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#1 | |
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Join Date: Mar 2006
Location: Iceland*
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If Raekai is reading this, thanks, and I wonder if you ever did any more conversion work from GURPS Magic or other sources.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#2 | |
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Join Date: Sep 2004
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#3 | |
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Join Date: Mar 2006
Location: Iceland*
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I've got the newer download, it seems, from a year or so back.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#4 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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As my signature says, I've pretty much abandoned the project. It's definitely worth another look if I can find both (a) the time and (b) a rekindled interest in RPM. (Though, knowing that the community would still be interested in something like this makes me want to bust out all of my old RPM notes right now!) Typically, my players prefer systems like Sorcery and Psionic Powers, so my attention has gone in that direction over the past—*looks at thread date*—four years. Wow, time has flown. I'm honestly just glad to see that the link still works. I move stuff around in my OneDrive so often, but I try to not break stuff that I've linked to the forums.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#5 |
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Join Date: Mar 2006
Location: Iceland*
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What is the canonical way to enchant a bullet as a charm so that it does extra damage against certain categories of foes?
I understand this could be done with Bestows a Bonus, but let's assume we want to have the option of higher damage than that open. Is there any way to make the damage either part of basic Dmg of the bullet (and thus adding for the purposes of penetrating DR) or at least Follow-Up? And while damage would seem to fit under Destroy Matter for normal targets, Destroy Spirit for ghosts, qlippoths and demons and Destroy Undead for zombies or vampires, could extra damage to "all supernatural targets" be Destroy Magic? Can anyone good with RPM rituals write up a sample Supernatural Bane bullet Charm that does an extra 2d pi (ideally added to the bullet damage for DR purposes, Follow-Up if that's imlossible) to any supernatural target?
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Za uspiekh nashevo beznadiozhnovo diela! |
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#6 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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There is some discussion on this in this old thread. Basically PK recommended treating a +2 bonus as +2 or +1 per die, and there was some cost discussion.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#7 | |
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Join Date: Mar 2006
Location: Iceland*
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This seems to lead to uninteresting results, as I find the idea of Werewolf Bane, Ghostkiller or Supernatural Slayer bullet Charms much more flavourful than Bullets of +2 to Damage. And while I might allow basic enchanted bullets that hit harder, I would like Bane bullets enchanted against specific foes to receive a substantially higher bonus damage for the same energy cost.
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#8 | |
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Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Either set of limitations would give large discounts if the susceptible targets were defined narrowly. This could potentially become game breaking. The main downside for such limited banes is that charm slots would be wasted if used on an invalid target. To fully exploit the discount, the PCs would need to do their research and figure out what they are going up against. In my opinion, this would be very fitting for a monster hunters game. Players may also try to break the game by claiming discounts on broad categories of targets. GM fiat will be required to establish balanced discounts. But this shouldn't be any more difficult than the GM calls RPM already requires. |
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#9 | ||
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Join Date: Mar 2006
Location: Iceland*
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I really want to encourage the PCs to find out what they are facing, as it is supposed to be extremely difficult to permanently defeat supernatural threats without making use of their specific vulnerabilities and/or working magic that is specifically designed to counter them. As long as a bonus that applies to every target is 100% of energy cost, I don't really mind very broad groups qualifying as 80%. As I said, it's a lot more flavourful to have Supernatural Bane bullet Charms than just +2 bullets, so I don't mind making it more efficient to do it that way.
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| Tags |
| monstrum, ritual path magic, rpm, thaumatology, vile vortices |
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