|
|
|
|
|
#1 |
|
Join Date: Jun 2013
|
Arguably a little harder than it should be, due to the Regrowth Advantage being overpriced. You're looking at Greater Restore Body (4) + Altered Traits, Regrowth (40) + Subject Weight, 300 lb (3) + Duration n (var). Duration is enough time to regrow the lost body part (1 month for digits, 5 months for extremities, 9 months for limbs or eyes). You could presumably reduce Duration markedly by adding in Altered Traits, Regeneration (Slow), which at worst is going to take a month to get you back up to full HP (and thus restore all lost bits, as per the description of Regrowth). Depending on how you interpret that last part, it might even be possible to set Duration as an hour or so, and then simply hit the target with Lesser Restore Body + Healing until they're up to full HP.
|
|
|
|
|
|
#2 | |
|
Join Date: Aug 2005
|
Quote:
|
|
|
|
|
|
|
#3 |
|
Join Date: Jun 2013
|
Unless you've got some ability to cast two spells at once, or you have an assistant (with whom you can coordinate perfectly), you'll have to put at least some duration on the Grant Regrowth effect, or else it will have ended by the time you cast the healing spell. It will probably work out better to put Regeneration (Slow) on that effect, however, so that you can avoid paying the x3 Greater Effect tax on it. Actually, come to think of it, your best bet would probably be to heal all damage first through Lesser Restore Body effects, then give them Regeneration (Slow) with Duration, and finish up by giving them Regrowth. Regrowth + Regeneration means you restore all limbs once you reach full HP, so if you're already at full HP when you gain those traits you would presumably regrow limbs instantly. Even without any Duration, you're still looking at 141 energy for Regrowth, however.
|
|
|
|
|
|
#4 | |
|
Join Date: Aug 2005
|
Quote:
|
|
|
|
|
|
|
#5 | |
|
Join Date: Jun 2013
|
Quote:
Incidentally, I happen to be working on a racial template that includes Regrowth. After seeing how ridiculous the price was, a quick search revealed that PK did a quick analysis of Regrowth over at his mygurps.com page and determined a maximum fair price for the trait being in the neighborhood of [10]. That drops our Regrowth ritual cost (without duration) from 141 to 51, which is far easier to pull off. *You could certainly make a case that it should apply even without Regeneration, but keep in mind that RAW Regrowth requires an average of 9 months to regrow an arm, leg, or eye - an HP 10, HT 10 character will have regained 135 HP in that time period just through natural healing. |
|
|
|
|
|
|
#6 | |
|
Join Date: Aug 2005
|
Quote:
Any other ideas on how it will impact society? Small bonuses are pretty cheap so should be fairly common on all classes. I am also wondering about it in investigations. As I am looking into an investigation based game I don't want mages to steal all the screen time then. |
|
|
|
|
|
|
#7 |
|
Join Date: Mar 2014
|
One of the most distinctive features of RPM is how extremely dangerous critical failures are.
Any critical failure (you often have to roll more than once for each spell) means that you have to deal with a double energy (with a minimum value so even very small spells are not safe) effect for which you get no defense or resistance roll. The only exception is information spells which are rather safe if you acknowledge that they might sometimes give false results. So information spells would be widely used but other spells might be to dangerous for that. |
|
|
|
|
|
#8 | ||
|
Join Date: May 2013
Location: Ellicott City, MD
|
Quote:
Quote:
Making blood glow without having to touch anything in the room gives your mages enough screen time to do something useful, while your non-mages are going to be the ones who do pretty much everything else. I guess mages would do well as support for interrogations, by hitting somebody with Truthfulness (Resists on 6 or less). |
||
|
|
|
![]() |
| Tags |
| ritual path magic, rpm |
|
|