Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-15-2011, 11:01 PM   #9
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [MH] Charms for 16 effective skill or thereabouts

Quote:
Originally Posted by mlangsdorf View Post
I'm not sure RPM has time travelling, but I can more-or-less accept a conditional spell that says "when I'm about to get badly injured, I get really lucky" and you could get definitely make that a charm (RPK already agreed you can have charms that are triggered by the activation of other charms). And at that point, I'm more-or-less willing to accept "I'm charmed my friend really quick after the injury, so close enough." The part I really can't accept is "my friend has been bleeding out for 15 minutes, so now I'm going over and invoking this charm and the bullet luckily didn't hit him."
Besides this charm could be the classic book or whiskey bottle in the vest pocket that got hit instead of you.
Refplace is offline   Reply With Quote
 

Tags
charms, monster hunters, ritual path magic, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:45 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.