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#1 |
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Join Date: Jun 2011
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Dear hivemind, I’m looking for a correction check on some powers or maybe some tips on how to handle things differently. And of course, if you like these powers, enjoy!
First, some background. Our group is thinking about starting a new fantasy campaign. Designing an entire setting from scratch is too time-consuming, so I mostly start from a premade setting and make some adjustments. A couple of days ago I bumped into the Dark Sun setting (D&D). The setting allows different brands of magic (arcane, priestly, ‘druidic’…) and psionics. Nothing special here, really. But one concept caught my attention and is really interesting: arcane magic is life-defiling (it’s also turning the planet into a wasteland). Most wizards are defilers: their magic harms the life surrounding them. But some wizards have found a way to wield their powers in a ‘clean’ way, these are the preservers. ‘Basic’ defilers take the energy from vegetal life surrounding them (also bugs, small insects, etc). Master defilers take this a step farther, they have learned to tap other living beings to power their spells, all the while still defiling the environment. On the other hand, the preservers power their clean magic by working more slowly, and at greater cost to themselves. Master preservers supposedly have ways to power their magic almost as well as the master defilers. Now I’m not really interested in how the original D&D rules handle this, so I started from the concept, not the original rules. I tried to figure out a way how to model this in Gurps, using magic as powers (we don’t use the default magic system anymore). This is what I came up with. The Defiling Power Modifier is pretty straightforward: Defiling is magical (-10%) + nuisance effect (-5%), when working magic, the caster seeps a foul black foglike substance that everyone instantly recognizes as defiling magic. This is worth -1 on reaction rolls, instantly marks you as a defiling spellcaster and may provoke violently hostile reactions from some people. (Question: is this worth more than -5%?). Total PM -15%. Preserving is a bit harder and is treated later. Now let’s go to the core abilities of defiling and preserving. Defiling: Lifebane (one ability, only while defiling Energy Reserve is regenerating, -80%) [-2] + defiling ER (arcane magic) [3] + very fast regeneration 1 (FP only, +0%; PM defiling, -15%; dedicated to defiling ER only, -50%; accessibility, requires vegetal life in a 3-yard radius, -20%) [20], total [21], or [18] without the ER, which can be bought separately. Extra levels (maximum 1 level per talent in arcane magic) add a higher level fast regeneration, costing base 110 points for 2 FP/second, 115 points for 3 FP/second and 120 points for 4 FP/second. Cost for levels 1/2/3/4: [18/20/21/22] + cost of defiling ER. The defiling ER can be bought up at (arcane talent)x4 max. A defiler who wants to defile faster than this, will have to become a master defiler, leeching FP from the creatures around him in addition to defiling nature! Questions: - Is lifebane appropriate? I used the ‘one ability’ limitation from neutralize, appropriate? - Should I allow the ‘special recharge’ limitation on the ER? It doesn’t seem fair since it regenerates anyway, but when there is no vegetal life around the caster, the regeneration doesn’t work. This is a limitation… Edit: the ER doesn't recover like regular FP, it only regenerates with the defiling regeneration ability. - Regeneration dedicated to one ER only, not to regular FP or other ER. Is -50% appropriate or too generous? Edit: questions answered, see post #8. Master defilers: Powerful defilers have the ability to power their spells by leeching energy out of the living beings nearby, all the while casting their spells and defiling vegetal life. I tried a link-approach first, but then I came up with compartmentalized mind, which is a lot cleaner and certainly cheaper than buying links on a whole bunch of abilities. Compartmentalized mind 1 (one ability, defiling leech only, -80%; PM arcane, -10%) [10] + leech 1 (accelerated healing, +25%; decreased immunity 3, -30%; malediction 1, +100%; ranged, +40%; only heals FP, -20%; steals FP, -25%; heals defiling ER only, -40%) [38], total [48]. Extra levels add 1 level of leech at a time, allowing the defiler to steal 1 extra FP per turn. This costs [+6/level]. Skill: defiling, Will/H (+arcane talent). There is no upper limit to the level of this ability. Master defilers can be very powerful indeed. Of course, there is no point in buying a leeching level higher than the FP a single average victim can provide (around 10) and the size of their defiling ER (4x arcane talent). This ability works at the same time as regular defiling, since regular defiling is a passive ability. How does it work? Every turn, the