GurpsNet-L Digest, Vol 71, Issue 10

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Abrigon Gusiq

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May 13, 2009, 1:21:02 PM5/13/09
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Today's Topics:

1. Re: GURPS: Nightbane? (Travis Watkins)
2. Re: GURPS: Nightbane? (Pauli Hakala)
3. Re: GURPS: Nightbane? (tbone)
4. Re: GURPS: Nightbane? (rekres)


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Message: 1
Date: Tue, 12 May 2009 20:36:32 -0500
From: Travis Watkins <ter...@gmail.com>
Subject: Re: [gurps] GURPS: Nightbane?
To: The GURPSnet mailing list <gurps...@sjgames.com>
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<122c2f690905121836w139...@mail.gmail.com>
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In that case I would think something more along the lines of Magic
only FP would be more appropriate.

Are these points that regenerate over time, or are these points that
you use once and those PPE are gone forever?

I think you could get a number of 'free' points by taking a racial
enemy of mages that want to steal your power form you and then use the
points to buy more of a power reserve.
([4th ed numbers]Utterly formidable group: -40, unknown: -5, wishes to
kill you or harm you in a lasting way x1, finally, multiply by the
frequency of appearance: ~10%=x1/2, ~38%=x1, ~74%=x2, ~95%=x3; and
that gives a lot of points for buying up Magic only FP(I think that is
2 points per FP if they regenerate normally, so obviously a lot less
if they can only be used once)


On Tue, May 12, 2009 at 7:57 PM, Bai Shen <baish...@gmail.com> wrote:
>> I know nothing about the setting, but I hope this may be of some use...
>
> It's a cool setting IMO.
>
>>>1.  Immune to Mind Control.  How do you represent that in GURPS?
>> See B80-81, Resistant, particularly the last paragraph (Mental
>> Resistance). How common is Mind Control?
>
> Ah, okay.  I saw that and missed the part where you could choose Immune
> instead of just a bonus.
>
>>>3.  High magical potential.  Is there a way to do this in the rules?  I
> can
>>>state it in fluff, but that seems hokey.
>> Racial Magery? Depends on which magic system you're using.
>
> Racial Magery doesn't really work.
>
> Basically, in the Palladium system, things work like this.  Everyone has a
> PPE stat.  Most people only have around 5 or so.  Mages have a lot.  Each
> spell costs a certain amount of PPE to cast.  Mages can siphon the energy
> from people to cast spells, through a ritual or simply killing them.
> Nightbane(the race I'm converting first) have a lot of PPE, wether they're
> mages or not.  This makes them really attractive to mages and makes them
> powerful if they do decide to learn spells.
>
> So as you see, magery doesn't really reflect that.
>
> Bai Shen
> _______________________________________________
> GurpsNet-L mailing list <Gurps...@sjgames.com>
> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
>

--
The man that holds fast to his bitterness will eventually be consumed
by it, but if you let it go, your arms will be free to seize the glory
that is life.
-Terwin


------------------------------

Message: 2
Date: Wed, 13 May 2009 09:17:46 +0300
From: Pauli Hakala <pauli....@dnainternet.net>
Subject: Re: [gurps] GURPS: Nightbane?
To: The GURPSnet mailing list <gurps...@sjgames.com>
Message-ID: <4A0A660A...@dnainternet.net>
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Bai Shen wrote:
>> I am not familiar with Nightbane setting specifically, but I have done
>> a GURPS 3e conversion of the 'Rifts' setting of Palladium, which I'd
>> guess might be close enough. The conversion covers attributes, magic
>> and psionics among other things, but is pretty much still in
>> development, or an 'alpha' version so to speak. (For Rifts equipment
>> and technology, I went with GURPS Vehicles designs instead of any
>> direct conversions from M.D.C./S.D.C..)
>>
>
> Cool. I ran into a guy on RPOL that did a Rifts to 4e conversion. It was
> rather interesting.
>
> As for the actual conversion, the first snags I've run into have been as
>>> follows.
>>>
>>> 1. Immune to Mind Control. How do you represent that in GURPS?
>>>
>> This is how I'd do this in 3e GURPS;
>> Invulnerability: Any IQ-Resisted, +75 points.
>>
>> Alternatively, if the immunity is not so total, then maybe a high level
>> of Strong Will advantage (with limitations or without) would suffice.
>>
>
> Nah, it's total. But one of the other posters pointed out how to do it in
> 4e.
>
>
>> 3. High magical potential. Is there a way to do this in the rules? I can
>>> state it in fluff, but that seems hokey.
>>>
>> Higher than mundane level of 'P.P.E.' magic points pool. (new houserule
>> attribute/advantage which I use in my GURPS Rifts conversion.)
>>
>> In my GURPS Rifts conversion, I base the PPE on the HT attribute, and
>> additional PPE may be bought for +1 points cost for every 5 PPE points.
>> Average human would have something like PPE:10 to begin with, but
>> a practicing Rifts mage would have something like five or ten times that
>> amount. 'Magic potential' might be as simple to represent as having
>> 20 or 30 PPE to begin with instead of the average amount.
>>
>
> Actually, the typical Nightbane ends up with 50-100 PPE. Knowing the Rifts
> setting you can see where that makes a difference. :)

Definitely. Also makes for a tasty and nourishing meal for
a PSI-Stalker. :)

GURPS 3e mechanic which I used for estimating GURPS Rifts PPE character
point cost indeed was 'Magic Only' limited Fatigue Points with slower
recovery, with the assumption that 5 PPE equals 1 FP in magical power.
This also allows a Palladium mage to learn and cast GURPS spells
(or use GURPS magic items) with PPE energy and vice versa.


