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Old 01-07-2012, 11:34 AM   #21
Langy
 
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Default Re: Dungeon Saints Designer Notes

Here's another reworked version of Divine Light, using Cone for the Innate Attack (to allow it to hit multiple eyes), Illumination for the non-Enhanced version instead of Create Light, and a +100% Cosmic on Create Light [20] for the Enhanced version.

An alternative version would simply create light (or sunlight), but not include the blinding effect, and the light would be in an entire circle around the Saint rather than emitting from the eyes like a flashlight beam.

Divine Light - 5 Points
Innate Attack 1d (Burning; Cosmic, No Die Roll Required, +100%; Cone, 1 yard, +60%; Reliable 10, +50%; Sense-Based, +150%; Jet, +0%; Increased 1/2D Range x2, +5%; Blockable, -5%; Divine, -10%; Accessibility, Eyes Only, -50%) [20] and Illumination [1]. Feature: Innate Attack always targets the eyes, and only the eyes - any more damage than that needed to blind is lost. Innate Attack only hits a single enemy, but will hit all of their eyes.

Your eyes blaze with a holy light, eliminating darkness penalties in a 1-yard wide, 10-yard long cone directly in front of you.

With concentrated prayer and an attack maneuver, you can blind any foe within 10 yards whom you focus your eyes upon. The target may shield or avert their eyes - treat this as a Dodge or Block. If they fail, their eyes take 1d tight-beam burning damage - remember, if damage exceeds 1/10 HP, the target is blinded. Any damage in excess of that needed to blind the subject is lost. This attacks all of their eyes at once, unless some are under cover.

As a learned prayer, this light lasts as long as you continue to actively will it - you may even do so silently while conversing with others or while fighting, but the light will end immediately if you are incapacitated or stop wishing it to continue or make use of any of your other Divine Favor powers. As a general miracle, this miracle lasts for as long as the light is required - for example, either to destroy a source of supernatural evil weak against sunlight (such as vampires) or to accomplish some task (such as navigate a dark cavern until you come across a lit torch).


Divine Light (Enhanced) - 20 Points
Innate Attack 1d (Burning; Cosmic, No Die Roll Required, +100%; Cone, 1 yard, +60%; Reliable 10, +50%; Sense-Based, +150%; Jet, +0%; Increased 1/2D Range x2, +5%; Blockable, -5%; Divine, -10%; Accessibility, Eyes Only Unless Vulnerable to Sunlight, -25%) [22], Altered Time Rate 1 (Innate Attack Only, -80%) [20], and Create Sunlight 1 (Cosmic, No Die Roll Required, +100%; Cosmic, True Sunlight, +100%; Reduced Fatigue Cost 2, +40%; Reduced Time, +20%; Divine, -10%; Accessibility: Only for creating bright light in a ten yard cone, -60%) [58]. Feature: Innate Attack always targets the eyes, and only the eyes - any more damage than that needed to blind is lost unless the target is vulnerable to sunlight, in which case the excess damage is dealt directly to the brain. Innate Attack only hits a single enemy, but will hit all of their eyes.

As Divine Light, except you may attempt to Blind once per turn as a free action, light acts as true sunlight, with all of the effects of true sunlight on Vampires and other monsters, and if a creature is vulnerable to sunlight then the Innate Attack's damage is not capped and continues on directly into the creature's brain.

Last edited by Langy; 01-07-2012 at 11:40 AM.
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Old 01-07-2012, 11:57 AM   #22
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Default Re: Dungeon Saints Designer Notes

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Originally Posted by Langy View Post
I used Create Light [5/level] for creating basic light, and Create Sunlight [20/level] for creating sunlight that harms vampires - Create Sunlight is much more expensive than just slapping a Cosmic on Create Light [5/level]. Then again, maybe Create Light should cost more than that *shrug*
Create "Light" - full spectrum, is 20 points. It's an explicit and canonical example for a Medium category, which is 20 points. "Visible Light" is a canonical example for a Small category, 10 points. For 5 points, you're getting a very narrow wavelength out of the visible light spectrum - a particular colour of green, perhaps.

That said, a full level of Create Light produces some pretty spectacular effects when you sit down and do the math. I've got something I'm working on for sorting out the "Create Light Problem" in a way that doesn't require people to figure out lumens, lux, candela, and other things that frankly aren't very easy to derive from "joules".

