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Old 06-28-2013, 10:22 PM   #51
Christopher R. Rice
 
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by vierasmarius View Post
Okay, just noticed something. You've built Lightning Whip as an external damage ritual with a duration. But as Ghostdancer reminds us here, that's not normally allowed. To grant someone a weapon that they can attack with each turn, wouldn't you need to use Altered Trait: Innate Attack?
In one of those articles I was telling you guys about this is covered. Seeing, as I asked PK about this via email and then implemented it I don't see why I can't share it here:

Okay, when creating matter you have to make a skill roll to make sure it comes out right. This is usually a Create Matter effect.

You could also use Bestows a Bonus in the following manner:
  • A bonus to hit, damage, breakage, etc. would be a worth a "single" category. (so a +1 would cost +1 energy, +2 would cost +2 energy, +3 would cost +4 energy, and so on).
  • A bonus to offensive rolls, defensive rolls, etc would be a "moderate" category. (so a +1 would cost +2 energy, +2 would cost +4 energy, +3 would cost +4 energy, and so on).
  • A bonus to all rolls with that weapon would be a "moderate" category. (so a +1 would cost +5 energy, +2 would cost +10 energy, +3 would cost +15 energy, and so on).

Keep in mind that these bonuses only add to the created weaponry - nothing else.

This can also use Create Energy to create things like flaming swords, lightning whips, ice daggers, and so on. Don't worry about things like reach, range, etc. The Create effect takes care of that. Basically when you cast the spell to "conjure" the weapon it functions like whatever weapon you conjured. Use the bonuses above to add to damage, or skill, or whatever. Use Duration to determine how long the weapon itself lasts. Other than that you shouldn't need any other modifiers. So Raekai's whip would go from:

Lesser Control Energy[5]; Lesser Create Energy[6]; Damage: 3d burn (dodgeable) [0] (Melee Attack 1-4; Requires Whip Roll; Surge); Duration: 10 minutes [1]; Extra Energy: 1 [1]; Cost: 13

To:

Lesser Control Energy[5]; Lesser Create Energy[6]; Duration: 10 minutes [1]; Extra Energy: 1 [1]; Cost: 13

Which deals damage exactly a normal whip (p. B274) but would do burning surge damage instead of crushing damage. You'd also drop the armor divisor - twouldn't make sense here. You could then go on to add Bestows a Bonus to increase it's bonus to hit, its damage, and so on.
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Old 06-28-2013, 10:30 PM   #52
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Default Re: Magic to RPM Complete Conversion

That would make a "whip" that deals electric damage based on the wielder's ST (like this fellow). If the weapon is pure energy, like a controlled bolt of lightning or a lightsaber, and thus shouldn't take into account the wielder's ST, how should it be handled?
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Old 06-28-2013, 10:38 PM   #53
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Default Re: Magic to RPM Complete Conversion

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That would make a "whip" that deals electric damage based on the wielder's ST (like this fellow). If the weapon is pure energy, like a controlled bolt of lightning or a lightsaber, and thus shouldn't take into account the wielder's ST, how should it be handled?
I'm glad you asked! For weapons like force swords or other energy weapons that are not related to strength you'd use a special combination of Damage and Duration. Normally, this is not allowed, but in this case it would probably be okay. You would have to use the listed Internal Damage values, but you'd still have to make a skill roll to hit your target. Now I've only playtested this a bit and right off I didn't find anything too wonky, but that doesn't mean there isn't. If you use t in your games please let me know.
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Old 06-28-2013, 10:49 PM   #54
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Default Re: Magic to RPM Complete Conversion

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I'm glad you asked! For weapons like force swords or other energy weapons that are not related to strength you'd use a special combination of Damage and Duration. Normally, this is not allowed, but in this case it would probably be okay. You would have to use the listed Internal Damage values, but you'd still have to make a skill roll to hit your target. Now I've only playtested this a bit and right off I didn't find anything too wonky, but that doesn't mean there isn't. If you use t in your games please let me know.
Cool, that sounds fair! So in this case, the whip should deal a base 1d instead of 3d, and for +4 energy it'll do 2d rather than 6d. Would this same ruling apply to ranged energy weapons?
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Old 06-28-2013, 10:53 PM   #55
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Default Re: Magic to RPM Complete Conversion

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Cool, that sounds fair! So in this case, the whip should deal a base 1d instead of 3d, and for +4 energy it'll do 2d rather than 6d.
Correct.

