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-   -   [Sorcery] Questions about Warp and Ally (https://forums.sjgames.com/showthread.php?t=146729)

VariousRen 11-02-2016 03:52 PM

[Sorcery] Questions about Warp and Ally
 
Hello there!

Sorcery has become my groups go-to magic system for a number of fantasy games, and we've greatly enjoyed creating new spells for the numerous wizards to play around with. Two particular cases have come up recently and I was hoping the hive-mind could help out.

1) We have made a Blink spell based on Warp (Blink Only). Blink specifies that you warp in a random direction up to 10 yards when you use it, ending up in a safe space. Who determines what qualifies as "Safe"? An unlucky roll on a Blink may place a wizard in an empty hex behind the enemy line, separated from their allies. The hex is clear, but certainly doesn't seem safe. Additionally, is the blink direction restricted by obvious barriers, or when backed into a corner will most Blinks fail because there is no other free space 10 yards past the wall?

2) We have made some summoning spells based on Ally, and we're looking for the proper way to represent the ally themselves being magical and vulnerable to instant dispelling. Dependency seems close, but most dispelling effects are instant and don't have a duration. What would be the appropriate way to reflect that the creature is killed (or at least banished) by a dispelling? Is this included in the summonable enhancement already?

weby 11-02-2016 04:11 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by VariousRen (Post 2054487)
Hello there!

Sorcery has become my groups go-to magic system for a number of fantasy games, and we've greatly enjoyed creating new spells for the numerous wizards to play around with. Two particular cases have come up recently and I was hoping the hive-mind could help out.

1) We have made a Blink spell based on Warp (Blink Only). Blink specifies that you warp in a random direction up to 10 yards when you use it, ending up in a safe space. Who determines what qualifies as "Safe"? An unlucky roll on a Blink may place a wizard in an empty hex behind the enemy line, separated from their allies. The hex is clear, but certainly doesn't seem safe. Additionally, is the blink direction restricted by obvious barriers, or when backed into a corner will most Blinks fail because there is no other free space 10 yards past the wall?

That is up to the GM to design how it works in their world. I use "random space that seems empty" in my games.

Quote:

2) We have made some summoning spells based on Ally, and we're looking for the proper way to represent the ally themselves being magical and vulnerable to instant dispelling. Dependency seems close, but most dispelling effects are instant and don't have a duration. What would be the appropriate way to reflect that the creature is killed (or at least banished) by a dispelling? Is this included in the summonable enhancement already?
Add magic to the modifiers for ally: Ally(Magic:-10%, summonable...)

VariousRen 11-02-2016 04:14 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by weby (Post 2054492)
Add magic to the modifiers for ally: Ally(Magic:-10%, summonable...)

That was my first thought, I just wasn't sure if Magical on ally would cause them to disappear when dispelled, or just prevent someone from summoning them in an area with no mana.

David Johnston2 11-02-2016 04:24 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by VariousRen (Post 2054487)
Hello there!

Sorcery has become my groups go-to magic system for a number of fantasy games, and we've greatly enjoyed creating new spells for the numerous wizards to play around with. Two particular cases have come up recently and I was hoping the hive-mind could help out.

1) We have made a Blink spell based on Warp (Blink Only). Blink specifies that you warp in a random direction up to 10 yards when you use it, ending up in a safe space. Who determines what qualifies as "Safe"? An unlucky roll on a Blink may place a wizard in an empty hex behind the enemy line, separated from their allies. The hex is clear, but certainly doesn't seem safe. Additionally, is the blink direction restricted by obvious barriers, or when backed into a corner will most Blinks fail because there is no other free space 10 yards past the wall?

2) We have made some summoning spells based on Ally, and we're looking for the proper way to represent the ally themselves being magical and vulnerable to instant dispelling. Dependency seems close, but most dispelling effects are instant and don't have a duration. What would be the appropriate way to reflect that the creature is killed (or at least banished) by a dispelling? Is this included in the summonable enhancement already?

Safe is "open space on the ground" Water only counts as open space if you can breathe it. Assuming there is only one safe space in ten yards of you, no need to roll, you'll end up there. The proper way to represent the summonable ally being magical is to put the magic power modifier on the Ally advantage.

weby 11-02-2016 04:31 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by VariousRen (Post 2054494)
That was my first thought, I just wasn't sure if Magical on ally would cause them to disappear when dispelled, or just prevent someone from summoning them in an area with no mana.

Both and more. Basically anything that stops of hinders magic in the setting will effect it, be it supernatural or mundane.

Refplace 11-02-2016 05:11 PM

Re: [Sorcery] Questions about Warp and Ally
 
Also some spirits that can be banished simply have the Feature Vulnerable to Banish, Pentagrams, and such.