Full Spectrum Light seems closest to Sunlight, but that's a scientific definition, not a mystical one. I'd be happier with "Create Visible Light" (which is what most people think of as Light) with the Cosmic for essential.
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Old 01-07-2012, 12:03 PM   #23
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Default Re: Dungeon Saints Designer Notes

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That said, a full level of Create Light produces some pretty spectacular effects when you sit down and do the math. I've got something I'm working on for sorting out the "Create Light Problem" in a way that doesn't require people to figure out lumens, lux, candela, and other things that frankly aren't very easy to derive from "joules".
You are my favorite person of this hour, and possibly of several hours on either side of it. I will be eagerly looking forward to seeing the results of this.
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Old 01-07-2012, 12:05 PM   #24
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Default Re: Dungeon Saints Designer Notes

Here's an alternative version of the non-enhanced version of Lay On Hands - the one in Divine Favor isn't all that useful for a DF Saint due to it injuring the Saint as well.

Lay On Hands - 11 Points
If you hold skin-to-skin contact for four seconds, you can heal a person’s injuries or illnesses. This costs you 1 FP for every 2 HP cured - channeling your Gods' energy in this way is exhausting!

Alternatively, you can cure disease; there is an associated FP cost, from 0 for curing the common cold to 30 for curing AIDS.

Statistics: Healing (Contact Agent, -30%; Cosmic, No die roll required, +100%; Divine, -10%; Faith Healing, +20%; Reliable 8, Only to offset disease penalties, +20%; Takes Extra Time 2, -20%) [54].
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Old 01-07-2012, 12:06 PM   #25
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Default Re: Dungeon Saints Designer Notes

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You are my favorite person of this hour, and possibly of several hours on either side of it. I will be eagerly looking forward to seeing the results of this.
If it goes according to plan, I'll be able to tie it in to vision penalties, duration of effect, and everything :)

I'd be working on it right now, but I forgot my spreadsheet at work :P
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Old 01-07-2012, 12:07 PM   #26
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Default Re: Dungeon Saints Designer Notes

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Create "Light" - full spectrum, is 20 points. It's an explicit and canonical example for a Medium category, which is 20 points. "Visible Light" is a canonical example for a Small category, 10 points. For 5 points, you're getting a very narrow wavelength out of the visible light spectrum - a particular colour of green, perhaps.

That said, a full level of Create Light produces some pretty spectacular effects when you sit down and do the math. I've got something I'm working on for sorting out the "Create Light Problem" in a way that doesn't require people to figure out lumens, lux, candela, and other things that frankly aren't very easy to derive from "joules".

Full Spectrum Light seems closest to Sunlight, but that's a scientific definition, not a mystical one. I'd be happier with "Create Visible Light" (which is what most people think of as Light) with the Cosmic for essential.
Yes, I know that, but Create Light is in no way worth 20 points/level, and I refuse to pay that much just to create a flashlight effect.
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Old 01-07-2012, 12:27 PM   #27
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Default Re: Dungeon Saints Designer Notes

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Yes, I know that, but Create Light is in no way worth 20 points/level, and I refuse to pay that much just to create a flashlight effect.
Accessory: Torch. [1]
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Old 01-07-2012, 12:35 PM   #28
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Accessory: Torch. [1]
Which also doesn't do what I want, because it has a miniscule area-of-effect and you can't alter it. I eventually settled on the Illumination perk for the low-level one (makes it like a ten-yard beam flashlight), but I still don't like it much, and it's useless for mimicking a normal Light spell.
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Old 01-07-2012, 12:43 PM   #29
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Default Re: Dungeon Saints Designer Notes

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I

GURPS really needs better guidelines for basic light-creation. The Create power is pretty much no help due to the way it's written.

As for Illumination, it only provides light out to something like 2 yards, which isn't much. If we could just stick Area Effect on that to increase it it'd be fine, though, but I'm not sure how RAW-legal that'd be.
It is not legal :( Area effect is specifically not allowed, you want more area buy up the levels. And the Create effects were written up oddly for energy, I think a Physicist being involved has something to do with it as most have no idea what a joule is.
It makes sense in some ways to use that but it is counter intuitive for most people. To use Create light for a larger area I would use at range and Rapid Fire (The first explicitly allowed, the second more iffy) and then create light bulbs in multiple areas. Or ranged and Persistent and do one after another.
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Old 01-07-2012, 12:48 PM   #30
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It is not legal :( Area effect is specifically not allowed, you want more area buy up the levels. And the Create effects were written up oddly for energy, I think a Physicist being involved has something to do with it as most have no idea what a joule is.
It makes sense in some ways to use that but it is counter intuitive for most people. To use Create light for a larger area I would use at range and Rapid Fire (The first explicitly allowed, the second more iffy) and then create light bulbs in multiple areas. Or ranged and Persistent and do one after another.
There's no need to add Area Effect on Create - the Area Effect I wanted to add was onto the Illumination perk.

Create doesn't need an AoE because even one level is enough to provide something like a square mile of bright light, if I remember right. It's something ridiculous like that, anyways. Instead, Create needs limitations to restrict the amount of light created.
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