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#31 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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That...would take too long to explain and type.
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#32 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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Fair enough.
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#33 |
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Join Date: Oct 2010
Location: earth....I think.
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PM!
Though I have a few ideas lol |
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#34 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I'm not being dismissive here. So don't take it that way. I'm under the gun for some other content right now and what I would do would take a LOT of time to explain - besides someone else already leaked something a while back... it's vaporware at best at this point. :-)
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#35 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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*Leaves to fire up the Atmospheric Condensator*
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#36 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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You can do some amazing things with RPM. Check this out:
Wall of Ice Greater Create Matter [6] (To make Wall of Ice), Lesser Create Energy [6] (To make it freezing) Damage: External Crushing 2d [4] Enhancements: Persistent, Rigid Wall, Extended Duration x3 [24] Damage: External Fatigue 1d [0] Enhancements: Follow Up [0], Hazard, Freezing [4] Area: 10 yards [8] Range: 10 Yards [4] Duration: 10 Minutes [1] Greater Effects: 1 (x3) Cost: 53*3: 159 (174 as charm) Creates a wall that has DR 6 and 1 HP. Anyone who touches it takes 1d fatigue damage with the freezing enhancement. This brings up the question: when buying external damage for a wall effect, should I multiply it by 1, 2, or 3? I'd guess 1, becuase it's not a missile or an explosion, but I'm not sure. |
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#37 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
You might need to do a little bit of research, for specific weights of matter (but not too much). Assuming you want a wall of 1" thick mild steel (which weighs about 0.2836 lbs per cubic inch and is 14,400 cubic inches per hex) this would be 4,083.84 lbs. and would cost +6 energy for a wall that filled 1-hex (DR 56 & HP 60 per hex). If you DO want it to cause damage (like your Wall of Ice spell), use the Wall enhancement - but ignore the normal rules for the Area Effect enhancement and use the Area of Effect spell modifier instead. I'd nix the Extended Duration enhancement for damaging walls and instead allow Duration to be bought (which again, this is one of the only circumstances I'd allow that) - but I'd require all damage bought to use the Internal Damage guidelines. So damaging walls do 1d (+1d per +4 energy) and it...
This way it keeps damaging walls from getting out of hand - after all a clever caster could just add Mobile to his wall for +6 energy/Basic Move +1 and move it around on the battlefield... This all assumes +6 energy for the Wall enhancement itself (or +12 energy if you can form your wall into shapes like domes, battlements, etc.)
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#38 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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Those are pretty much the same rules I used, except I bought duration as an enhancemnet instead of a spell modifier. For rigid walls, how do you determine whether it's supposed to do damage or not? This one deals damage as a follow up to anyone who touches it, would it not be a damaging spell if I had it the other way? That would have it still do damage to anyone who crashes into it.
Last edited by Angle; 01-26-2014 at 12:58 PM. |
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#39 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#40 |
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Join Date: Feb 2009
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What is a good way to carry charms around?
What happens if a charm gets broken unintentionally? (say the wizard fell and it got smashed, or the enemy whapped it) Im thinking of casting charms on say Pretzel sticks or something that seems like it could be Fast Drawable and still DR 0 (or maybe little sticks) |
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| Tags |
| ritual path magic, rpm |
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