Christopher R. Rice 11-02-2016 08:09 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by VariousRen (Post 2054487)
1) We have made a Blink spell based on Warp (Blink Only). Blink specifies that you warp in a random direction up to 10 yards when you use it, ending up in a safe space. Who determines what qualifies as "Safe"? An unlucky roll on a Blink may place a wizard in an empty hex behind the enemy line, separated from their allies. The hex is clear, but certainly doesn't seem safe. Additionally, is the blink direction restricted by obvious barriers, or when backed into a corner will most Blinks fail because there is no other free space 10 yards past the wall?

The GM does. Your power is not under your character's subjective control in this instance. If it were I'd charge a -20% to -30% Accessibility limitation that requires you to make a Perception roll each time. With the full -10 for "instant use" + +10 for "in plain sight". Pricing breaks down as something like: "Requires Per Roll, Own Roll, -5%", "Hard to Use, -10 to rolls (One Particular rolls, -20%), -12%", "No safe spots when blinking, -20%." I'd let Observation stand in for Perception if better. Scanning Sense could be used normally.


Quote:

Originally Posted by VariousRen (Post 2054487)
2) We have made some summoning spells based on Ally, and we're looking for the proper way to represent the ally themselves being magical and vulnerable to instant dispelling. Dependency seems close, but most dispelling effects are instant and don't have a duration. What would be the appropriate way to reflect that the creature is killed (or at least banished) by a dispelling? Is this included in the summonable enhancement already?

Treat this as a form of Susceptible (Allergy) (see GURPS Bio-Tech, p. 213 and p. B158) in combination with my rules for Will-based Susceptible disadvantages (Pyramid #3/58: Urban Fantasy II, p. 10). I'd call "Banishment" a a Very Common effect for a flat -4/per -1 penalty. Since you just want them to be affected by it you'd need to figure the cost of the enhancement and then subject the first level. The trait would look something like this:

Banishable: Susceptible 1 (Banishment, +200%; Requires IQ vs. Will roll, Own Roll, +10%) [-12] + No Susceptible Penalty 1 [-4]. -8 points.

So if the target is hit with a banishing spells they must make an opposed roll of the spell's powers vs. their Will. Failure means they leave reality. If any banishment effect works automatically simply figure levels as equal to their HT-2. If they get hit they go poof. This assumes that they cannot easily come back to the reality they were banished from. If that's not the case then I'd treat Susceptible as an Occasional threat worth -1/per -1 penalty, in other words: a quirk or possibly a feature.

sir_pudding 11-02-2016 09:48 PM

Re: [Sorcery] Questions about Warp and Ally
 
I wouldn't give points for susceptibility to banishment, it is always a feature. Most things that are susceptible to banishment spells aren't susceptible to things that affect humans like hypnotism.

Christopher R. Rice 11-02-2016 09:54 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by sir_pudding (Post 2054555)
I wouldn't give points for susceptibility to banishment, it is always a feature. Most things that are susceptible to banishment spells aren't susceptible to things that affect humans like hypnotism.

I'm sorry, but your wrong. Can be turned is sometimes a feature and yet GURPS Zombies (p. 66) lists it as a possible quirk. Being susceptible to banishment could be a setting feature (as could any trait) worth 0-points or a quirk.

Leynok 11-02-2016 10:26 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by VariousRen (Post 2054487)
2) We have made some summoning spells based on Ally, and we're looking for the proper way to represent the ally themselves being magical and vulnerable to instant dispelling. Dependency seems close, but most dispelling effects are instant and don't have a duration. What would be the appropriate way to reflect that the creature is killed (or at least banished) by a dispelling? Is this included in the summonable enhancement already?

Since it's for Sorcery, the Ally should already have the Sorcery power modifier, and thus be susceptible to this.

sir_pudding 11-03-2016 12:38 AM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by Ghostdancer (Post 2054556)
I'm sorry, but your wrong. Can be turned is sometimes a feature and yet GURPS Zombies (p. 66) lists it as a possible quirk. Being susceptible to banishment could be a setting feature (as could any trait) worth 0-points or a quirk.

Well, it probably should be consistent with the same creature type in the campaign.

Christopher R. Rice 11-03-2016 12:41 AM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by sir_pudding (Post 2054582)
Well, it probably should be consistent with the same creature type in the campaign.

I agree with this completely. Unless there is a real reason - pick one method and go with that.

Kelly Pedersen 11-03-2016 12:50 AM

Re: [Sorcery] Questions about Warp and Ally
 
One general thought I've had for Ally with the Magical limitation - it's probably reasonable for lack of the power source to turn off the Ally part of the trait without making the physical presence of the being go away! That summoned demon is still standing there, it's just that it now doesn't have any supernaturally-imposed allegiance to you anymore... Of course, that sort of switch should be established when the player buys the trait, not sprung on them later. Still, it can make for an interesting change to ring on Summonable Allies.

