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#1 | |
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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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Za uspiekh nashevo beznadiozhnovo diela! |
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#2 | |
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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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#3 | ||
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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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Za uspiekh nashevo beznadiozhnovo diela! |
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#4 |
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Join Date: Mar 2006
Location: Iceland*
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If a PC disappeared in the Bermuda Triangle and survived for an undetermined period of time in a strange realm of islands besieged by Things Man Was Not Meant to Know, where he was taught unearthly magic by the Nommo, meant to protect from the Outer Gods, how would one best represent that magic in Ritual Path Magic?
I imagine that they were good at aquatic magic and protection spells against horrors from Beyond, but what other kind of rituals might be associated with the Nommo? Which Paths would they prioritise?
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 12-18-2018 at 05:18 PM. |
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#5 |
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Join Date: Mar 2006
Location: Iceland*
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Should the Elder Sign be a Ritual in RPM terms or merely a symbol that, if properly drawn (with Symbol Drawing or maybe even Occultism with the right familiarity), triggers Dread in the appropriate beings?
Of course, there's nothing preventing it from being both. Characters without Ritual Magery or even ritual magicians without time to gather energy can make use of the symbol to drivee off creatures with Dread, but when used as part of a Ritual, the Elder Sign reduces energy cost and the effects can be much greater than merely Dread, including banishment or binding, not to mention giving the those warded some much needed protection from terror, madness and the like. Has anyone written up Lovecraftian rituals or the protective effects of Elder Signs?
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Za uspiekh nashevo beznadiozhnovo diela! |
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#6 | |
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Join Date: Nov 2016
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For example, like this. Hope it helps. - Hide |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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(Aside: You can add a Lesser Destroy Spirit effect to simulate a "holy attack" - it doesn't do damage on its own but relies on a target's traits. You can stack this effect with damaging spells.) Quote:
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Aside: I personally would call qlippoths something from Path of Nonexistence (GURPS Thaumtology: Ritual Path Magic, p. 37) Quote:
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| Tags |
| monstrum, ritual path magic, rpm, thaumatology, vile vortices |
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