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Old 01-06-2015, 02:20 PM   #1
nerdvana
 
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Default Warding w/o GURPS Magic or RPM

While there is nothing wrong with RPM and I know it can be done with GURPS Magic out of the book, I am looking for ideas on making Wards (supernatural barriers to keep people/things/creatures/effects out of an area).

Ways I can see it are:
  1. Somehow making others feel dread to enter the area
  2. Significantly high enough DR (and/or Cosmic enhancements on that to make the amount of DR secondary)
  3. IA with the Wall enhancement

Dread as an affliction would be perfect for some types of Wards (where is isn't a physical barrier) but I'm wanting an effect that can be erected prior to sleeping and remain up and thus not require conscious use by the person using it.

I am curious how people would approach this. Also, as I am the GM, please check any "ask your GM how he wants it done" comments at the door, they are understood but unnecessary here. :)
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Old 01-06-2015, 02:25 PM   #2
Phantasm
 
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Default Re: Warding w/o GURPS Magic or RPM

Quote:
Originally Posted by nerdvana View Post
While there is nothing wrong with RPM and I know it can be done with GURPS Magic out of the book, I am looking for ideas on making Wards (supernatural barriers to keep people/things/creatures/effects out of an area).

Ways I can see it are:
  1. Somehow making others feel dread to enter the area
  2. Significantly high enough DR (and/or Cosmic enhancements on that to make the amount of DR secondary)
  3. IA with the Wall enhancement

Dread as an affliction would be perfect for some types of Wards (where is isn't a physical barrier) but I'm wanting an effect that can be erected prior to sleeping and remain up and thus not require conscious use by the person using it.
Affliction (Disadvantage: Dread; Area Effect; Persistent) might be a suitable way to go for this. IDHMBWM ATM, but aren't there options in Powers and Power-Ups 4 for giving such a thing a set duration?
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Old 01-06-2015, 03:11 PM   #3
nerdvana
 
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Default Re: Warding w/o GURPS Magic or RPM

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Originally Posted by tbrock1031 View Post
Affliction (Disadvantage: Dread; Area Effect; Persistent) might be a suitable way to go for this. IDHMBWM ATM, but aren't there options in Powers and Power-Ups 4 for giving such a thing a set duration?
The problem I foresee with Affliction (which I don't see a fix for here) is this...

character with affliction based warding goes to sleep after setting up a ward... now he has to roll against anything that tries to enter the area even though he is unconscious and unable to take action... or would that be fixed with the Independent enhancement?
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Old 01-06-2015, 04:37 PM   #4
Nereidalbel
 
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Default Re: Warding w/o GURPS Magic or RPM

Quote:
Originally Posted by nerdvana View Post
The problem I foresee with Affliction (which I don't see a fix for here) is this...

character with affliction based warding goes to sleep after setting up a ward... now he has to roll against anything that tries to enter the area even though he is unconscious and unable to take action... or would that be fixed with the Independent enhancement?
Independent would probably be fair enough for the purpose of wards. You could also go with "Wards always roll a 12 on the QC."
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Old 01-06-2015, 05:04 PM   #5
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Default Re: Warding w/o GURPS Magic or RPM

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Originally Posted by Nereidalbel View Post
Independent would probably be fair enough for the purpose of wards. You could also go with "Wards always roll a 12 on the QC."
Yeah, I'm anti-Independent. It's an enhancement that makes some powers very useful sometimes, but for a ward, it's overcharging. Hell, "my ward Afflictions always roll a 12 while I'm sleeping" seems like a reasonable perk. It's just how the thing works.

As for duration, Fixed Duration [+0%] states "for duration purposes, the MoS is always 3." Pay [+100%] for Extended Duration (300x) and that's 15 hours of Ward, which means you can set it up and relax while you heat your beans over the fire or whatnot, and sleeping in is less of a risk. I'd feel bad for how expensive that is, but if you use multiplicative modifiers and factor in some Preparation Required, I'm sure it won't be too bad.
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Old 01-06-2015, 05:43 PM   #6
Nereidalbel
 
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Default Re: Warding w/o GURPS Magic or RPM

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Originally Posted by McAllister View Post
Yeah, I'm anti-Independent. It's an enhancement that makes some powers very useful sometimes, but for a ward, it's overcharging. Hell, "my ward Afflictions always roll a 12 while I'm sleeping" seems like a reasonable perk. It's just how the thing works.

As for duration, Fixed Duration [+0%] states "for duration purposes, the MoS is always 3." Pay [+100%] for Extended Duration (300x) and that's 15 hours of Ward, which means you can set it up and relax while you heat your beans over the fire or whatnot, and sleeping in is less of a risk. I'd feel bad for how expensive that is, but if you use multiplicative modifiers and factor in some Preparation Required, I'm sure it won't be too bad.
+100% on an Affliction is only 10 points. I've put more than that into a single skill before.
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