Eric Funk wrote:
***
Greetings!
One of my players who is starting up his own game asked me for some
input/help creating some magic items for his game setting.
They are basically magical orbs (golf-ball sized) that contain
elemental essences. Each orb can create a series of limited effects
based on an element or combination of elements. He wants each orb to
be able to produce six basic effects, modified somewhat for each
different element. ***
These will be /expensive/ as they are multi-purpose effect sources...
Limited use, non-rechargable effect sources though. Once they're out of
energy, you toss it and either buy or enchant a new one.
***
The six basic effects:
* Bullet: single-shot, low to medium power.
* Beam: continuous effect, lazer-like beam to target.
* Wave/Burst: area effect radiating 360 degrees around user.
* Cannon: ball-effect that explodes when hitting target. (can arc over
intervening objects)
* Strike: melee hit effect.
* Spray: multiple projectile, possible multiple targets.
***
So, Missile spells
tight-beam Jet spells
"flaming armor" type auras
Exploding Missile spells
short-range "shocking grasp"
Jet spells
you could just take the example spells (from Fire and lightning), and
then enchant each item with them...
I assume the caster is paying the FP cost?
He specified that he wanted it separate from the magic system. These are
not spells being cast (and costing fatigue) but rather items granting
fantastic abilities to the user.
***
The elements and elemental-combinations he has so far...
* Earth
* Fire
* Air
* Water
* Fire+Air = Lightning
* Earth+Fire = Lava
* Water+Earth =Acid/Mud
* Air+Water = Ice/Mist
* Air+Earth = Vortex/Dust (He suggest dust, I recommended vortex/void,
neither one seems to fit right)
* Fire+Water = Steam
That would suggest 60 some odd powers, although many of them would be
just variations on a theme.
My initial thoughts would be to write these up as Innate Attacks, and
using the CP cost as an energy cost drawing from a set power pool
(The orbs are supposed to be limited use, non-rechargeable)
For example: Air Bullet: Innate Attack - Pierce, based on Will -5% =
4.75/level. The user makes a Will check to activate the bullet
power, each two points he makes the Will roll by reduces the cost of
activating by one. The orb would have a limited supply of points, say
20 for low-powered orbs, 50 for medium-powered orbs, and 100 for
high-power. A low-powered orb could have the bullet power activated
4 times before running out. ****
So the orb is actually doing the attacking? each has a DX and THrowing
(Spell) skill?
No, the user would have an Innate Attack (beam) or Innate Attack
(projectile) skill as appropriate. And we figured the melee/strike powers
would simulate various weapons, so for Fire it was like an axe... so the
user would roll his Axe/Mace skill to attack.
***
A second example: Air Spray Innate Attack - Pierce, based on Will
-5%, RoF 6 +70% = 8.25/level. The same low-powered orb could only
activate the Spray attack twice before running out.
We're working with Basic: Characters and Campaigns, as well as Gurps
Powers. I do have Gurps Magic, but it was out on lone to another
player at the time. We've got some basic stuff worked out for Air,
Fire, and Earth. We were just wondering if anyone on the list might
have suggestions, ideas, comments, critiques. We're planning on
getting together again on Sunday to try to finish out the list and
perhaps incorporate any suggestions.
Once we work a semi-complete list, I'll post it here for a complete
review and critique. For now though, what do you think of the
system? Is there a better and/or simpler method?
Thanks in advance,
-- Chris J. Whitcomb
"I try to keep an open mind, but my brain keeps falling out!"
****
The elemental combinations are second to the FP invested... combining
orbs allows the caster to invest /more/ FP, as per having a higer
level of Magery (perhaps consider each orb to have Magery 1...)
The elemental combinations were being treated as separate elements. So one
might have a Fire Orb, Lightning Orb and Lava Orb.
He seemed to want to avoid regular spellcasting and Magery associations...
although it wasn't set in stone.
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