07-26-2011, 04:47 PM | #21 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: RPM[MH]- RPM, charms, and weapons
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EDIT: But, to be clear, there's no way I'd allow a bullet to do dozens of dice of damage as a Lesser effect. As a GM, I'd say that a pistol could do at most as much damage as a low-end rifle, a rifle as much as a big-game-hunting rifle, etc., as a Lesser effect. So I'd let a pistol go up to about 5d or 6d damage, a normal rifle go up to 12d or 13d damage, etc., but any more than that would have to be a Greater effect. (And as always, this is a GM call. If your GM feels differently, he is correct.) Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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07-26-2011, 05:04 PM | #22 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: RPM[MH]- RPM, charms, and weapons
All good points by mlangsdorf:
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And one aspect that hasn't been touched on: You can create a "reverse charm" as a detection or protection effect that breaks if the spell has a certain effect. (This is the third bullet on p. 38.) For a good example, see the vignette in MH1, Ch. 5 -- Brad has a charm that he activated ahead of time to tell him if any vampires sensed the group's presence. The duration begin immediately, so he had to give it enough time for the team to get into position, but because he made it a conditional effect, he can let it run on its own as a continuing effect (without requiring him to pay attention to some new sense) . . . and because he made it a charm, he's able to know immediately when they've been compromised.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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07-26-2011, 09:35 PM | #23 | |
Join Date: Dec 2006
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Re: RPM[MH]- RPM, charms, and weapons
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Edit: I am really hoping you get the go ahead to do the RPM only book you mentioned in another threat related to RPM magic. |
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07-27-2011, 07:38 AM | #24 |
Join Date: Aug 2004
Location: Austin, TX
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Re: RPM[MH]- RPM, charms, and weapons
If you enchant the gun, I'd rule that as adding an Advantage (basically, a linked Innate Attack) to the gun itself. Of course, this is going to be a lot more expensive, but it's much better use of limited resources (conditional spells) for a multishot weapon.
So a mage can either expend 6 charm slots to fully load his backup pistol with charmed bullets, or he can use 0 charm slots for a duration spell that adds a 2d or so innate attack to the gun. |
07-28-2011, 08:27 AM | #25 | |
Join Date: Aug 2005
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Re: RPM[MH]- RPM, charms, and weapons
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07-28-2011, 08:28 AM | #26 | |
Join Date: Aug 2005
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Re: RPM[MH]- RPM, charms, and weapons
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07-28-2011, 11:00 PM | #27 |
Join Date: Feb 2009
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Re: RPM[MH]- RPM, charms, and weapons
Well, I figured the 'bullet of 67d' was a lesser effect since Tactical Shooting says people expect bullets to be instant death / knockdown, even trained soldiers can think so. Thus, seeing a bullet atomize someone in a single blow should be coincidental
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07-28-2011, 11:18 PM | #28 |
Join Date: Sep 2007
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Re: RPM[MH]- RPM, charms, and weapons
Even if you think people believe one bullet kills instantly, that wouldn't be "atomizing" someone with 67D damage. It would be a better excuse for an effect like Afflict (Heart Attack). Also, the same sort of Hollywood belief includes the "fact" that nearly any sort of concealment is cover proof against bullets -- car doors, for example, or 55 gallon drums -- so the high penetration would also be unbelievable.
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07-28-2011, 11:40 PM | #29 |
Join Date: Dec 2006
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Re: RPM[MH]- RPM, charms, and weapons
Well remember bullet of 67d is not an atomizing round because it is still piercing and thus subject to overpenetration/blowthrough, so it's an 'ignore cover, armor, and reduce target to -HT damage' round.
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07-29-2011, 05:51 AM | #30 |
Join Date: Aug 2005
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Re: RPM[MH]- RPM, charms, and weapons
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Tags |
charms, monster hunters, ritual path magic, rpm |
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