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 08-11-2016, 09:11 PM   #28
Zarmonic
 
Zarmonic's Avatar
 
Join Date: Dec 2013
Location: Seattle, WA
Default Re: [RPM] Questions

Ok. I've done up a sheet with my rewritten version of the rules. Anyone interested is welcome to check it out and see if it makes sense to them.

Use the Chart to determine the casters safe threshold

With that information, calculate the spell’s Malf Number. This is used to determine if a critical failure was rolled during the process of accumulating the energy or casting the spell.

The base number is 16 with the reverse of the modifiers applied.

Note that it’s possible to have a number as high as 19. If this is the case, play it out in detail instead.

Roll 3d and check vs the spell’s Malf Number.

If the roll is underneath Malf Number then the spell is successful.
If the roll is exactly the Malf Number, there is a critical failure resulting in a botch based on half the spell’s energy
If the roll is over the Malf Number, there is a critical failure resulting in a botch based the spell’s full energy

Last edited by Zarmonic; 08-11-2016 at 09:37 PM.
Zarmonic 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.