoner Spell Effects: Greater Create Mind + Lesser Sense Mind. Inherent Modifiers: None. Greater Effects: 1 (x3). This ritual creates a "mental map copy" of the subject and binds it as a separate magical construct to your mind for telepathic communication. The construct will see and hear everything you see and hear. The construct has all the memories, (mental) advantages, skills, (mental) disadvantages and (mental) attributes of the subject (it may not cast spells, however). Nobody who is not reading your mind will realise you are communicating with the mental construct, and if you cast this ritual on multiple subjects, the resulting constructs may communicate with each other. This ritual may be used to receive advice and information from an ally, or as an unorthodox and covert way to interrogate an enemy. Once the duration expires, the mental construct is undone. Transferring the construct from your mind to another requires another (different) ritual. Typical Casting: Greater Create Mind (6) + Lesser Sense Mind (2) + Duration, 3 days (8). 48 energy (16x3). |
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Snuggle Bunnies: The caster transforms the target into an equal mass of rabbits (Greater Transform Body and Greater Transform Mind)
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No, not really. If the bunnies are not under the control of a central intelligence, there is no reason for Diffuse with Swarm. Greater Transform Body just makes the primary bunny while Greater Transform Mind changes a human mind into a bunny mind. The rest of the bunnies are simply a special effect, they fade away at the end of the duration of the ritual.
Now, if the transformed individual had control over all of the bunnies, I agree that it would be appropriate, but that is not the case here. The idea is to transform the target into a defenseless woodland creature without violating the conservation of mass. Of course, having an enemy wake up a week later, with the memory of their bunny experience to traumatize them, is quite satisfying. |
Re: [RPM] Post your rituals here
Then you still need Altered Traits for a bunny template. You also need an additional Create Body and Create Mind for the other bunnies, since you just made something from nothing. RPM maybe a freeform magic system, but "freeform" foesn't mean "free of costs".
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Behold. after much autistic number crunching involving the weight of a square yard of granite or top soil, my friends and I have produced this!
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Re: [RPM] Post your rituals here
Okay, I have a question.
The standard G: Magic system includes spells to summon and control elementals. The spell cost to summon is based on the point value of the elemental summoned, at one fatigue for every 10 character points. The spell to Control elementals is also based on the point value of the elemental one wants to command. Both spells are found on pp27-28 of G:Magic 4e. I'm using (with some additions) the basic magic set converted to RPM point costs. Has anybody converted these spells, or done something similar on their own? (Basically, if the elemental can be controlled, it can be shoved into a matrix to bind it, which the group already has. I had thought the command elemental spell had been converted already, but I searched through the list and I see that it has not. I see it as Lesser Sense Mind (to detect the elemental): 2 Lesser Sense Mind (to communicate with the elemental): 2 Greater Control Mind (to get it to do what is desired): 5 Up to 3,000 lbs worth of creature (go large or go home): 5 10-yard range: 4 Duration: 10 minutes (more than enough): 1 Limitation: Only on one type of elemental -40% (need different spells for different elemental): -8 (rounded) Subtotal: 11 It has a single Greater effect, so multiply that by 3: 33 points. Now, the elemental would get a contested roll against Will to resist, but the Limitation, "Resistance" says it applies to HT-based attacks, only. Does this look correct? Thanks! |
Re: [RPM] Post your rituals here
Happy New Year All!
I have a player who wants a ritual to shrink himself or others down to ½" height. Below is the ritual we came up with, and while it seems right, it also seems expensive. I know RPM allows you to do things in multiple ways, and I'm not just trying to reduce the cost of the ritual, I just want to make sure I'm doing it right. Are there other ways people would do this, and why is it OK to do it your way? I've already read through the following thread and got inspiration when designing the ritual: [RPM] Shrinking a Planet? Shrink Spell Effects: Greater Transform Body Inherent Modifiers: Altered Traits: Shrinking Greater Effects: 1 (x3) This ritual cause any living thing weighing 300 lbs. or less, within 2 yards, to shrink 13 Size Modifiers (SM). A normal human would shrink down to a ½”. It takes 13 seconds for this to occur, and when the ritual is over, it takes 13 seconds to return to its original size. Typical Casting: Greater Transform Body [8] + Altered Traits: Shrinking [65] + Subject Weight: 300 lbs. [3] + Duration: 1 hour [3] Cost: 237 energy (79x3) |
Re: [RPM] Post your rituals here
Looks plausible to me.
