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Old 08-27-2011, 04:38 PM   #81
Landwalker
 
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Here's an additional standing question to run parallel to the request for input on the vargouille:

In Pathfinder, there are two Outsider-class half-blooded races—potential PC races, hence the construction actually mattering—that have specific abilities I simply don't know how to model.

Aasimar
Daylight
(Spell-like Ability): Once per day, an Aasimar can emulate the Daylight spell at a caster level equal to their class level. Daylight causes the designated object to shed bright light in a 60-foot radius, and increases the light level for an additional 60 feet by one step (darkness => dim light => normal light => bright light). This effect lasts 10 minutes per caster level.
Tiefling
Darkness
(Spell-like Ability): As daylight, but the radius is only 20 feet, and the duration is one minute per level. All creatures gain concealment (20% miss chance) in dim light and 50% concealment (50% miss chance) in darkness. Nonmagical light sources do not increase the light level in an area of darkness.
I looked at GURPS Powers to see if it had anything that might help me out, and the only thing I found was the "Create X" advantage (pp.92-94). Unfortunately, this is completely useless to me—I don't have any idea what the effect of 1,000 kJ is for purposes of illumination-creation, let alone for purposes of illumination-elimination. I need something that simply boils down to "X effect in Y radius."

Anybody familiar with a simple way that this could be constructed?
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Old 09-03-2011, 07:44 AM   #82
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Looks like there's not much action going on with the Vargouille or the Aasimar/Tiefling Daylight/Darkness issue (which is too bad, because I'm pretty clueless on both of them). If nothing's going in the next few days, I'll start in on the next conversion—a mutated goblin champion.
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Old 09-03-2011, 08:12 AM   #83
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Quote:
Originally Posted by Landwalker View Post
Looks like there's not much action going on with the Vargouille or the Aasimar/Tiefling Daylight/Darkness issue (which is too bad, because I'm pretty clueless on both of them). If nothing's going in the next few days, I'll start in on the next conversion—a mutated goblin champion.
The darkness is simple, Obscure. Creating light, however, is one of the hardest things to do, unfortunately.

For the tiefling, you just need Obscure, with perhaps Defensive, and maybe extra area effect. Can you post the full description of the Tiefling race? maybe there are other parts that interact with Obscure (like being able to see through your own obscure) that would change how to build it.

The Aasimar, though, I guess that the only solution is Control (Light levels), suitably modified...
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Last edited by Kuroshima; 09-03-2011 at 08:16 AM.
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Old 09-03-2011, 08:31 AM   #84
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

The full d20 description of the Tiefling race can be found right here. Magical darkness does not inhibit vision for races that can see in any other darkness, and the Tiefling does have Darkvision, so they (as well as several other races) can see just fine within "their own" darkness.

The full d20 description of the Aasimar is here.

Each racial entry also contains links to the details of their spell-like abilities.

The Daylight spell is somewhat misleadingly named. It actually functions more like a heavily-abbreviated version of the Continual Light spell (at the "bright as day" level) on Magic.110.


Edit: I suppose I could give each race something like One-Spell Magery (Thaumatology.25) with an added per-diem limitation, but that seems like a fairly hack-job solution.
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Old 09-03-2011, 08:35 AM   #85
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Is there a special reason why you can't use Obscure (Area; Vision) for Darkness? And then make up a similar advantage that works in an opposite fashion for Daylight?
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Old 09-03-2011, 08:43 AM   #86
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Originally Posted by Asta Kask View Post
Is there a special reason why you can't use Obscure (Area; Vision) for Darkness? And then make up a similar advantage that works in an opposite fashion for Daylight?
Normal light sources do not work in an area of magical darkness, for one. The Darkness spell also is a bit misleading, in that it doesn't actually create darkness—it just reduces the illumination level by one step (whatever that one step may be). The Darkness spell also does not necessarily emanate from the caster's body (which is my understanding of how Obscure works), but rather from an object he touches.
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Old 09-03-2011, 09:03 AM   #87
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Afflict: Obscure (Cosmic: Can onlyafflict dead objects, probably +0%)

Obscure (Cosmic - not affected by normal light sources +50%)

I love the Cosmic modifier... :D
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Old 09-03-2011, 09:05 AM   #88
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Originally Posted by Asta Kask View Post
Afflict: Obscure (Cosmic: Can onlyafflict dead objects, probably +0%)

Obscure (Cosmic - not affected by normal light sources +50%)

I love the Cosmic modifier... :D
Is there actually any basis for modifiers like that, or is the GM supposed to just slap whatever number he feels like on it?
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Old 09-03-2011, 09:13 AM   #89
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

"Obscure - not affected by normal light" is probably fairly well established.

Quote:
Originally Posted by p.B103
Your ability is not subject to the usual built-in restrictions.
The other one was based off of my not really seeing that there's a huge difference between being able to afflict only non-living objects or only living objects (which I believe is the vanilla).

ETA: But, yeah. I tend to slap on modifiers pulled out of my rectal cavities.
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Old 09-03-2011, 09:14 AM   #90
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Originally Posted by Landwalker View Post
Normal light sources do not work in an area of magical darkness, for one. The Darkness spell also is a bit misleading, in that it doesn't actually create darkness—it just reduces the illumination level by one step (whatever that one step may be). The Darkness spell also does not necessarily emanate from the caster's body (which is my understanding of how Obscure works), but rather from an object he touches.
So it's affliction (Obscure (Always on; cosmic, unaffected by normal light)). You afflict an item so it will generate a zone of darkness, and due to Cosmic, normal light can not pierce the darkness
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