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Old 07-22-2011, 09:21 PM   #1
starslayer
 
Join Date: Dec 2006
Default RPM[MH]- RPM, charms, and weapons

So I have an RPM mage, and while her abilities to augment the party are awesome as is her toolbox of 'things I can do'; I was trying to figure out a way to make her more combat applicable, most likely by using her charms (she can have up to 24 of them).

I ultimately decided on charmed bullets; since affecting existing energy in believable ways is not a major ritual, so now she has a pistol, with 8 charmed bullets in them. Though I am debating setting charms in the weapon (perhaps small stones set in the handle) to enchant the weapon rather then the bullet, and increasing its effectiveness (could you increase the damage of a bullet by enchanting the weapon it fires from; would it have to be a spring weapon; super-deadly airsoft AEG or crossbow or similar?)

After consulting this thread:
http://forums.sjgames.com/showthread...ghlight=ritual
We decided that the 5% range + magery reserve (rounding up) was the appropriate max to put into a charm- for this PC that is 74 energy

However, we can't quite figure out how this ritual is ultimately built; near as I can tell:

'DOOM bullet': Causes the next round out of a weapon to have tremendous force behind it. Strengthens the kinetic energy of the bullet, increasing muzzle velocity, increasing projectile density, reducing air drag and other subtle but profound effects.
Code:
Lesser Strengthen Energy +3 
Lesser Control Magic +5 (to make a charm)
weight 300 lbs +3 (for effecting self)
range self +0
damage (15d+2)** +59 

**Since that's a single target non-explosive damage is tripled to 47d-1
So some questions:
#1- Did I do this right, seems I've almost instantly gone from 'minimal damage dealing capability' to 'biggest scariest stick in party' (though only for a max of 24 shots if I dedicate all my charms to this). Admittedly it's 'concentrate to activate; then fire bullet of doom'- so on unarmoured targets 'guy who just spends two rounds firing 10 rounds from rifle will do more total damage.

#2- Does the damage stay the same, or can I pick when I build the charm (Looks like crushing, burning, and piercing are all cost 0). Is increasing a pistol's damage to 65d still a lesser effect, or does the sheer scope of the augment make it greater?

#3- is the weight required; the pistol and all of it's ammo does not even weigh 10lbs; but the wielder of that (My PC) weighs ~110ish (go up to 300 in case she's carrying some gear)

#4- What does happen if you give a 'create throw-able damaging effect on self' a duration? Basically what if I made the above effect have a ten minute duration, could it effect each bullet in the pistol and the pistol itself rather then an individual round at a time? (Near as I can tell the rules do not prevent this; if all rounds fit inside area 1 then they can all be enhanced for no increase in cost).

With that one asked, and based on what Edges said; now I have another potential build that I want vetted (and in a very similar vein):


'And they say Airsoft is for wimps'- enchants an airsoft gun, BB gun, or other harmless projectile shooter to fire charged energy shots, specifically designed to take advantage of the high rate of fire, low weight, and cheap ammunition of airsoft markers. When cast it enchants the weapon for ten minutes to fire: Disolving acid, or fatiguing ethereal bolts (decided at time of charm creation); DR protects normally.
Code:
Greater create energy +6
Lesser control magic +5
Weight 300 lbs +3 (for effecting self)
Range self +0
(42)
Duration 10 minutes +1
Damage 3d+2 ^, ** +10

^1/2 damage for corrosion/fatigue effect
**triple damage
so final damage is x1.5, or 6d-1
total=25, greater effect = 75

Last edited by starslayer; 07-23-2011 at 11:05 AM. Reason: Clarification, math error on first spell, added second spell
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Tags
charms, monster hunters, ritual path magic, rpm


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