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One of my favorites is Diabolic Lover
Spell Effects: Greater Transform Body Inherent Modifiers: Altered Traits (Leech) Greater Effects: 1 (×3) The target gains the ability to feed on the FP of others through kissing, intimacy, or other contact with mucous membranes or open wounds. Typical Casting: Greater Transform Body [8] + Altered Trait: Leech (Accelerated Healing, +25%; Blood Agent, -40%; No Signature, +20%; Steals FP, -25%) [20] + Subject Weight (300 lbs) [3] + Duration (1 month) [11]. Cost: 126 energy (42×3) |
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If I let my player throw around 12,330 energy, I'm sure he'd come up with something a lot more interesting than shrinking someone. |
Re: [RPM] Post your rituals here
Another favorite is Total Suffering:
Spell Effects: Lesser Destroy Body Inherent Modifiers: Altered Traits (Blindness, Chronic Pain (Agonizing, 8 hours, 15-), Quadraplegic). Greater Effects: 0 (×1) The target experienced total suffering, chronic agonizing pain while going blind and quadruplegic. They retain their other senses though, so they can taste their bile, smell their urine, feel their excrement, and hear their own screams. They cannot even find solace in suicide and must beg someone else to end their suffering. The last part is key to their suffering, as they must spend a year hearing the refusals of their loved ones to help them end their suffering. Typical Casting: Lesser Destroy Body [5] + Altered Trait: Disadvantages (Blindness [10] + Chronic Pain (Agonizing, 8 hours, 15-) [18] + Qudraplegic [16]) [44] + Subject Weight (300 lbs) [3] + Duration (1 year) [22]. Cost: 64 energy (64×1) |
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Well, squish, done. A character shrank down to SM-13 would have 0.07 HP, meaning that 1 HP of damage would obliterate them.
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I do not believe that their HP rounds up, nor does anything else. For example, an individual with HP 12 and Basic Move 6 would have HP 0.083 and Basic Move 0.041. Anyway, a SM-4 cat can trample you without difficulty (good luck dodging when their paws are larger than your move for the turn).
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No, characters always round up for point costs but usually round down otherwise unless an explicit exemption says otherwise (Basic, p. 9). Since Shrinking does not explicitly state an exemption, someone shrank by SM-13 would technically do 0 Damage and have 0 HP, 0 Reach, 0 Move, etc.
Personally, I prefer scaling in those cases. Therefore, a SM+0 human would have their Damage, HP, Reach, Move, etc. multiplied by 144x against a SM-13 victim. An average person with no combat training would stomp for 86d+1 crushing damage. Since their feet would cover a greater area than the Move of their target, I would count the attack as an automatic success because the target is effectively stationary. Of course, the SM+0 human would likely not even notice them. Insects become a big problem for a SM-13 human. A 2" roach is the equivalent of an elephant to a SM-13 human, and it is carnivorous. It would bite for 4d crushing damage and move lightning fast compared to the SM-13 human. Even a tiny SM-13 ant would be an issue, as the 1 HP toxic attack would deal 36d of toxic damage to a SM-13 human. |
Re: [RPM] Post your rituals here
This is the last post I'm going to make on this in this thread because while it's peripherally germane, the RAW doesn't make it explicit what is what. I think that within the rules as presented something with 0 HP ought to either not be possible or be called out specifically for what happens. I suppose something with 0 HP would mean even one point of damage destroys it - something like a bug. But the rules don't really seem to support it. Also, it's a *game* - HP is a gameable abstract, having something with 0 HP would make things weird. Finally, in this case the rounding issue should be up since HP has a point cost and you're modifying it. This isn't something going on in combat and/or is not a feat/contest - you're effectively modifying the template of the target.
And that's all I have to say on the matter. |
Re: [RPM] Post your rituals here
Thanks all for your responses. Once again we see the varied ways that RPM can be interpreted/used, which is why I keep asking questions. Thankfully I've gotten a lot of great advice here.
I just remembered that I had copied CRR's and PK's expanded response from this thread: Quote:
Shrink Spell Effects: Greater Transform Body Inherent Modifiers: None Greater Effects: 1 (x3) This ritual cause any living thing weighing 300 lbs. or less, within 2 yards, to shrink 13 Size Modifiers (SM). A normal human would shrink down to a ½”. It takes 13 seconds for this to occur, and when the ritual is over, it takes 13 seconds to return to its original size. See Shrinking (B p. 85) for additional effects. The cost modifiers for any of the Special Enhancements to Shrinking must be applied to the full ritual cost. Typical Casting: Greater Transform Body [8]+ Subject Weight: 300 lbs. [3] + Duration: 1 hour [3] Cost: 42 energy (14x3) |
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It would be 42 energy (since it has one greater effect) and would allow a resistance roll.
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Yeah, it would. I was rushed at the end. Sorry.
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So a witch walks out of a movie theater and gets to thinking...
