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Join Date: Jun 2011
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Hello fellow gurpsers, I'm looking for tips on designing a power.
Now first of all, by fetish I mean the attribution of power to an inanimate object, nothing else. That fetish can then be handed to someone, and through the fetish, the person acquires a certain advantage. Pricing a fetish in play is simple enough. Pick an advantage, slap some gadget limitations on it and you're done. That's not what I'm looking for. I'm looking for the ability to make fetishes in game. In effect, it's a kind of enchanting ability. I'm aware this can be done using the magic rules, but our group stopped using those rules because we find them unbalanced. In the campaign to start soon, we will be using powers. I have read a lot about them in the basic set, psi powers and powers but I'm still a novice user. This is what I have in mind. A PC wants to be able to imbue small items (fetishes) with spiritual power. In game terms, this would be tying an advantage to an item, undefinitely (extended duration, permanent) until something happens that destroys the fetish. Once I have a standard format, multiple versions could be bought using the rules for alternative abilities. I have worked out a draft, but I'm not entirely happy about it. Looking for tips and corrections, or even an entire makeover. This is the draft: Enchant fetish of spirit protection (+60%) affliction 1 (advantage: +3 resistance to mental spirit attacks, adds to IQ or Will to resist mental attacks by spirits, considered a very common item, +100; PM spirit, the ability works by binding minor spirits to the item, -25%; accessibility, only on small items made by the user, -50%; contact agent, the item must be worn against bare skin by the user, -30%; costs fatigue, 3FP payed by the maker at the moment of creation, -15%; extended duration, permanent, effect is dispelled and fetish destroyed when failing a resistance roll against a mental spirit attack, +150%; limited use, the user can only enchant one fetish per day, -40%; preparation required, the user performs a 10-minute ceremony to make the item, -30%) [16] Description: once per day, the PC can enchant a small item he made himself and then hand that item to someone else. The item will protect that user against mental spirit attacks until he fails a resistance roll against such an attack. I would also like to tie a skill to this ability, like for psionic powers. Right now I was thinking enchant fetish (Will/H). Techniques etc would be nice but I haven 't yet thought about possibilities. Now I can't pinpoint exact problems, but this power just doesn't seem right. There are probably multiple problems... Thoughts? Last edited by Justaguy; 07-13-2012 at 10:22 AM. Reason: corrected preparation required to -30%, down from -40% |
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| enchanting, powers |
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