compartmentalized mind dedicated to the leeching defiling ability, allows the caster to leech 1 FP per level from a victim nearby, while at the same time casting another spell or attacking (see B43). The leech takes -1/yard penalty to his skill and must win a quick contest (skill-/yard) vs his victim’s Will (+modifiers). Willing victims can waive this resistance roll (most defiling leeches have willing minions). Each point of margin of success lets the leech steal 1 FP per level. This can only heal FP from his dedicated arcane magic ER. The leech can also try to steal FP from his enemies, but don’t forget the -1/yard penalty and the quick contest. Increased immunity also provides the victims with a very powerful drawback for the leech. If he fails his leech, the victim becomes a) totally immune to his ability for 1 day or b) permanently gains +2 resistance against this defiler’s leech ability (rules, see Psionic Powers 21). Question: - I don’t think this breaks any rules, but I might have missed something. Feedback please? Edit: found a mistake in the compartmentalized mind formula, see post #8. ...continued in next post... Last edited by Justaguy; 04-05-2013 at 09:51 AM. |
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#2 |
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Join Date: Jun 2011
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...continued...
Preservers Preservers are very careful not to harm the environment when working their art. This requires very careful monitoring of their power. In game terms, preservers have to supply more energy themselves, or work more slowly. This means their abilities need either a higher level of costs FP (-5% per level) or a higher level of takes extra time (-10% per level). To allow some flexibility to the wizards, apply an additional flat -10% modifier to all abilities (and add this to the Power Modifier). For each casting, the preserving wizard has to choose how he wants to reach this -10% requirement. This means fast spellcasting is still possible, at the price of extra FP, while slower spellcasting can compensate for this higher energy cost, when losing that extra time is not important. Summing it up, these are the options: • Costs 2 FP (for a minute activation or one shot use ability) • Costs 1 FP (for a 1 second activation of an ability that normally would function for a full minute) • Takes extra time 1, for double casting time. This turns a standard 1-second concentrate manoeuver into 2 consecutive concentrate manoeuvers, or more for higher levels already included in the ability limitations or the inherent advantage description. • The GM may allow costs 1 FP (-5%) and takes extra time 0,5 (-5%) for abilities that already have at least takes extra time 1. This doesn’t double casting time again, but adds only half the extra duration. A spell requiring 2 concentrate manoeuvers would now require 3 (instead of 4), while a spell normally requiring 4 seconds would now require 6 seconds (instead of 8). Preservers don’t use defiling and their spells don’t suffer from the nuisance effect of defiling magic, but they still look arcane and they trigger the basic arcane ability detect magic. This can be very dangerous in places where arcane magic is strictly regulated or when the spellcaster doesn’t want to attract any unwanted attention. That’s why preservers have learned to disguise their spells so as not to look arcane. This means their spells look like psionic or priestly abilities to the casual observer, and can also try to fool the arcane detect magic ability. Low or no signature is the enhancement we need. Now the question is how to apply it. Increasing cost for all spells is overkill, preservers only want to use this stunt when it is strictly necessary, as it will make their spellcasting considerably harder. The rules for temporary enhancements, Powers p 172-173 are appropriate. Allow preserving mages to temporarily enhance their abilities with ‘low or no signature’. This costs a flat 2 FP per attempt, over and above any voluntary FP expenditure for extra effort (Powers 160-161). The penalty to skill is -1 per +10% worth of enhancements or fraction thereof. How high should the low/no signature enhancement be? Powers p 103 suggests +5% per -2 to rolls to notice the ability, treating -10 (+25%) as ‘undetectable’. This is for concealing the obvious effects. Concealing traceability to other supernatural abilities (the arcane detect magic or even other psionic/priestly detect abilities) is another signature and requires another enhancement. So to conceal both the obvious effects and traceability, buy ‘no signature’ twice. This means a preserving spellcaster can buy anywhere between +10% (actually +5%, but since any fraction of 10% counts as 10%, might as well go for 10%) and +50%, for the cost of -1 to -5 to skill and a flat 2 FP per attempt. The skill penalty can be bought off using extra effort, for another 1 FP per -1 to