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#21 |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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It also shows up in several other books after the general idea was introduced in Powers, including Thaumatology p. 50, Dungeon Fantasy 3 p. 38-39, and likely several other places. Energy Reserve has become a staple advantage that would likely be incorporated into the base rules in a new edition.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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#22 | |
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Join Date: Aug 2018
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Quote:
Basically those "Alternate Power Stores" in Thaumatology (T52) or anything classified as "External Energy" (the "can't use" limitation on T23 or "External Sources Only" on T24) sounds like a good bet for that. Lend Energy is an interesting thing since there's actually nothing I can find preventing you from self-casting it as a rapid-regeneration hack, or of building out-of-body energy stores that can return to you later via Hang Spell and similar. It's way easier to use than Steal Energy that's for sure. |
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#23 | |
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Join Date: Aug 2004
Location: Denver, Colorado
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A 70-point campaign is "small town local heroes" at best where the whole town turns out to fight a half-dozen orcs, and the arrival of a boat-load of vikings is cause for blind, screaming terror. For my Facets campaign that ended a couple of years back, I wanted characters equivalent to those in the pilot episode of an action-adventure TV show -- the ones who didn't get killed off to demonstrate the danger of the situation in which they unexpectedly found themselves. At about 125 points, modern-day characters can be pretty good at their current jobs, and have either military experience, university educations or oddball hobbies (but probably only one of those three options) that give them a survival edge. So, I went with that point total, and then I dropped Magery 0 on each character by GM fiat after the first couple of game sessions, since that was the point of the whole campaign. In a more traditional fantasy setting, 125 points means a man-at-arms with some decent martial skills (enough to not get turned into chutney on the battle-field, and likely to prevail in a bar-fight), and maybe a decent chain hauberk over his leather armor; an archer/ranger who can actually make a living as a huntsman for a noble; a decent spy/second-story man; or a mage who makes a decent living brewing potions and casting minor enchantments, while also able to roast somebody if he or she absolutely must. Four or five such characters might be able to take out a half-dozen combat-optimized orcs with lots of ST and HT, high-pain thresholds, decent armor and good weapon skills; and seven or so might be able to defend a village of peasants against a couple dozen 70-90 point bandits -- if they come up with a good plan and have enough time to make preparations.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 11-17-2024 at 07:45 PM. |
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#24 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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(By the time the campaign ended they had an average of 29 points from experience and 10 points from training.) But I do agree with the narrower point that adventurer-grade characters should be built on about twice as many points as the OP mentions.
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Bill Stoddard I don't think we're in Oz any more. |
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#25 | |
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Join Date: Dec 2022
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"Totally focused on pure magic" will be a very tough row to hoe with a 70pt character. A staff is a reasonable weapon if you use the 2 yard reach and techniques (ie, take down) to your advantage. Additionally, it has +2 to parry. Don't try and kill everything with magic. It sounds like your GM might be an old school D&D player. I wonder if he still has has Basic Set gear. --Outlaw |
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#26 | |
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Join Date: Aug 2004
Location: Denver, Colorado
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That worked out okay, but the characters weren't there to try to fight all the zombies. They had to get to their vehicles, ram them through the horde without losing control, and knock off any zombies who got good holds on the cars. The players had a good time because the situation was (barely) manageable, and everybody understood the goal was to escape, not to take out all the zombies.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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#27 | |
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Join Date: Feb 2021
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instance, the Recover Energy spell (p. B248) improves the recharge rate of ER (Magic). Abilities of that source can also help." means that skills and abilities of a specific source can be used to regain ER points of the same source. In the case of Special Recharge and Recover Energy you are correct. No recovery 'over time', is still no recovery 'over time' even if the time ticks are dropped from 10 to 5 or 2... |
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#28 |
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Join Date: Feb 2007
Location: New York City
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To the OP, it sounds like you might be using a "bad" spell for attacking the undead. It has a high fp cost. Try using a spell that might be more efficient.
Try using stone missile, for 2fp you can do 2d+2cr damage. |
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#29 |
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Join Date: Feb 2014
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If you want an Energy Reserve at a discount, you can also try gadget limitations to make a quasi-powerstone. It'll recharge in parallel with your FP and any innate ER, which can be handy, and much faster than powerstones. Another thing to consider is a few more small powerstones. A common trick is to give other PCs a powerstone each so that they charge in parellel, and the mage can put two powerstones at each end of a six foot staff to make them both charge in parallel to. Several 2-3 point powerstones are the fuel a mage uses for day to day work, because they'll get topped out quickly. Save your 13 point stone for big spells.
Ask your GM if sacrifices for mana are allowed in your magic system, especially financial sacrifices if your game's society is squeamish. Losing your gold ring might be worth it to cast a lifesaving spell for your group. |
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#30 |
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Join Date: Jun 2013
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Using the spell differently may also help. Burying the zombies only waist-deep - so long as they're buried rather than just dropping into a waist-deep hole (that is, they'll have to shift the dirt around to actually get out) - should cost roughly half as much and will likely immobilize them long enough for your allies to deal with their buddies, and those who fail to climb out on their own before their buddies are done for are primed to have their exposed skulls bashed in.
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GURPS Overhaul |
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