Queue John Williams... Greater Strengthen Energy (3) Turns a beam of light into a deadly stream of energy Greater Control Energy (5) Shapes that energy into a blade Lesser Control Energy (5) Lesser Sense Energy (2) Altered Traits: Lightsaber Defaults to any sword skill (1) Bestows a Bonus: Lightsaber Skill, Duration Greater Effects: 2 (x5) This spell is cast on a flashlight. When the spell senses the flashlight is turned on, it enhances the beam with high-energy photons that cause severe burning damage in a bright-colored blade. The color is chosen at the time of casting. Typical Casting: Greater Strengthen Energy (3) + Greater Cotrol Energy (5) + Lesser Control Energy (5) + Lesser Sense Energy (2) + Altered Traits: Lighsaber Defaults to any sword skill (1) + Bestows a Narrow Bonus, Skill used for lightsaber +3 (8) + Damage, External Burning, 9d (8) + Destructive Parry, +10%; Switchable, +10%; Melee Attack, [1,2], -20% (0) + Duration, 30 minutes (2). 170 Energy (34*5). |
Re: [RPM] Post your rituals here
Some rituals I've been working on for my latest MH game... I wrote a few RPM users in the past but never got to use one in-game before. I'm quite excited to finally get some RPM play!
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Re: [RPM] Post your rituals here
Working on a cyber-sorcerer kind of character, and I'm a little in doubt of how to model a ritual that halts the energy flow in the circuit of any mechanical device. This is it so far:
Short Circuit Spell effects: Lesser Destroy Energy Inherent Modifiers: None Greater Effects: 0 (x1) This ritual forces the target mechanical device within 10 yards to shut down, if it depends on an energy circuit to operate. Typical Casting: Lesser Destroy Energy (5) + Range, 10 yards (4) + Subject Weight, 300 lbs (3) + Duration, 10 minutes (1). 13 Energy (13x1) This seems to me like a simple and straightforward ritual, but I can't figure out whether it would apply to robots as well. Would it need to be a separate ritual with the Affliction, Unconsciousness (40) modifier? It seems weird to have to separate the ritual into two, despite essentially doing the same thing. But from a balance perspective, I could see why, since knocking a robot unconscious for 10 minutes with a simple 13 energy ritual seems rather broken. Maybe it would be a Lesser ritual against non-sentient devices (radios, surveillance cameras, etc) but a Greater ritual against IQ 6+ targets? But that would still separate the ritual into two distinct rituals. |
Re: [RPM] Post your rituals here
Finely chop lettuce, tomatoes and green onions.
Place torilla breads in foil in oven on low. In a large skillet, cook 1lb of ground beef while adding seasonings. ... What? Oh, I thought it said post your VICTUALS here. |
Re: [RPM] Post your rituals here
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Re: [RPM] Post your rituals here
Hello there! I'm new to the RPM system so I have a few doubts.
• Does the ritual Duplicate Object (Thaumatology: RPM p.42) suffers the penalty described on p.16 in the Crafting Penalties Table? Isn't the Lesser Sense Matter included to "scan" the object? • I understood reading here that I can enhance a gun damage by using bestow a bonus and apply a +1/die for each 2 bonus, but how do I enhance the bullet's damage? Make the ammunition a charm, sure. But the damage doesn't start from zero. If I understood correctly, if I add damage it will be linked damage that need to penetrate the DR on their own. How do I add damage directly to the bullet damage? For example, a 12d bullet out of a revolver. • Btw, how do I actually summon stuff? If I want to summon/create a Shīsā or an Elemental. What's the point per energy ratio of those summons? Instant summon/creation of a creature, not compelling one to come at their pace. And I'll leave my own ritual for review here: Fox-Fire Spell Effects: Greater Create Energy. Inherent Modifiers: Damage, External Burning (Homing; Accurate (Acc +2); Rapid Fire (RoF 15); Increased 1/2D Range). Greater Effects: 1 (×3). This spell creates numerous wisps of fire that once locked to the target, they all advance simultaneously automatically. This attack has Acc 5, Range 50/100, RoF 15, and Rcl 0.5. Roll against 18 (10[Base] +5[Acc] +3[RoF]) to hit. This Casting: Greater Create Energy (6) + Damage, External Burning 4d+2 (Homing, +50%; Accurate (Acc +2), +15%; Very Rapid Fire (RoF 15), +110%; Increased 1/2D Range, +10%) (37). 129 energy (43×3). That part underlined is my doubt about it. In this case, with the Homing enhancement, does it shoot itself by normal homing rules or would be better to use the Golden Rule (p.24) and use the path skill to hit with it since it's not you who is throwing it? |
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