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Old 09-03-2011, 09:32 AM   #91
Landwalker
 
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

If the Affliction is being cast on something inanimate like a rock or weapon, is there a reason that Obscure needs the Always On enhancement (since the rock or weapon can presumably not elect to turn the afflicted advantage off anyway)?

And considering how wildly unhelpful the Create Light advantage from GURPS Powers is as far as conveying the in-game effects (1,000 kJ x Level-Squared? 15 kW? Can I really not just get an intensity and radius?), and considering that there seems to be no other way to ape the Daylight spell for the Aasimar template, are there any suggestions on alternative abilities?

I'm also still not really confident on the Vargouille conversion, especially the Shriek and Poisonous Bite abilities. The Poisonous Bite ability is actually one with the same issue that Asta Kask recently started a thread about, since Vargouille bite attacks are normally unhealing.
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Old 09-03-2011, 03:12 PM   #92
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Why not just give them one of the light spells?
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Old 09-04-2011, 10:08 AM   #93
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Why not just give them one of the light spells?
You mean One-Spell Magery (Something Light-y) (-80%)?

Might work, although Aasimar aren't inherently mages. They just happen to have a magical innate ability. Ideally, I think, they would have something like Affliction (Make Something Shiny, Magical -10%, Only on Inanimate Objects +0%, Limited Use, Duration as Needed, Etc.). Unfortunately, "Make Something Shiny" isn't an existent anything, and the closest advantage or ability to it (Create Light, from Powers) has no game-mechanics information at all.

My extremely limited comprehension of electrical physics pretty much gets me as far as "Well, Create Light 1 makes 1,000 kJ, which ends up being about 280 watts, which is way brighter than the bulbs in my apartment and definitely puts the Daylight spell to shame."

I suppose an option would be to try to convert the ability to cast a particular spell at a particular level a particular number of times per day into a flat advantage, but that would be a pretty hack job and, likely, produce weird results.
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Old 09-04-2011, 10:28 AM   #94
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

The best solution is IMHO:
Charm (Continual Light)
Continual Light (IQ)-4
Total 5 points
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Old 09-04-2011, 11:34 AM   #95
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Where are you getting the information for this "Charm"? I tried checking Powers, Psionic Powers, and Supers, all to no avail.
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Old 09-04-2011, 03:47 PM   #96
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Where are you getting the information for this "Charm"? I tried checking Powers, Psionic Powers, and Supers, all to no avail.
Charm allows you to purchase a single spell without prereqs. You can find it in the Leprechaun racial template, on DF3, p. 9
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Old 09-04-2011, 04:59 PM   #97
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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The best solution is IMHO:
Charm (Continual Light)
Continual Light (IQ)-4
Total 5 points
I'll make this even easier: make it a perk, "Can make light equal to a torch on an IQ roll." To turn one's creation into 10% of starting Wealth worth of whatever is a point, on top of the Create advantage (Create (Visible Light) in this case, being 10 points), and a torch is $3, much less than starting Wealth in any game other than GURPS Hoboes. Since there is no other boon from the Create advantage, this is just a perk.
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Old 09-05-2011, 09:00 AM   #98
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Where are you getting the information for this "Charm"? I tried checking Powers, Psionic Powers, and Supers, all to no avail.
Power up perks page 19 has Charms.

Thaumatology Magic Styles is a highly recommended supplement for anyone building a wizard or other magic users. The Perks chapter is worth the price.
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Old 09-05-2011, 09:26 AM   #99
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Originally Posted by Kuroshima View Post
The best solution is IMHO:
Charm (Continual Light)
Continual Light (IQ)-4
Total 5 points
Would it not just be Light? Since Continual Light lasts for days or does the dnd version also last for days?

Could do the same for Darkness spell.

Charm (Darkness) 1
Darkness IQ+0. 4
Total cost 5.
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Old 09-05-2011, 09:30 AM   #100
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Power up perks page 19 has Charms.

Thaumatology Magic Styles is a highly recommended supplement for anyone building a wizard or other magic users. The Perks chapter is worth the price.
I didn't mention them, because it seems that he has at least Dungeon Fantasy, while he might not have the others.
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