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Old 10-09-2013, 04:22 AM   #4
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM: Dresden Files

Quote:
Originally Posted by Refplace View Post
Ok, so the Dresden Files seems like a good candidate for a fictional source using RPM and its mentioned in the book.
So how would we go about writing up the spells and effects if it were a game?
The Dresden Files was a source of inspiration for some spells I submitted and were published (see Seek Person, p. 48 of Thaumatology: Ritual Path Magic)

Quote:
Originally Posted by Refplace View Post
Any wierd things that dont carry over?
Only wizards and Talented folks can use magic (a big change from the normal system). Wizards have Ritual Adept - others don't. I'd also use the rules for magical languages (p. 87of Thaumatology).

Quote:
Originally Posted by Refplace View Post
Skill and Power are tied together iN RPM so the way Harry dewscribes himself as a thug with a lot of power but no finesse seems a disconnect.
This is one case where I'd use Energy Reserve (Mana Reserve) over Magery (Ritual Path). Path skill = fine control; raw power = mana reserve. I wouldn't hesitate to put Harry's mana reserve at at least a 100. Yes, that's a lot, but Harry can do a lot of magic with relative ease.

Quote:
Originally Posted by Refplace View Post
Could just say he has high Path of Energy skill but does that feel right?
No. Path skill equates to fine control in GURPS and Harry doesn't really have that (though he does aqcuire it later thanks to Molly). I'd give Harry a skill of 15(ish), Higher Purpose 3 (Pyromancy), Higher Purpose 1 (Kinetomancy), Higher Purpose 1 (Aeromancy), and Ritual Mastery for his various signature spells (Fuego, his locator spell, etc.).

I wouldn't limit Higher Purpose to three total levels, I just wouldn't let them stack. This is what I do in my games and I've had no issues at all.

Quote:
Originally Posted by Refplace View Post
His duster is a Ritually enchanted item, not a true magic item and he has to renew it now and then.
That sucker stops assault weapons fire with relative ease. I'd go with something like:

Greater Strengthen Matter (3) + Altered Traits, Damage Resistance 31 (Tough Skin, -40%) [93] + Duration, 6 months (16). 326 energy (112 x 3)

Quote:
Originally Posted by Refplace View Post
His Blasting Rod seems a Wizard tool.
It could be a Bound Spell or a Magical Tool. As a Bound Spell it's probably a series of innate attacks using Alternate Abilities. As a Magical Tool I'd peg it as follows:

Fast-Casting: Natural Caster 4 (Accessibility, Fire Effects Only, -10%; Accessibility, Only to offset penalties for gathering energy, -50%; Wand, Protected, -45%) [12]

This allows him to gather energy super quick for a spell. I might even consider adding in a level or two of compartmentalized mind to speedup the process even more.


Quote:
Originally Posted by Refplace View Post
Those work but then the shield bracelet would that work as a Bound item?
His shield bracelet is a Bound spell. I'd use the same stats for a Amulet for the bracelet so it might look like this:

Early Version:

Defense Meta-Trait 2 (Accessibility, Only while DR is active, -10%; Bracelet, -45%; Magical, -10%) [21] + DR 31 (Bracelet, -45%; Costs 2 FP, -10%; Force Field, +20%; Limited, Ranged Physical, -40%; Magical, -10%; Requires Active Defense roll, -40%) [31]. 52 points.

Latter Version:

Defense Meta-Trait 3 (Accessibility, Only while DR is active, -10%; Bracelet, -45%; Magical, -10%) [32] + DR 53 (Bracelet, -45%; Costs 4 FP, -20%; Force Field, +20%; Magical, -10%; Requires Active Defense roll, -40%) [53]. 85 points.


Quote:
Originally Posted by Refplace View Post
Winter Knight gives him a huge ER with some disadvantages or maybe count as Threshold magic. But its a pretty unique power.
Use the Assisting Spirits rules from (p. 90of Thaumatology). He's able to draw from the Queen herself to fuel his abilities. This is definitely Assisting Spirits.


Quote:
Originally Posted by Refplace View Post
The ruby could be an enchanted item with specific Crossroads effect.
I'd make it a Wizard Tool that gives him a Racial Skill Bonus to Crossroads effects (or Higher Purpose), Photographic Memory (Ways only, -70%), and a Unusual Background allowing him to find every hidey-hole and sneaky spot through the Never Never.


Quote:
Originally Posted by Refplace View Post
Spells fading at sunrise is a feature of the setting and Thresholds are handled by a recent Pyramid article.
Yeah, see here for some rules using RPM with it.


Quote:
Originally Posted by Refplace View Post
Faier magic I would just say can not use Traditional trappings or Deacons but gets a discount for its weaknesses. Dispelled by iron could be a 20% discount on all Fay magic.
That's a interesting way to go about it. Yeah, I like that. Fae magic costs 20%, but cold iron dispels it. Gonna steal that for my monster hunter game. :-)
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Last edited by Christopher R. Rice; 10-09-2013 at 07:46 AM.
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