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#1 |
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Join Date: Feb 2009
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Is it possible to create stuff using RPM? For instance food, water or ammo?
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#2 |
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Join Date: Jan 2010
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I don't think anything forbids using Greater Create Matter for it plus costs for more matter. The mage should be forced to also roll against an appropriate skill for anything complex with a penalty for holding everything in mind at once.
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#3 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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"Create" is one of the basic spell effects, and "Create Matter" can certainly be used to make food, water, ammo, etc. However, creating anything more complex than raw materials requires an appropriate skill roll -- so you could create bullets, but your Armoury (Small Arms) or IQ-based Guns roll would determine whether your bullets actually worked!
(Food and water are a minor issue in that all created matter expires at the end of the spell's duration, but I'd say that as long as the duration has at least a day to go when you consume it, you're fine. By that time, your body has already used up all of the nutrition it needs and passed everything it doesn't.)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#4 |
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Join Date: Feb 2009
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Ah. How would you assign the difficulty for the 'can you make this' check?
Given the differences involved between say 'blackpowder and lead ball' '.45 ACP' 'cyanide tipped ADPS caseless whatevers' and 'Railway Cannon' |
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#5 | ||
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Join Date: Jan 2010
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So ADPS would be -3, cyanide filled hollow point would be -2. Caseless should be irrelevant, either the rounds are like that or not it's not an alteration to an existing round. Last edited by lexington; 09-12-2011 at 11:15 PM. |
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#6 |
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Join Date: Feb 2009
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Ah, excellent, that works very well for ammo
Any idea on guns or other things? |
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#7 |
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Join Date: Dec 2006
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I'd give it a difficulty equivalent to the crafting difficulty (minus tools)- so you'd need to refer to the gadgeteering rules and apply the penalties for producing a prototype of given complexity from workable plans.
I think; just to prevent 'I create a +8 grimore of create matter grimore' type scenarios I would also give a -1 for every 1/10th of campaign starting wealth to the crafting roll; The AK-47 is easier to create then the M16-A2 and costs less because of that; it is also easier to craft with a create matter roll. I would let gadgeteers ignore that cost based limiter and perhaps allow a gadgeteer 2 [only for create matter magic] -50% advantage. So even a master mechanic with RPM can't just smash there 'create matter' charm into the ground and end up clad in an instant suit of power armour; but a mechanic/witch/gadgeteer COULD. |
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#8 |
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Join Date: Feb 2009
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I think that -1 per 10% of wealth AND gadgeteering level penalties is double penalizing and overkill
A gadget is simple/average/complex/amazing however based in part on how much it costs I would just got for gadgeteering rules . . . . -19 for a Complex +1 TL item for a TL 9 battlesuit is chewy enough as is |
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#9 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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For everyone else, a craft roll is necessary. It's fairest and most balanced to tie the result in to the dollar value of what's being created (much like Gadgeteer does). Off the top of my head, I'd probably do something like: MOD / ITEM COST ("Up to...") 0 $10 -1 $20 -2 $50 -3 $100 -4 $200 -5 $500 -6 $1,000 etc.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#10 | ||
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Join Date: Dec 2006
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| Tags |
| monster hunters, ritual path magic |
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