Quote:
Originally Posted by vierasmarius View Post
Would this same ruling apply to ranged energy weapons?
Interesting thought. Hmmm. Right off I don't see any issues though I will happily confess I've not used such a ritual in my campaigns (yet). You'd need to add a Range modifier as well of course. If you use it, let us know.
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Old 06-29-2013, 01:34 PM   #56
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Default Re: Magic to RPM Complete Conversion

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How many of the magical perks from Magical Styles are useful for RPM?
I'd probably say any of the Cantrips can convert pretty directly, along with Fearless Magic (if you include any fright checks with your RPM), Flagellant's Blessing, Frightening Side Effects, Immunity to (Specific Hazard), the SOPs, Mystic's Stupor, Named Possession, Obscure True Name, all of the Licenses and Permits, Shaman's Trance, Thaumatological Doublespeak, and Wizardly Garb for sure.

I could also see some sort of perk that reduces the cost of various Special Effects in a minor way (emulating Area Casting, Far-Casting, etc.), some sort of Staff Attunement/Bond variant that would make it applicable to RPM, as well.

As for styles, it's been mentioned on here that it's being treated in T:RPM as Higher Purpose (Casting spells in X tradition). Adding in a selection of associated perks and ritual mastery perks should probably round that out nicely.
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Old 06-30-2013, 07:46 AM   #57
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Default Re: Magic to RPM Complete Conversion

I'm really glad that you guys have enjoyed this conversion. I'll likely have a minor update within the next few days or week or so... I'll be adding a few custom rituals to it, and I'll hopefully finish up those extra Plant college spells as well. I'm not sure if I'll have time because my birthday is coming up soon! Like... Two days soon. After that though, I definitely want to do some serious work on this. After that, I plan on revamping all of the cone spells with my own little homebrew rule for that.

If anyone has any spells that they would like to contribute or seen redone in RPM-style, please let me know. If anyone wants to know how I built these or would like a breakdown, please let me know.
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Old 06-30-2013, 08:41 AM   #58
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Default Re: Magic to RPM Complete Conversion

I haven't had much of a chance to read through this yet as I can't open it on my ipad and so I can only see a very tiny version in Dropbox (.pdf version please?), so I have to wait until I can get on my laptop to fully examine it. From what I've seen, though, it looks great! One question: is there a reason why you did Resurrection not as Extra Life other than Resurrection should be super-expensive to cast?
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Old 06-30-2013, 09:17 AM   #59
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Default Re: Magic to RPM Complete Conversion

Keeping in mind, I don't know RPM too well. But I thought the cost of a spell, was the amount of energy needed?

For instance, the Air Spell "Stench" (cell a5), it has a cost of 9, but only requires 8 energy.

"Essential Air" (cell a25), has a cost of 27, but only requires 24 energy.

So, is this explained in some part of RPM where I've skipped over?
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Old 06-30-2013, 10:02 AM   #60
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by Faolyn View Post
I haven't had much of a chance to read through this yet as I can't open it on my ipad and so I can only see a very tiny version in Dropbox (.pdf version please?), so I have to wait until I can get on my laptop to fully examine it. From what I've seen, though, it looks great! One question: is there a reason why you did Resurrection not as Extra Life other than Resurrection should be super-expensive to cast?
I will try to make a PDF in my spare time. I don't think it will look good that way. However, if anyone else wants to turn this into a PDF, then I would be happy to see it!

Also, that is how resurrection is done. You can't simply add Extra Life and call it a day. It's stolen from Powers: Divine Favor, and that's how it's built as a power.

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Originally Posted by Pragmatic View Post
Keeping in mind, I don't know RPM too well. But I thought the cost of a spell, was the amount of energy needed?

For instance, the Air Spell "Stench" (cell a5), it has a cost of 9, but only requires 8 energy.

"Essential Air" (cell a25), has a cost of 27, but only requires 24 energy.

So, is this explained in some part of RPM where I've skipped over?
Nope! You're right. I probably just missed a few things as I had to rebuild a few spells. I'll go through and make sure that everything is matching when I update it! If you catch more of those, please feel free to edit your post with them included. Thanks!
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