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#1 |
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Join Date: Jul 2007
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Hey, all. After my little Caladbolg thread, I decided I'd make a thread where people can dump their ideas for charms, conditional rituals, and charmed weapons using Monster Hunters or similar systems (for those that may have their own MH-based system with slightly altered rules - though please note if you do to avoid confusion).
You should list everything about the spell, except duration in the case of most magical weapons. I'll get us started with another write up I was trying, this time for the Master Sword of Zelda fame (though I am not myself a fan or frequent player of the series, I figured it was another iconic weapon to try.) Master Sword Lesser Control Magic [5] Lesser Create Energy [6] Greater Destroy Magic [5] Altered Traits [96]
Total: 112 Energy Total w/Multiplier: 3 * 112 = 336 Energy The Master Sword really only has two noticeable powers in the end: It can sorta shoot damaging bolts when you are healthy, and more importantly, it has the Power to Repel Evil. For the former, I just modeled it as a pretty lame little ranged Crushing Attack. The latter I was having some more trouble with. I decided on using Neutralize with Malediction and Ranged. You'll note I used the gadget limitations - which I think are implied by their charmed form but should be counted except when a charm is single use or momentary (in which case you probably aren't granting advantages anyway, but instead using normal Damage rules). I didn't add anything regarding DR, and included a generous enough Breakable stat as it is. As far as I can tell, its never outright said if the Master Sword is unbreakable, and I don't believe it's been forced into any sort of use that would prove it is or not. EDIT: Looking back, I'm torn between how Neutralize and Static would work for this. Its known it has the power to disrupt an individual's powers - it is usually one of the rare things that can be past Ganondorf's Supernatural Durability or Unkillable. But it also is capable of dispelling complex magic, like the force field around the castle in LttP. And now, for something a little different... Explosive Runes Greater Create Energy [6] Lesser Sense Mind [2] Lesser Control Magic [5] Damage: 10d Burning Explosive [16] Total: 29 Total w/Multiplier: 3 * 29 = 87 I'm sure this one should be familiar. In this case, you write on a surface or onto an object a series of runes - these could be actual runes or just whatever message you want to give the unlucky bastard who found them, though it is important they can read and understand them. When the Sense Mind effect detects that its victim has comprehended the statement - just looking at it isn't enough - it triggers the Create Energy effect, setting off a 10d Crushing Explosion from whatever the words are attached to. While it may be easier to just have it set off when it detects another living thing within a certain distance, this has a malicious charm all its own. Stick a page with this inside someone's book - or make a milder, incendiary version in order to act as a self-destruct if someone tries to root through your spellbooks. Post it somewhere sentries will read. Other variations may include mental effects - make that Stop sign really stop someone in their tracks! And now for a prank that can be just as lethal but not intended to be as such... Multiplying Marbles Greater Create Matter [6] Lesser Control Magic [5] Area Effect (4 yards) [4] Weight Affected (<10 lbs.) [0] Cost: 15 Cost w/Multiplier: 45 This charm takes the form of a single marble. That is, until you trigger it - by keyword, gesture, or giving it a hard thwack on the ground, depending. Upon doing so it temporarily (for however long the duration is set) spawns a mass of marbles, dropping to the floor in a large circular area of about 4 yards radius. This can be quite a hazard to anyone attempting to follow you - or even worse near hazards such as cliffs, pits of lava, on catwalks, or on stairs! A nastier variation could replace the marbles with other structurally simple but hazardous items, such as needles, spiked balls, or caltrops. Voice Snatcher Lesser Sense Energy [2] Lesser Create Energy [6] Lesser Transform Energy to Energy [8] Lesser Control Magic [5] Altered Traits [4]
Total Cost: 33 Very useful for disguise or infiltration. This charm device can be manipulated to produce a variety of sound effects useful for distraction, or if allowed to listen to another's voice, enable you to mimic their vocal patterns. Assassin's Shroud Greater Destroy Energy [5] Lesser Control Magic [5] Altered Traits [40]
Total w/Multiplier: 3*50 = 150 This expensive gadget may nonetheless be very useful in a bind. While not as stealthy as an invisibility effect, its intent is to plunge your enemies into darkness so they can be dealt with at your leisure in the confusion. Doesn't work quite as well in the daytime, though you could use the surprise to your advantage! Often enchanted into clothing, a trinket, or perhaps a weapon like a knife. Last edited by Adelus; 08-01-2011 at 05:42 PM. Reason: Oops. Changed Incendiary to Burning. |
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#2 |
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Join Date: Aug 2004
Location: Austin, TX
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The Explosive Runes effect also needs a Lesser Control Magic effect, as it clearly a conditional ritual (MH:C p38). It will also count against the caster's limit of conditional charms.
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#3 |
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Join Date: Jul 2007
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#4 |
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Join Date: Jul 2007
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Don't mean to double post, but I did so with content: Added two new rituals to the opening post.
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#5 |
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Join Date: Aug 2004
Location: Austin, TX
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Multiplying Marbles and Voice Snatcher both probably need durations. Admittedly, durations can be modified on the fly and aren't part of a ritual definition, but when you're looking at a ritual going "how likely am I to blow up when I try to cast this?" it's helpful to have a useful amount of duration included.
Voice Snatcher is really unclear as to what it does. It reads like it is a charm that creates that ability to mimic sounds and places it in a small, easily broken object, but that really doesn't make much sense. I'd write up more as: Lesser Sense Energy [2] Greater Transform Energy [4] Lesser Control Magic [5] Duration 6 hours [4] Altered Traits [15] Information Range 1 mile [2?]
Total: 32 Energy Total w/Multiplier: 3 * 32 = 96 Energy When activated, this charm allows the subject to mimic any sound occurring within a mile of them. The subject does not need to able to hear the sound itself; the sound just needs to be occurring within 1 mile. If a person is talking or is capable of talking within the range of the spell, the subject can mimic them. |
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#6 | |
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Join Date: Jul 2007
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Quote:
I don't agree personally that it should be Greater Transform Energy - all you are doing is subtly altering or producing noise. Maybe if you were using some kind of sonic attack or turning someone's speech into completely different words or translating it into another language, but this is just a mild sound alteration. Duration I left out because it was supposed to be a sort of "tool". You could set the duration as you wish and that was how long the object acted as the Mimicry device - you could set it for just a few hours if on the field or, if it is something you use often and you don't want to risk a casting being detected on the field, you could make it last much longer. Not sure Information Range is appropriate - while it does pick up sound and information, the idea is that it does so from the very local environment. Maybe just normal Area would work. Lastly, are you using any modifiers on Mimicry? My copy of Characters pins its cost at 10, not 15. P.S. And the idea behind the Voice Snatcher is that you can use it in conjunction with a disguise in order to alter your voice to match another's so long as you are wearing it. Thinking about it, if it is to include the sound producing ability as well (for sound effects, distractions, etc.), it needs Lesser Create Energy. Last edited by Adelus; 08-01-2011 at 02:18 PM. |
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#7 |
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Join Date: Jul 2007
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Hrm. Ran into a snag, but wondering how to model a charmed broomstick to make the stereotypical Witch's broom.
I basically want it to be sub-sentient (IQ 1-3?) with flight capabilities, a slave mentality with reprogrammable, and Controls so whoever is riding it can direct and guide it. What all exactly has to be added to it from the GURPS Thaumatology writeup on items with personalities? |
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| Tags |
| magic weapons, mh1, monster hunters, ritual path magic, rpm |
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