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

Reply
 
Thread Tools Display Modes
Old 12-25-2013, 08:22 PM   #1
DangerousThing
 
Join Date: Mar 2013
Default Re: RPM Animating Inanimate Matter

Quote:
Originally Posted by Ghostdancer View Post
Lots of ways to do this, but I'll just put down two for you:

1). Guess. Find stats for something close to what you are animating and then ignore its ST/HP and derive that from the standard GURPS Update rules for how much a creature weighs. That is - ST = 2 x (cube root of weight in pounds). So a 1,000 lb. lion statue has stats similar to a lion (p. B456), but has a ST of 20. This is the quick and dirt method.

2) Plan ahead. If a caster is going to go around animating stuff, as him to have a few templates already written up. For that clay golem you mentioned, I highly suggest you take a look at Powers: Divine Favor - it's a damn useful book for more things than what it actually covers.
ROTFL!

Another way might be to treat HP as damage in the table. If you choose three dice of damage, you would roll them, and the results become the HP of the creature. I'm sure there is a table that would work for ST.
__________________
A little learning is a dangerous thing.
Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun
Dangerous Thoughts, my blog about GURPS and life.
DangerousThing is offline   Reply With Quote
Old 12-25-2013, 08:28 PM   #2
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM Animating Inanimate Matter

Quote:
Originally Posted by DangerousThing View Post
ROTFL!

Another way might be to treat HP as damage in the table. If you choose three dice of damage, you would roll them, and the results become the HP of the creature. I'm sure there is a table that would work for ST.
That might be doable, but I have no idea how it might work in game play. I suppose you could use Altered Traits, but that might get expensive for what you are doing...better to go with templates.
__________________
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
Old 12-26-2013, 05:30 AM   #3
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: RPM Animating Inanimate Matter

Quote:
Originally Posted by Ghostdancer View Post
That might be doable, but I have no idea how it might work in game play. I suppose you could use Altered Traits, but that might get expensive for what you are doing...better to go with templates.
Yeah, charging for Subject Weight and then adding some sort of "hit point tax" like that seems like double-charging to me. If he animates a lion, it has the stats of a lion (p. B456) for free. If he animates a lion statue, then the GM might throw in Homogenous and DR 8-13 (Ablative/Semi-Ablative, see p. B559) as well.

Anything more than that should be paid for via Altered Traits; for example, if you want your animated lion to get +5 ST, then you add Altered Traits, ST+5 (50 energy).
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 12-26-2013, 11:24 PM   #4
VulpesFulva
 
Join Date: Dec 2006
Default Re: RPM Animating Inanimate Matter

I'm too lazy to do my calcs right now, but how do Ghostdancer's "Summoned" mods compare to "buying an ally with altered traits?"

And I'd presume this is also where a GM can tweak costs for magic rather easily.

After all the reference point total for Summons don't have to be based on the PC's starting point total.

If Reference Total > PC Starting Points;
then Monsters getting away from their summoners is a lot more dangerous.

Conversely, a GM can make the reference total lower if he wants to deprecate "summoning."
VulpesFulva is offline   Reply With Quote
Old 12-27-2013, 10:38 AM   #5
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: RPM Animating Inanimate Matter

Quote:
Originally Posted by VulpesFulva View Post
I'm too lazy to do my calcs right now, but how do Ghostdancer's "Summoned" mods compare to "buying an ally with altered traits?"
Both ways are doable IMHO, but I like my way best, because, well, it works better in the long run.

Quote:
Originally Posted by VulpesFulva View Post
And I'd presume this is also where a GM can tweak costs for magic rather easily.
That's the idea.

Quote:
Originally Posted by VulpesFulva View Post
After all the reference point total for Summons don't have to be based on the PC's starting point total.
Yup.

Quote:
Originally Posted by VulpesFulva View Post
If Reference Total > PC Starting Points;
then Monsters getting away from their summoners is a lot more dangerous.
Very much so.

Quote:
Originally Posted by VulpesFulva View Post
Conversely, a GM can make the reference total lower if he wants to deprecate "summoning."
Yes. But keep in mind that this really only applies to "generic" beings or "lesser named" critters. I would not use these rules for Princes of Hell, Archangels, etc. That's a whole different set of parameters.
__________________
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
Old 12-28-2013, 12:28 AM   #6
Kalzazz
 
Join Date: Feb 2009
Default Re: RPM Animating Inanimate Matter

I've used the 'Altered Traits - Ally' method with no problems arising due to it, it is an intuitive way of pricing stuff

For Clay Golems, there is a great clay golem template in Magic, so if you have Magic I would check it out (even if you don't use the spells and alchemy as written it is great inspiration for RPM stuff, but, the Alchemy seriously rocks and is awesome (though I admit to using hellishly blenderized house rules of course to combine RPK MyGURPS alchemy and Magic alchemy with my own insanities for PC alchemists, the rules as laid out in magic are fine and awesome for non PC stuff))

Hmmm, maybe I should actually try to type out my own blenderized Alchemical insanity sometime for attempted Pyramidification

The clay golem template in magic is 0 pts, which means you can combine it with anything else for a net 0pt change, so you can have clay golem lion, clay golem knight, clay golem whatever, convenience!

As a note, we use the static summon point value rule (with major Kudos to Ghostdancer for coming up with a cool name for it, because I could never come up with a good name for it myself), which, like any good houserule annoys everyone equally yay! We use static value = 250 (so that things match up with DF! I heartily recommend using 250 also so you can steal all the wonderful DF templates for things). Our characters actually are baseline 300pts (more with experience), so the static value is actually weaker than the PCs, but thats okay, because the PCs are well, PCs, and thus presumably tougher than generic mookling mages that the baseline is closer to representing or something (or some other handwavium, honestly, the 250 is picked purely to make it easy to use DF stuff)

On that topic, here is a spell one of my characters uses featuring clay golems

Terra Cotta Gaurd Squad
Greater Create Matter[6](),
Greater Create Mind[6](),
Lesser Control Magic[5]();
Subject Weight: 5 tons [6],
Duration: 1 week [9],
Altered Traits: 24 [24] (Ally Group, 10 25% clay golem Guards, Constantly).
Cost: 280
Clay Golem from Magic is 0pts, Gaurd template from DF Henchmen . . . . the create matter is also handling equipping them (though is going to be some brutal Armory rolls!) So before casting the spell the character likes to cast this other spell

Armoury Enlighten
Lesser Strengthen Mind[3]();
Subject Weight: 100 lbs. [2],
Duration: 30 minutes [2],
Bonus Or Penalty: Single: +4 [8] (Armoury).
Cost: 15

The character in question is a Junior Clerk of the Celestial Bureaucracy, and uses Bureaucracy VH as her sub for Thaumatology. Her charms look suspiciously like forms in triplicate


Heh, silly thing Ive now realized, that spell shouldn't have a subject weight, oops! Well, it illustrates silly mistakes in spellgen so is educational?
Kalzazz is offline   Reply With Quote
Old 12-28-2013, 12:32 AM   #7
Kalzazz
 
Join Date: Feb 2009
Default Re: RPM Animating Inanimate Matter

How would you go about instead of summoning 'Generic Goon Demon #10' and go about summoning 'Doomie the Doomful, Ultimate Arch Demon of Doomliness' then?
Kalzazz is offline   Reply With Quote
Reply

Tags
ritual path magic


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 06:08 AM.


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