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Old 07-24-2020, 02:35 PM   #1
Prince Charon
 
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Default [Magic] Magery et al with Temporary Disadvantages

'Magery et al' in this context means all those advantages that let you do magic or make it easier to do magic (or something that might as well be magic, like Chi or Psi). So, Magery 0 and the Magery talent, Sorcerous Empowerment, Path/Book Adept (or Ritual Adept), Trained by a Master/Weapon Master, Power Talents, et cetra (even outliers like Gadgeteer or Illuminated could work for this, if you want to go there).


I don't recall seeing any of these used with temporary disadvantages in a game, but I think doing so could be quite interesting, and I'm wondering if anyone has done it, or is likely to. For example, you have Magery 0 and Magery 1 without limitations, but you also have Magery 3 (Fire College Only, -40%; Temporary Disadvantage: Pyromania (6), -10%); you're capable of being very good at Fire spells, but if you use that bonus (or use Fire magic at all, depending on how your GM decides this works), you have a lot of trouble not just setting things on fire for the sheer joy of it, rather than only igniting the things you really need to.

Path/Book Adept with 'Temporary Disadvantage: Megalomania, -10%' would allow the magician to cast more conveniently, while also changing their attitude towards the other characters, and which rituals they might want to cast (and if Time is on the list and you're using Effect Shaping, they may not have time to realize that you're performing the wrong ritual, if they even have the skill to know it), while Ritual Adept with 'Temporary Disadvantage: Weirdness Magnet, -15%' means that even if you don't roll a critical failure, something interesting is bound to happen if you need to use it.

In a setting where Temporary Disadvantages are common limitations on Magery, P/B A, and/or other such advantages, this could change the attitudes people take towards magi, especially if specific TDs are both common and inconvenient.

So, what do you think? Has it been done in your games? What effects do you think it might have in a setting?
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Old 07-24-2020, 04:51 PM   #2
AlexanderHowl
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

Backlash would also be an interesting modifier for Magery 1+ (it becomes problematic for Magery 0, at least if you ever want to use magical items). For example, you could have a setting with unmodified Magery 0 but each additional level is Magery (Nuisance Effect, Backlash, Ecstasy, Resisted by HT, -50%) [5/level]. As long as a mage refrains from drawing upon Magery above 0, they are able to cast without consequences, but they start having to resist being overwhelmed by ecstasy when they use their Magery 1+ (this also fits for settings where magic is additive). In the case of the above Magery, I would allow up to Magery 6 in a 'normal' fantasy setting, as it would offer greater temptation for the mage.
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Old 07-24-2020, 06:45 PM   #3
Gumby Bush
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

Temporary Disads: Confused, Weirdness Magnet, and/or Phantom Voices
As you open yourself to the forces of the beyond...

Temporary Disad, Quadriplegic, could be interesting. I don't have in mind a particular explanation, but do note that it's a possibility. Perhaps better: One Arm, as you shake your fist full of magical power!

Temporary Disad, Lifebane, as you draw power from the living things around you.

Temporary Disad, Disturbing Voice, Ugly, and Unnatural Features 2 as your demeanor takes on the cast of a terrible being.

Temporary Disad, Partial Amnesia, where you never remember *why* you cast that last spell...

Yeah, there are a lot of possibilities here.
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Old 07-24-2020, 06:52 PM   #4
dcarson
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

There were a couple fantasy books where mages used their own energy to power spells. A powerful spell meant the mage went from looking like a sumo wrestler to looking like the 98 pound weakling in the body builder ads. Hiring one for something major meant not just pay but months of room and board after to get back to casting weight.

Could work in a game but needs to have lots of time skips between adventures.
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Old 07-24-2020, 09:31 PM   #5
Say, it isn't that bad!
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

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Originally Posted by dcarson View Post
There were a couple fantasy books where mages used their own energy to power spells. A powerful spell meant the mage went from looking like a sumo wrestler to looking like the 98 pound weakling in the body builder ads. Hiring one for something major meant not just pay but months of room and board after to get back to casting weight.

Could work in a game but needs to have lots of time skips between adventures.
I remember reading (part of?) a book like that; it was described as basically converting fat into *chemical? (I presume, at least!) energy, and then using that energy to Do Stuff.

* The effects I recall, mostly of the energy blast variety, were rather... anemic if they were supposed to represent conversion of mass to energy...

* This also left the problem of where all that fat *went*, since, as I recall, it basically just visibly disappeared as the mages cast. Mages were not described in the same terms as a smokestack, so...
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Old 07-25-2020, 12:27 AM   #6
AlexanderHowl
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

Robin Hobb's Soldier's Son series uses that premise.
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Old 07-26-2020, 10:24 AM   #7
Plane
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

Quote:
Originally Posted by Prince Charon View Post
For example, you have Magery 0 and Magery 1 without limitations, but you also have Magery 3 (Fire College Only, -40%; Temporary Disadvantage: Pyromania (6), -10%);
I think you need to buy Switchable to use Temporary Disadvantages, fire-only magery may not apply to all spells, but it is always-on in respect to fire spells and being detected as a mage.

Other options beside switchable enhancement are things that turn it switchable like Costs Fatigue and I think a couple others but I'm not sure.
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Old 07-26-2020, 02:15 PM   #8
Gumby Bush
 
Join Date: Oct 2010
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Default Re: [Magic] Magery et al with Temporary Disadvantages

You are correct. Otherwise it acts as a shutdown switch.
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Old 07-28-2020, 09:30 AM   #9
Plane
 
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Default Re: [Magic] Magery et al with Temporary Disadvantages

Quote:
Originally Posted by Gumby Bush View Post
You are correct. Otherwise it acts as a shutdown switch.
speaking of shutdowns switches, I think you can effectievly get "Controllable Limitations" (similar to Controllable Disadvantages) by combining Limited Enhancements with Selectivity.

A mage who tied a something like F129 "Impermanent Magery" (aka T24 "Fading Spell Effects") limitation to a cheap enhancement like Switchable (reducing it to +8%) or Usually On (reducing to +4%) could flip to a mode where spell effects might be dispelled without needing to pay 1 FP to cancel them prematurely, or even stuff that you normally can't dispel like healing.

T24's FSE says it doesn't apply to healing while F168's elaboration on IM says it DOES though, making me unsure as to how to treat healing unless these same-priced similar limitations aren't entirely the same.
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