Christopher R. Rice 11-03-2016 12:54 AM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by Kelly Pedersen (Post 2054586)
One general thought I've had for Ally with the Magical limitation - it's probably reasonable for lack of the power source to turn off the Ally part of the trait without making the physical presence of the being go away! That summoned demon is still standing there, it's just that it now doesn't have any supernaturally-imposed allegiance to you anymore... Of course, that sort of switch should be established when the player buys the trait, not sprung on them later. Still, it can make for an interesting change to ring on Summonable Allies.

Another way to do this may be to use the No-Mana Shutdown disadvantage from GURPS Thaumatology (p. 119) as a part of a "Summoned" meta-trait.

Kelly Pedersen 11-03-2016 01:00 AM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by Ghostdancer (Post 2054588)
Another way to do this may be to use the No-Mana Shutdown disadvantage from GURPS Thaumatology (p. 119) as a part of a "Summoned" meta-trait.

That would shut the summoned being down, though, whereas I'm talking about the wizard's summoned demon walking into the no-mana zone, getting a thoughtful look on its face, turning back to the party, and saying "I'd like to renegotiate my contract."

Christopher R. Rice 11-03-2016 01:05 AM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by Kelly Pedersen (Post 2054590)
That would shut the summoned being down, though, whereas I'm talking about the wizard's summoned demon walking into the no-mana zone, getting a thoughtful look on its face, turning back to the party, and saying "I'd like to renegotiate my contract."

Ahhhh! I see. Hmmm. That's Reprogrammable with Mana-Sensitive/Magical modifier.

Edit: Also, "Summonable (Magical, -10%), +90%."

VariousRen 11-03-2016 10:44 AM

Re: [Sorcery] Questions about Warp and Ally
 
So I'm calling vulnerability to being dispelled a feature, because magical summoned creatures can gain traits that otherwise wouldn't be available to players. This will probably make dispelling magic more common, since summoned creatures can be pretty powerful.

Another question has occurred to me with using Ally in Sorcery. In general if something shuts down one aspect of your alternate ability, all of it is shut down. Sorcery is just an applied version of alternate abilities, so it's got the same caveat attached. When a conjured creature is "killed" they cannot be recalled for a full day, would this count as Ally being shut down (and thus prevent all other spell casting)? The same question applies to the appearance roll, does failing this prevent spell casting for the rest of the day?

David Johnston2 11-03-2016 11:36 AM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by VariousRen (Post 2054670)
So I'm calling vulnerability to being dispelled a feature, because magical summoned creatures can gain traits that otherwise wouldn't be available to players. This will probably make dispelling magic more common, since summoned creatures can be pretty powerful.

Another question has occurred to me with using Ally in Sorcery. In general if something shuts down one aspect of your alternate ability, all of it is shut down. Sorcery is just an applied version of alternate abilities, so it's got the same caveat attached. When a conjured creature is "killed" they cannot be recalled for a full day, would this count as Ally being shut down (and thus prevent all other spell casting)? The same question applies to the appearance roll, does failing this prevent spell casting for the rest of the day?

No. It's not that you can't use the summoning power again. It's just that there's nothing there to summon at the moment.

Kelly Pedersen 11-03-2016 12:58 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by Ghostdancer (Post 2054592)
Ahhhh! I see. Hmmm. That's Reprogrammable with Mana-Sensitive/Magical modifier.

Edit: Also, "Summonable (Magical, -10%), +90%."

I'd actually argue, as I suggested above, that there doesn't have to be a modifier on Summonable to do this. The way I see it, Ally as an advantage is providing an NPC who is loyal to you. I think it's reasonable to say that the Magical limitation on Ally itself can be interpreted to be limiting the "loyalty" bit, rather than the "physical presence" bit.

All this discussion of summoned Allies being magically bound is making me think that there should probably be a variant on the Conjured enhancement where, instead of a reaction roll when you conjure the new ally, it's a contest of Will instead. That's probably the usual Based on Will +20% enhancement, just applied to Conjured instead of the full Ally advantage, so turning it into a +120% enhancement.

Christopher R. Rice 11-03-2016 02:38 PM

Re: [Sorcery] Questions about Warp and Ally
 
Quote:

Originally Posted by Kelly Pedersen (Post 2054711)
I'd actually argue, as I suggested above, that there doesn't have to be a modifier on Summonable to do this. The way I see it, Ally as an advantage is providing an NPC who is loyal to you. I think it's reasonable to say that the Magical limitation on Ally itself can be interpreted to be limiting the "loyalty" bit, rather than the "physical presence" bit.

Actually, Minion (Magical, -10%), +45% is a better fit in some cases. The critter doesn't go away in a no-mana zone, but your control does.

Quote:

Originally Posted by Kelly Pedersen (Post 2054711)
All this discussion of summoned Allies being magically bound is making me think that there should probably be a variant on the Conjured enhancement where, instead of a reaction roll when you conjure the new ally, it's a contest of Will instead. That's probably the usual Based on Will +20% enhancement, just applied to Conjured instead of the full Ally advantage, so turning it into a +120% enhancement.

Requires Will vs. Will roll is orth -15% - not +20%. But I like the idea.


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