Quote:
Originally Posted by Refplace
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
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
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
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
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
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
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
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
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
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
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. :-)