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#1 |
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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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The "PC experiment" is still relatively new, and I don't want to post too much here on my ideas (my GM may be watching). But confusing difficult enemies and the related I think could be quite useful. I won't know how useful until I get in more combat
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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#2 | |
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Join Date: Dec 2012
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By the time they went out to start their own shop, they had plenty of decent powerstones, and just needed a space to spread them out for charging in, secure enough where they wouldn't get stolen. They did go on one adventure together, and then decided that adventures are nasty things that make one late for dinner, and they'd much rather be alive and make steady money selling powerstones and staffs to crazy adventurers. If she and her partner had to start from nothing, they'd probably each give ten energy to a single regular powerstone (I haven't decided if either of them even knows One-College Powerstone, nor Manastone), because they each have more than ten FP, though less than twenty. Then they'd do it again after they recovered, and so on. OK, that's fair. When you can talk about it, please lets us know what happens.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 11-25-2020 at 10:47 PM. |
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#3 |
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Join Date: Aug 2018
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It isn't specified as being a separate spell, but I could see maybe treating it as some kind of specialty use. Like if you learned 1 specific college it might be 1 level easier to learn Powerstone, but then all other colleges (or generic) would be cast at -2.
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#4 |
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Join Date: Dec 2012
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Looking at the entry in GURPS Magic (p70), I can't see anything to suggest that it isn't a separate spell, other than not listing a prerequisite, which seems to be an error as it has a separate entry in the Spell Table at the end of the book (p231), and that one does mention the prerequisite (Enchant).
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#5 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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The last time I built a character for a Monster Hunter's game I added some specialist sauce to a Witch with rules from Pyramid 66.
Code:
ST 10 [0] DX 12 [40] IQ 15 [100] HT 12 [20] HP 10 [0] Will 15 [0] Per 13 [-10] FP 12 [0] English (native) [0] Magery 6 [65] Full Adept [40] Natural caster 3 [45] Higher purpose (curse breaking) 3 [15] Contact group (my crazy family, somewhat reliable, skill 15, occult skills, shows up on 12) [20] Signature Gear (Grimoires+truck) [3] Luck [15] combat reflexes [15] perk: substituted Attribute (IQ for Esoteric Medicine) [1] perk: Romani (accented) [1] Code of Honor (Never abuse magic) [-5] Skinny [-5] Reputation (traitor) [-5] Obsession (stop magic abusers,CR 12) [-15] Motion Sickness [-10] Stubborn [-5] Charitable (CR 15) [-7] quirk (Wander Lust) [-1] quirk (sub-optimal vision -- distance for range penalties *1.5 without glasses)[-1] quirk (wildly rants when frustrated -- quirk level bad temper)[-1] quirk (uses little metal figurines for almost all of her traditional trappings in spells)[-1] MAGIC Thaumology IQ VH 18 [8] 3 Path (magic) IQ VH 18 [8] 3 Path (chance) IQ VH 17 [4] 3 Path (mind) IQ VH 17 [4] 3 Path(cross roads) IQ VH 17 [4] 3 Path (spirit) IQ VH 17 [4] 3 Path (body) IQ VH 16 [2] 3 Path (matter) IQ VH 16 [2] 3 Path (undead) IQ VH 16 [2] 3 Path (energy) IQ VH 16 [2] 3 OCCULT Mental Strength will E 19 [2] 3 Occultism IQ A 17 [1] 3 Hidden Lore (sacred places) IQ A 15 [1] 3 Expert Skill (psionics) IQ H 14 [2] Research IQ A 15 [2] Current Affairs (arcane,US) IQ E 15 [1] Area Knowledge (gates,western) IQ E 15 [1] Saviore Faire (occult community)IQ E 15 [1] COMBAT Sword Sword DX E 14 [4] Pistol DX E 14 [4] Brawling DX A 13 [4] Throwing DX A 12 [2] Fast Draw (pistol) DX E 13 [1] 1 SOCIAL Psychology (human) IQ H 14 [2] Detect Lies IQ H 14 [2] Diplomacy IQ H 14 [2] Indimidate will A 14 [1] Fast Talk IQ A 15 [2] Streetwise IQ A 15 [2] Mechanic (auto) IQ A 14 [1] Artist(figurines) IQ H 13 [1] Stealth DX A 12 [2] Housekeeping IQ A 14 [1] attributes: 160 advantages: 218 perks: 2 disadvantages: -62 quirks: -4 skills: 83 total = 397 As an RPM witch, she's not terribly specialized in the grand scheme of things, but the higher purpose and signature gear give her +7 for an effective skill of 25 when removing the magic of others.
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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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#6 | |
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Join Date: Aug 2018
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Now the next question would be: would learning that once allow you to create OCPs of any college, or would we need to learn separate versions for each college? The cost of casting OCP is -40% from the usual cost, exactly the value of 1-college magery (B67). This sets a convenient precedent for, if we wanted to invent other variations on the Powerstone spell NOT in GURPS Magic, simply adapting the limitations on Magery to come up with the energy cost for them. T25 "Limited Colleges" for example would suggest: 2 colleges = 14 energyIt could be a worthwhile skill to buy if these were 3 extra skills which allowed you to make any combination of colleges. If you had to learn a separate skill for each combination (ie one skill for fire+water, a 2nd skill for fire+weather, etc) then it could get prohibitively costly though... Do you think having "one spell only" powerstones costing 4 energy to make would be going too far? If that were possible, I could see someone building a Powerstone-only Powerstone to get their foot in the door of making the costly unrestricted ones. 4*4=16 so that would still be tricky to make if you didn't have a valuable thing to enchant. The previously proposed "one college" manastone (or better yet, a "one spell" manastone costing either 1 or 4 energy) would still be helpful in building up to that. |
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#7 | |||
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Join Date: Dec 2012
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Quote:
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__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 03-25-2024 at 10:23 PM. |
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#8 |
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Join Date: Aug 2018
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Of course, a one-spell powerstone (rather than an enchantment-only one) could only be used for EITHER the generic powerstone spell OR the separate "one college powerstone" spell, so it wouldn't be supremely versatile. You'd need a 2-spell powerstone for that versatility.
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| Tags |
| characters, magic, thaumatology |
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