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 05-16-2019, 11:03 AM   #7
kdtipa
 
kdtipa's Avatar
 
Join Date: Jun 2007
Location: Southern New Hampshire
Default Re: [Psionic Powers] Psi version of Banish Spell

If your goal is a leveled thing that increases range instead of effectiveness, it feels like a clunky way to define it. In a campaign I run, I'd be tempted to just define my own thing, and base the cost on what I feel like is balanced against other abilities in the campaign. Maybe something like...

Banish
20 points
By concentrating for 5 seconds while touching the skin of an extraplanar being, spending 5 fatigue, and then winning a contest of Will with the being, you can send it back to its home plane. It cannot leave its home plane for 1d6+4 days.
Faster Banish (+2/level): each level of this modifier reduces the time by 1 second, to a minimum of 0 seconds, at which point it becomes a free action.
Slower Banish (-2/level): each level of this modifier (mutually exclusive with Faster Banish) increases the time it takes by 1 second. Cannot reduce total cost of Banish below 10 points.
Less Tiring Banish (+2/level): each level of this modifier reduces the fatigue cost of banishing by 1 point to a minimum of 0, at which point it costs you no fatigue.
Tiring Banish (-2/level): increases the fatigue cost by 1 per level (mutually exclusive with Less Tiring Banish). Cannot reduce total cost of Banish below 10 points.
Further Away (+2/level): At the first level, the touch will work through clothing and armor. At the second level, you merely need to be in C range (same hex). At the third level and beyond, it adds 1 yard to your range.
Longer Banishment (+5/level): Each level of this modifier adds 1d+4 days to the duration of the effect.

With a setup like that, you can skip fiddling with the rules in the book and just get exactly what you want. It's your campaign. If you think it's balanced, then give it a shot. If you really want to use the rules in the book, I think you have something pretty decent, but I think buying off the limitations for range and contact agent will be necessary instead of "levels" for changing the range. As it stands, it looks like your base ability would cost around 35 points.

The more I think about the rules as written and using them to accommodate this ability, the more I think I might start from the other direction, and give the base ability that costs a lot, and then offer limitations to make it more affordable, that they can buy off as they get more powerful...

RAW Banish
49 points per level
By concentrating for one second, and winning a contest of Will with an extraplanar being, you send it back to its home plane of existence. The target's will roll is: Will +1, -1 per level of the Banish ability. It cannot leave its home plane unless summoned by another being. It's stuck there permanently otherwise. It must convince someone to summon it to break the banishment.
Affliction 10/level
  • Paralysis: modified to represent being moved to home plane (+150%)
  • Based on Will (+20%)
  • Extended Duration: Permanent until Summoned (+150%)
  • Malediction: Makes your attack a Will roll, and suffer -1 per yard of range (+100%)
  • Accessibility: Only on Extraplanar beings outside their home plane (-30%)
  • total mod +390% = 49 points / level
Modifications for Banish
Calculating the percentage against the base cost of ten points per level gives me the cost of these modifiers, so a limitation that is worth -20% will means -2 points to the cost per level of the Affliction. It follows the RAW rules, but presents it a different way so players don't have to do the percent math. Basically, these listed costs modify the cost per level of Banish...
  • Costs Fatigue (-2 per Fatigue): Each level of this modification means having to spend one point of fatigue per use of the Banish ability.
  • Touch Only (-3): Based on the Melee Attack limitation, changing the range to C, so you have to be in reach, and can only use Banish if you succeed on a roll to grab them (assuming they are avoiding the touch). This might be mutually exclusive with Malediciton, but because there's no range, we can't really use reduced range either. It's probably fair and balanced to do this despite the oddity.
  • Preparation Required: 1 hour (-5): Means you require an hour of prep work before you can do this.
  • Preparation Required: 10 minutes (-3): Means you require ten minutes of prep work before you can do this.
  • Preparation Required: 1 minute (-2): Means you require one minute of prep work before you can do this.
  • Takes Extra Time (-1 per doubling): Because it normally takes your second of concentration, the base time is 1 second. Each level of Takes Extra Time doubles that amount. Level 1 means 2 seconds; level 2 means 4 seconds; level 3 means 8 seconds; and so on. Similar to Preparation Required in that it adds time before the effect, but Preparation required can happen well in advance, and Takes Extra Time must be done as part of your activation of the ability.

Last edited by kdtipa; 05-16-2019 at 11:08 AM. Reason: fixed some math and a typo
kdtipa is offline   Reply With Quote
 

Tags
banish, power design, powers as magic, psionic powers


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 06:49 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.