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Old 07-10-2023, 01:59 AM   #1
Nedorus
 
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Join Date: May 2021
Default Steampunk - Magical Control of Steam-Bots

I'm building / translating abilities for one of my two groups (we have decided to play in the Iron Kingdoms recently).

There are three somewhat related abilities for which I'm struggling to build comprehensive GURPS abilities for.
  1. Pistolmages can magically buff their guns
  2. Warcasters can magically buff their Armor
  3. Warcasters (and Jack Marshals) can buff their Steampowered Robots (Steamjacks)

I've already completed the Pistolmage's ability using the imbuements (Power-Ups1: Imbuements)
I plan to go down the same route for the armor buffing using imbuements from Pyramid #3:04 Magic on the Battlefields.
I'm a bit at a loss on how to implement the Steamjack buffing though.

There are several aspects to it that I like and want to include in the way I build this ability.
  • A jack marshal can - by mundane means - push the steamjack beyond the limit (it's 'extra effort'-capable by burning HT or maybe just HP?)
  • A warcaster can - by magical means - push the steamjack beyond the limit (it's 'extra effort'-capable by burning QP or some other Energy Reserve?) plus buff armor, weapons etc similar to the above two abilities.
  • Buffable armor, weapons and steamjack need to 'be bound' to the character trying to buff them

I'm thinking along the following lines so far, but can't make up my mind:
  • The idea for the mundane means used by the jack marshal could be implemented using a concentrate maneuver and a skill roll (jack marshaling?) or a technique per extra effort... I currently use the 0-point feature 'Extra Effort Costs HT' from GURPS Zombies Z67. But this doesn't include that the steamjack can't do it on its own, it needs the express command by a jack marshal to do it. Of course (I just realized this as I'm writing this) the skill roll by the jack marshal can replace the will roll for the steamjack's extra effort... solved?
  • The warcasters' magical ability should be able to do the same but using a free action leaving the warcaster available for other stuff. I was actually thinking of allocating FP (I use QP instead, so it would be that) as a free action and let the steamjack spend those for 'self-buffs'. I was looking into Energy Reserves, APs etc. But all that doesn't really fit the bill. It should be partly an ability of the steamjack ('can be buffed') and partly an ability of the warcaster ('can buff').
  • The binding part... well I really don't have a clue. A limitation on the imbuement abilities? Build into the "ally trait" for the steamjack? Something along the lines of possession, mindlink, telecontrol? There is a reference in the original source that a warcaster can at times transfere her mind into the steamjack...
(@_@)

Any suggestions?

P.S.: I build the steamjacks using a template based on the 'Steam-Powered Mechanical Man' from GURPS Steampunk.
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ally, buffs, imbuements, steampunk


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