10-30-2012, 04:27 PM | #1 | |
Join Date: May 2011
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Onomancy as a Learned Prayer
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1. How did you arrive at the energy granting mechanic? I think it is cool ("identities have power") but I don't see that it necessarily follows from Zeroed. I guess that this is the beauty of Cosmic modifiers in action? 1a. Could that energy be regarded as Fatigue Points available for a grand healing event, a la Lay on Hands over an area of effect? I imagine a cleric who heals the plague of an entire village, but is then forgotten by everyone, assuming a new identity and moving on. To the sick villagers, he seems to vanish, even if the character remains present in the village under his new identity. 1b. How come Lay on Hands costs HP instead of FP? GURPS Powers Divine Favor p11 says you transfer the injuries and disease to yourself, but it also says that it is built on Healing. Basic Set Characters page 59 says that the Healing Advantage costs 1 FP per 2 HP healed. Why the change from Healing to Lay on Hands? Is this more Cosmic shenanigans? 2. If Onomancy alters everyone's recollection of the onomancer's identity by relinquishing the identity "to the universe itself forever," I see this as a permanent effect- akin to healing via Lay on Hands or damage via Smiting. It does make for an interesting balance issue, though. In fact, a lot of Advantages made into Learned Prayers might well create permanent effects that make the balance questionable. Innate Attack as a Learned Prayer is an instance that has already come up for my group. Some Learned Prayers simply cease when another is activated, but prayers that produce a permanent effect seem to benefit from not needing to be active to continue being valuable. This is what you allude to when you talk about making Onomancy a "transient ability" whose effects linger, as opposed to a continuous ability, like that which animates the golem. 3. Could all this be resolved fairly by denying the energy point boon, but allowing the power to be regarded as transient? Perhaps a minimum time is required for each identity (equal to some constant divided by Divine Favor level?), or some condition must be met before each identity can be shed. This appeals to me as reflecting Jaqen's transformation in A Clash of Kings. I am ripping off Martin for my pantheon, so I want to do so in a semi-faithful manner (amateurs borrow, professionals steal). |
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10-30-2012, 06:48 PM | #2 | |||||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Onomancy as a Learned Prayer
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Completely separate is the reason for the 25-day limit. Basically, 25 days x 8 hours/day = 200 hours, which is enough to buy a perk, so I considered that a fair "buy-in time" for this power. Quote:
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This could be expressed as a simple rule: "When using Divine Favor for any other use, Onomancy switches off -- as for any learned prayer. However, the identity persists as long as the paragon continues to follow all of the normal rules to maintain it. For a given day to count toward the energy accumulation, the paragon must keep Onomancy "on" for no less than 16 total hours per day (whether awake or asleep). This will rarely be an issue, but there will be times when the paragon much choose which learned prayer to use (e.g., deciding between Onomancy and Traveler's Blessing while sleeping in a ship's cabin)." The 16-hour limit reflects the 8 hours of active use plus 8 hours sleep time. I think it produces the fairest results. Quote:
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10-31-2012, 12:33 AM | #3 |
Join Date: May 2011
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Re: Onomancy as a Learned Prayer
Hmmm... maybe for the healing version:
Apology of the Faceless God Learned Prerequisite: Divine Favor 15 Learned Prayer Cost: 39 points Specific Prayer Minimum Reaction: Excellent If you prayer for this miracle, you can bring about a mass healing, at the cost of your identity. The subjects to be healed must be gathered around the paragon, within 16 yards. They can be healed of injuries or cured of disease as per the chart found on Powers Divine Favor p15 under Lay on Hands (Enhanced). For every day beyond 25 days that the paragon has spent under his current identity, he can devote one energy point toward this effect. These points may augment Fatigue Points spent in the miracle. Those present (including those healed) may make the Will roll to recall the identity of the paragon. Statistics: Healing (Area of Effect +200%, Cosmic: No die roll required +100%, Faith Healing +20%, Divine -10%, May only spend 5 FP or energy points per subject when healing injuries -5%)[152] + Zeroed (Onomancy) (Cosmic, Onomancy +300%) [40] That is not quite as accessible as I had hoped. And I may have neglected to include an enhancement modifier for offsetting disease penalties. Yikes. Maybe this is not the route to take. I'm better off dropping the healing and making this a permanent Advantage, if I could find a use for those energy points. |
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