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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Missile Rack 18 points for level 1 + 5 points per additional level Each level of this power-up allows you to "hold" an extra missile spell (which float above your head as a sparkly bright light). When rolling to keep the magical charge of your Missile roll against Will, not Will-3. Advantages: Cosmic Modular Abilities 1 (Limited, Missile Spell Mastery only, -80%; Reflexive, +40%; Visible, -10%) [5]. At level 2 and beyond add another level of Cosmic Modular Abilities 5/level. Perks: Unique Technique (Arcane Concentration) [1]. Techniques: Arcane Concentration! (H) Will+3 [12]. Since there are only a handful of Missile spells (GURPS Magic has 12-14 I think) I find a -80% modifier for Modular Abilities appropriate. Reflexive allows you to instantly swap out what your Missile Spell Mastery perk is specialized for. Arcane Concentration would be a Average technique with no level cap that lets you substitute it for your Will when Concentrating for spells. You can never gain a net bonus however - it only lets you buy off penalties. As a wildcard technique it applies to all the spells you cast. Again, you can't get a bonus on Concentrating - it only negates penalties. An alternative to this might to use two sets of Modular Abilities with Linked (+10%). The second set would be something like "Cosmic Modular Abilities 1 (Limited, Rules Exemption only, -80%; Link, +10%; Reflexive, +40%) [7]." The Rules Exemption perk would be Concentration rolls for one specific Missile spell and are similarly limited like Missile Spell Mastery.. Total cost per level would be 13 points.
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