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Dragyn 10-09-2009 09:44 AM

Magic Powers and Perks!
 
I just today read Psionic Powers. I love it!

Arguably my favorite part of the book is the rules for Power Perks. They're just nifty. I'm getting ready to start a 'weirdness' campaign where characters can start with latent powers represented by talent in the relevant power plus perks on the level of those presented in Psionic Powers.

For Magic, I'm planning a similar deal, with spells being represented as powers (eventually). I'm planning to have a single Magic Talent, so that's handled already. What I'm looking for here is suggestions for Perks that fit the same level and power as those in Psionic Powers. We'll call them Cantrips, for flavor.

Several of the examples in Psionic Powers can be used as is. The classic 'Powerword Zippo' comes to mind, which is identical in effect to the Ignition Perk. Anyone else have suggestions?

Shrale 10-09-2009 10:10 AM

Re: Magic Powers
 
Probably hundreds, but I'm not familiar enough with GURPS 4e to be able to
converse in the actual nomenclature. I find it a bit too much.

If "Ignition" is a perk, then in my mind a perk/cantrip in the
Ergokinesis/Cybermagic arena would be the ability to start computers or
electrical items (on/off switch) although ignition is probably technically
only "on" not bi-modal.

But I'm also having a tough time with GURPS Magic in general. It seems to be
too "low fat" for me. I feel it needs some filler or meat for my pallet. It's
top-heavy in getting the spells (lots of requirements) but the spells don't
really seem all that powerful. Doesn't remind me of the fiction I've read.
However I am getting back into Technomancer (easily the best setting for
GURPS imho) so things might sway me :)

However it and the Powers paradigm is absolutely perfect for a
campaign within the B5/Crusade universe and the Technomages. Well, if not
perfect it's a close fit, with how magic seems to work (and the prices one
must pay to utilize it). After reading the Technomages Trilogy, the first thing
I think of is the GURPS "from the ground up" system.

>

Dragyn 10-09-2009 10:16 AM

Re: Magic Powers
 
Ergokinesis has 'Universal Remote' as a perk, which more than meets what you suggest.

As to your talks about Magic, that's one of the reasons I'm going to (as I said) make spells into powers. Many of them are high-priced, but it will make magic users much, much more balanced than otherwise.

Shrale 10-09-2009 10:28 AM

Re: Magic Powers
 
Quote:

Originally Posted by Fragwulf (Post 864077)
Ergokinesis has 'Universal Remote' as a perk, which
more than meets what you suggest.

As to your talks about Magic, that's one of the reasons I'm going to (as I
said) make spells into powers. Many of them are high-priced, but it will make
magic users much, much more balanced than otherwise.

Yeah, some of the spells just don't do it for me (too many years of canned
goods :)

So I'm interested in the toolbox approach, however I was always able to make
my own toolbox in the canned goods RPGs too.

I also dislike the costs, so I'm not above discounting to make a campaign
more interesting, rather than having to start with 500 point pcs and npcs.

I had a post going trying to make a Telekinetic Force Field (ala Rifts) and
it took about 4 or 5 pages and lots of CPs. I sat down and figured the cost
for Force Dome (pretty close to what I wanted) and it was 95 pts out the
door (and lots of other spells due to requirements).

I ended up using the Wall of Force (Powers p147) and taking an eraser to
the "Crushing Attack 2d" and leaving the rest as is. 4 levels at ~68 points
(further subtract 10%+10% for being psionic and paying FP)... so around ~[54]
or so.

Makes more sense in my mind that something that's 120+ points; depends on
how fast you give out CPs for buying things down the road.

>

dataweaver 10-11-2009 09:34 AM

Re: Magic Powers
 
I don't mind GURPS Magic; but I also wouldn't mind a GURPS Magic Powers in the same vein as GURPS Psionic Powers. As I see it, Abilities generally aren't (or shouldn't be) as narrowly focused as the skill-based spells are - especially when the equivalent of Psi-Techniques are included. But even without them, the Ability levels and the availability of enhancements ought to trim down the list considerably.