-Pauli
--
"Our ship is made out of darkness, she mocks the laws of nature.
With cables, ropes, tackle and sails, she moves on the waves
of the void. On her decks a red crew, dark as if painted with
blood. From among the hooded cloaks of crimson, eyes of
silver gleam darkly.. Oldest of all is Hiram of Malta, the Red
Commander. He knows the secrets of Schwarzchild Radii, of Neutron
Stars and Cepheids. His hidden paths we follow, like ghosts from
space we strike deep, only to disappear again soon, sometimes even
the fear itself is afraid of us.."
-CMX, Punainen Komentaja
(Translated from the Finnish song 'Red Commander' by CMX)


------------------------------

Message: 3
Date: Wed, 13 May 2009 16:01:32 +0900
From: tbone <tb...@gamesdiner.com>
Subject: Re: [gurps] GURPS: Nightbane?
To: The GURPSnet mailing list <gurps...@sjgames.com>
Message-ID: <D544A27E-0B17-495F...@gamesdiner.com>
Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes


On 12 May 2009, at 19:22, Jon Lang wrote:

>> Expanding that into something more generic: I can't think of any
>> merit to
>> buying "potential" for something (like a skill) which you could buy
>> normally
>> during play, so the concept would be meaningful only to "reserve"
>> traits for
>> which the GM strictly enforces "must purchase at time of character
>> creation". As for a cost: I don't know, maybe 1/10 the cost of the
>> full
>> trait?
>
> A Perk, at best; possibly a zero-point Feature. All you're getting is
> the right to spend character points in a certain way.

Which can be a meaningful benefit when other players are denied the
right to spend points that way. Case in point would be traits like
Trained By a Master: part of the cost, as I understand is, is the
right to buy things other players can't.

I know the topic at hand is a little different from TBaM, though:
things that anybody can buy at character creation, but which only
those with "potential" can buy afterward.

A zero-point feature can work, as you suggest - though if the GM
allows that for some given trait, he's essentially ruling that the
trait *isn't* restricted after character creation. Seems that anyone
could buy it late in the game, at least as long as they claimed the
zero-point "potential" up front.

So for that reason, I think some nominal point cost sounds good as a
way to distinguish characters with this "potential" from those who can
never buy the trait after creation. Handled as a "down payment", as
you suggest.

T Bone


------------------------------

Message: 4
Date: Wed, 13 May 2009 02:54:54 -0500
From: rekres <rek...@gmail.com>
Subject: Re: [gurps] GURPS: Nightbane?
To: The GURPSnet mailing list <gurps...@sjgames.com>
Message-ID:
<299b1cf90905130054v1a3...@mail.gmail.com>
Content-Type: text/plain; charset=windows-1252

On Tue, May 12, 2009 at 7:57 PM, Bai Shen <baish...@gmail.com> wrote:
>> I know nothing about the setting, but I hope this may be of some use...
>
> It's a cool setting IMO.
>
>>>1.  Immune to Mind Control.  How do you represent that in GURPS?
>> See B80-81, Resistant, particularly the last paragraph (Mental
>> Resistance). How common is Mind Control?
>
> Ah, okay.  I saw that and missed the part where you could choose Immune
> instead of just a bonus.
>
>>>3.  High magical potential.  Is there a way to do this in the rules?  I
> can
>>>state it in fluff, but that seems hokey.
>> Racial Magery? Depends on which magic system you're using.
>
> Racial Magery doesn't really work.
>
> Basically, in the Palladium system, things work like this.  Everyone has a
> PPE stat.  Most people only have around 5 or so.  Mages have a lot.  Each
> spell costs a certain amount of PPE to cast.  Mages can siphon the energy
> from people to cast spells, through a ritual or simply killing them.
> Nightbane(the race I'm converting first) have a lot of PPE, wether they're
> mages or not.  This makes them really attractive to mages and makes them
> powerful if they do decide to learn spells.
>
> So as you see, magery doesn't really reflect that.

One of the things I did for my PhantaSea campaign: Certain races
instead of having Racial Magery, instead had the advantage Mana
Enhancer. This basically raises your personal mana level from normal
mana to high mana (or very high). This doesn't grant you any
spellcasting ability, it just makes any Magery you buy a whole lot
more effective. The advantage is personal, it affects only you and
whatever you're carrying.


GURPS Magic p.15: Fatigue Points may be bought with the limitation
“Usable only for spellcasting,” worth -10%.
I've used this as the basis of 'Magical' races like some variety of
elves and faeries. If you say that your psi-stalkers and vampires
feed off of mana, you can use this spellcasting-only fatigue to
represent that mana. Normal humans would have only about 10 mana,
with Nightbanes having somewhere between 50-100.

--
Chris J. Whitcomb
"I try to keep an open mind, but my brain keep falling out!"


------------------------------

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