|
|
|
|
|
#1 |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
No-Mana Shutdown [-20] is an exotic physical disadvantage, normally only possessed by magic items built as characters. It means that they shut down completely in no-mana areas, but return to life as soon as magic starts operating again. This appeared in GURPS Thaumatology for 4e, and does not appear in any other publication.
This disadvantage should only be taken in settings where there are no-mana zones. Its pricing is based on Nocturnal, since although no-mana zones are generally rarer than daytime, they are often permanent, and an item could end up trapped in one indefinitely. Items that are damaged by no-mana zones should take Dependency (Mana), and if they stay conscious and only lose special abilities, those abilities should be bought as Mana Sensitive. At the start of my Infinite Cabal campaign, one of the players wanted to play a magically animated suit of armour, but was talked out of it, once he realised this disadvantage would apply, and that no-mana worlds would exist. Has No-Mana Shutdown been used in your games?
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
|
|
|
|
|
#2 |
|
Join Date: Jan 2014
|
Shoulda played a magic suit of armour with mana enhancer.
|
|
|
|
|
|
#3 |
|
Join Date: Aug 2005
Location: Portland, Oregon
|
That would be one to give to an Elf especially if you rule that the Good People treat Mana like Oxygen.
__________________
"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
|
|
|
|
|
#4 |
|
Join Date: Oct 2007
Location: Kentucky, USA
|
I generally treat any permanent magical item as having this, such as golems or permanent undead, though I don't think I've explicitly put it on a character sheet since none of them were PCs or important NPCs.
__________________
GURPS Fanzine The Path of Cunning is worth a read. |
|
|
|
|
|
#5 | |
|
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
|
Quote:
(And yes, I understand the philosophical distinction between "that's just the way it works" for non-character magic items and "my character may shut down" for magic item-characters.)
__________________
The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
|
|
|
|
|
|
#6 | |
|
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Quote:
Objects of Power come in two types: Minor (creates an area of High Sanctity within a given radius, no matter the true Sanctity of the area) and Major (Very High Sanctity within a given radius, affecting the area so strongly that even after the object has moved on, the location will remain an area of High Sanctity for 1 week per day the object was in the location). The default area is a 5-hex radius. Objects of Power have a base Power of 25 To use Christianity as an example the Ark of the Covenant would be a Major Object of Power while the Grail and Spear would more likely be Minor Objects of Power. The Grail and Spear would also likely count as Enchantment through Deeds items. Important Note: Since some deities (like Roma Arcana's Isis) favor mana based magic their Objects of Power may increase Mana rather then Sanctity levels. There is something akin to this in enchantment called the Mana Pool "quirk" which raises the local mana by one or two steps. Unlike an Object of Power it is limited to Powerstones. As the GURPSwiki points out: Important Note: if the item built this way does not have the Mana Sensitive (-10%) limitation then mana and sanctity have no effect on the item (the item is effectively technological in nature or boosts the mana/sanctity level). Even with that limitation the item doesn't have a Power level per say so figuring exactly how that Mana/Sanctity Sensitive limitation works will fall to the GM to figure out. Items with No-Mana Shutdown are clear on how no mana effects them.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 09-12-2020 at 11:41 AM. |
|
|
|
|
|
|
#7 |
|
Join Date: Dec 2007
|
That's because even though they use magic mechanics they aren't magic. They're holy.
|
|
|
|
|
|
#8 |
|
Join Date: Feb 2016
|
The same applies to the default rules for RPM, magical items only stop working in desecrated areas (which are just as likely to be no mana or no sanctity areas as very high man or very high sanctity areas).
|
|
|
|
|
|
#9 | ||
|
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Quote:
In fact in the RAW there is nothing that prevents Power Investiture (Mana Replaces Sanctity) from existing and it can be argued this is the way Isis of the Roma Arcana setting operates. Heck, for all we know her Objects of Power effect Mana not Sanctity. Quote:
Now there is a variation: "Mana level and Ritual Path energy-gathering modifiers do not have to be conflated! Even if both types of magic exist in a campaign, the GM may rule that their “ambient energies” are totally unlinked; e.g., a grove might be low mana (for standard magic) but a +2 place of power (for Ritual Path magic). This is especially likely if the two represent very different traditions (e.g., holy vs. Hermetic)." But with the tools Thaumatology provides one can put together something akin to the AD&D1 system where "All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. When uttered, these sounds cause the release of this energy, which in turn triggers a set reaction. The release of the energy contained in these words is what causes the spell to be forgotten or the writing to disappear from the surface upon which it is written." This is a form of Energy Accumulation magic but the local mana and sanctity doesn't matter. Rather functionality is dependent on how good the connections to the planes that power the magic are. The Slayer's anime has a form of arcane magic where one channels the power of a Dark Lords but there is also Holy and Shamanistic magic as well. Heck, in "Wandering Around? The Runaway Shrine Takes a Trip!" of Slayers a Temple turns out to be a train and the crystal there absorb all magic arcane and divine to power it.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 09-12-2020 at 02:12 PM. |
||
|
|
|
|
|
#10 | |
|
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
|
Quote:
__________________
The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
|
|
|
|
![]() |
| Tags |
| disadvantage of the week, erosive, hazardous atmosphere, no-mana shutdown |
|
|