What I'm curious about is how one would handle the Powers equivalent of the Enchantment college.

David Johnston2 10-11-2009 11:45 AM

Re: Magic Powers
 
Start with the accessories.

Healing: "First Aid Kit" Removes equipment penalties for use of the first aid skill
Communication: "Radio" Lets you talk to anyone who has the same perk within a certain range
Light: "Flashlight"
Movement: "Parachute" slows the rate at which you fall. Requires successful skill roll to land safely.
Music: "Flute" Causes spooky or sweet music to appear from nowhere. Requires successful skill roll to sound good.
Food: "Hip Flask of Vodka" Can give any drink an alcoholic punch.
Senses: "Telescope" Removes range penalties for vision

Dustin 10-11-2009 01:24 PM

Re: Magic Powers
 
Whoa! Nice list, but some of those are a little too powerful for Accessory perks ("minor noncombat benefits not otherwise covered by a specific advantage." from B100)
Quote:

Originally Posted by David Johnston2 (Post 865151)
Start with the accessories.
Healing: "First Aid Kit" Removes equipment penalties for use of the first aid skill

This is so good that I'm stealing it.
Quote:

Communication: "Radio" Lets you talk to anyone who has the same perk within a certain range
I might let this slide at an appropriate TL. For TL3, no way.
Quote:

Movement: "Parachute" slows the rate at which you fall. Requires successful skill roll to land safely.
Covered by Catfall or Flight, has the TL problem again, and is normally a 40-lb piece of critical gear providing rather more than a "minor benefit". How about DR1 vs falls only?
Quote:

Music: "Flute" Causes spooky or sweet music to appear from nowhere. Requires successful skill roll to sound good.
Nice. Good for nature magicians (bird calls) and necromancers (eerie moaning) too.
Quote:

Senses: "Telescope" Removes range penalties for vision
Infringes on Telescopic Vision.

David Johnston2 10-11-2009 01:28 PM

Re: Magic Powers
 
Quote:

Originally Posted by Dustin (Post 865191)
.I might let this slide at an appropriate TL. For TL3, no way.
.

At an "appropriate TL" you could use it to communicate with people who actually had a radio, vastly increasing its utility.

Gizensha 10-11-2009 02:46 PM

Re: Magic Powers
 
Quote:

Originally Posted by Fragwulf (Post 864059)
I just today read Psionic Powers. I love it!

Arguably my favorite part of the book is the rules for Power Perks. They're just nifty. I'm getting ready to start a 'weirdness' campaign where characters can start with latent powers represented by talent in the relevant power plus perks on the level of those presented in Psionic Powers.

For Magic, I'm planning a similar deal, with spells being represented as powers (eventually). I'm planning to have a single Magic Talent, so that's handled already. What I'm looking for here is suggestions for Perks that fit the same level and power as those in Psionic Powers. We'll call them Cantrips, for flavor.

Several of the examples in Psionic Powers can be used as is. The classic 'Powerword Zippo' comes to mind, which is identical in effect to the Ignition Perk. Anyone else have suggestions?

Would the perks in Magical Styles be suited to your purpose?

PK 10-11-2009 04:18 PM

Re: Magic Powers
 
Quote:

Originally Posted by Gizensha (Post 865216)
Would the perks in Magical Styles be suited to your purpose?

Ninja'd me -- I was going to suggest the same thing.

Anyone looking for "cool magical perks" needs both Power-Ups 2: Perks and Magical Styles, in about that order.

Dragyn 10-12-2009 11:09 AM

Re: Magic Powers
 
See, now I had to go buy the Magical Styles book, and me wife will be annoyed at me exceeding my Frivolity Budget.

Intuitive Cantrips is exactly what I was looking for. Thanks!


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