> > One thing you might consider is the possibility that once you use this
> > spell on the Demon, it is considered to be an attack. As such,
> > pentegrams or any other non-physical restraints against the demon
> > attacking the caster of this spell are rendered ineffective.
> >
> > One other possible limit you might consider is one I used originally
> > when that spell came out in GRIMOIRE. That is, only those attributes
> > which are higher than those of the caster count - anything
> > less than that of the caster's is ineffective. Just a thought ;)
>
> Quick-n-dirty fix. Make the Steal Attribute spells touch
> only. You have to touch the demon, therefore you have to
> penetrate the defensive barriers such as pentagram or magic circle.
Ya, the problem though is that the character is probably going to beat the
crap out of the demon before using the spell anyway . . .
Fighting Demons is a large portion of my game and if you've looked at the
sample characters for the GURPS Infinity setting then it shouldn't be a huge
surprise that something like a demon isn't too much of a handful for them
(although I have to say that most of those sample characters are the biggest
waste of points I've even seen, talk about a bunch of 500 point whimps).
I think that the best idea that I've heard so far is using a roll of 10 on
the demon chart as the racial standard. I also might just have to make up
some weird side effects of stealing such dark energy. ("You do understand
that the energy you are stealing is pure evil right?")
Bah, it's probably not a huge deal anyway. The player in question has one of
the weaker characters anyway and really it'll probably amount to 10 or 20
character points a session. Probably won't break the game.
"I didn't spend all those years playing D&D and not learn a little something
about courage."
-Some Dork, The X-Files
Erik Holmes
[EMAIL PROTECTED]
AIM: ErikHolmes & Erickh0510
ICQ: 2593395
MSN: [EMAIL PROTECTED]
Y!: [EMAIL PROTECTED]
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