skill. Alternatively, these skill penalties can be bought off using a hard technique: disguise <spell> (-5). It allows the caster to ignore skill penalties up to the level of the technique (max 5). This is a separate technique per ability (=per spell). The GM should allow preserving spellcasters to buy a wildcard version of the technique applicable to all of the wizard’s abilities, for triple the cost: disguise spell! (-5 *3). The extra FP needed for both the no signature enhancements and for working preserving magic are a strong incentive for preserving mages to buy extra energy reserves. The GM should allow this, within certain limits. Allow preserving wizards to buy a dedicated energy reserve up to 4x their arcane talent. Questions: - Did I make any obvious mistakes? - Is the flexibility I allowed for the costs extra FP and takes extra time issues excessive or unbalancing? - Is it ok to allow a wildcard technique? Should I design a ‘very hard’ technique instead of just using the hard technique? - Any suggestions on how to improve this? Master preservers The greatest preservers acquire the talent to instantly shape and power their spells just like defilers, but without defiling. In game terms, they improve their power modifier, waiving the need to take extra time or pay extra energy. Their power modifier becomes the pure arcane PM, at -10%. Now this seems a bit weak as a master level boon, so I’m looking for ways to improve this. Maybe the defiling regeneration ability would be appropriate, minus the lifebane disadvantage and with PM arcane (-10%) instead of PM defiling (-15%)? That’s an ok ability, but it seems to be lacking something… Question: - Looking for a way to improve this? I’m looking forward to playtest this stuff, but I would like to weed out the obvious mistakes first. Thanks for reading this far, and double thanks for any input! |
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#3 |
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Join Date: Oct 2005
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Away from books at the moment, but I think you want the Temporary Disadvantage: Lifebane limitation on the appropriate advantage(s) for defilers, rather a separate, limited disadvantage.
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#4 | |
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Join Date: Aug 2007
Location: Rochester, MN
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Quote:
I believe the Accessibility limitation on Regeneration would allow your ER to qualify for Special Recharge, but I've screwed this issue up before, so I could be wrong. |
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#5 | ||
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Join Date: Jun 2011
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Quote:
Quote:
Could someone confirm one of these? |
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#6 | |
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Join Date: Aug 2007
Location: Rochester, MN
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Quote:
The -50% for "Defiler ER only" doesn't work with "FP Only." Remove both of those and apply "ER Only, +0%" instead. |
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#7 | |
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Join Date: Jun 2011
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Quote:
Edit: you're right. Powers p 119 clearly states this. Ok, modifying the regeneration ability. Last edited by Justaguy; 04-05-2013 at 09:30 AM. |
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#8 |
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Join Date: Jun 2011
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Ok, this is the new defiling ability:
defiling ER (arcane magic; special recharge: defiling, -70%) [1] + very fast regeneration 1 (defiling ER only, +0%; temporary disadvantage, lifebane, -10%; PM defiling, -15%; accessibility, requires vegetal life in a 3-yard radius, -20%) [55]. And a new question: does anyone have an idea how to lower this cost? Additionally, I found another mistake in the compartmentalized mind formula, I consulted Psi Powers p13-14, which handles some of the issues. It should be: compartmentalized mind 1 (PM defiling, -15%; limited, one ability, -30%; mentalism, -10%; no mental separation, -20%) [13]. The caster will only be able to use his defiling while casting spells, as I had in mind. Last edited by Justaguy; 04-05-2013 at 11:20 AM. Reason: Psi Powers spelled incorrectly |
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#9 |
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Join Date: Aug 2007
Location: Rochester, MN
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#10 |
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Join Date: Jun 2011
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| Tags |
| conversion, dark sun, magic, magic as powers, powers |
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