Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-15-2013, 11:05 AM   #26
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Nosforontu View Post
Only for people you are carrying though before you buy in area effect. The original mana enhancer affected several hundred IQ skills RPM affects significantly fewer by default. I am not saying it needs to be a lot lower but I think with this approach mana levels might either need a bit more detailing/fleshing out for RPM to get full value of this advantage or the cost might need to brought down to about 15 points a level.
Or that touch you. Keep in mind you could also buy Natural Caster at 15/level so if you concern is a boast in Path levels it is still not being addressed. The thing with a Place of Power is that they stack with everything else and others can use them. That's huge. You'd need IQ+1 (Area Effect, 2 yards, +50%; Affects Others, +50%) [40/level] or Natural Caster +1 (Area Effect, 2 yards, +50%; Affects Others, +50%) [30/level] to achieve that same effect. So no, 20/level is about right and works great.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
 

Tags
ritual path magic, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.