Magie - Zaubersprueche, KI-Powers etc.




Alles was Du willst... :)

Magie - Zaubersprueche, KI-Powers etc.

Beitragvon OldSam » Sa 4. Feb 2012, 23:39

Grundsätzlich wird die Magie über das Powers-System abgebildet (Advantages u. Modifiers), das funktioniert gut mit den SR-Vorlagen und erlaubt ein sehr gutes Balancing im Verhältnis zu Cyberware u.ä.
Von den GURPS-Regeln her verwenden wir damit effektiv die PSI-Regeln für die Magie, der einzige Unterschied besteht eigentlich in der Benennung. Dies bietet sich ohnehin gut an, da die SR-Magie näher am PSI-Modell ist als an der Spell Magic. Jede Power beinhaltet den "-10% Magical" modifier, was spieltechnisch bedeutet, dass Antimagie dagegen möglich ist und die settingspezifischen Magieregeln Anwendung finden, es wird etwa Mana in der Umgebung vorausgesetzt.

Ein simples Beispiel, aus dem Basic Set abgeleitet, wäre etwa diese magische Kraft, um sich selbst Infarotsicht zu verleihen:
Infravision (Magical -10%; Costs Fatigue: 1 -10%) [8]
Der Zauber bzw. die Kraft kostet also 8 CP und pro Anwendung muss der Zaubernde 1 Erschöpfungspunkt zahlen.

(übrigens: Genau nach Basic Set würde Costs Fatigue: 1 nur -5% bringen, ich verwende aber die semioffizielle Regelung vom Assistant Line Editor, womit das auf -10% angehoben wurde, was ich auch am fairsten finde).

Die empfehlenswerten Sourcebooks für Powers as Magic sind neben dem Basic-Buch, "GURPS Powers" und "GURPS Psionic Powers".

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ok, hier mal ein erster Entwurf für die Shadowrun-Specials (Essenz, Entzug, Magische Kraft):

Essence is a new value starting at 0 if everything is normal and drops to negative values if using Cyberware or something like that.
Dropping below -x (-5?) makes you a cyber zombie.

Magery (Magical Force) can be bought as normal for Spell Magic (lvl 0 [5], +1 lvl [10]), though it works differently:

The Magery Level works like a PSI Talent for the Powers as Magic Spells, e.g. Magery Level 2 gives +2 for the usage of your Invisibility 'Spell' (power). This counts on normal IQ rolls but also on linked DX based rolls or skills, like the innate attack roll for throwing a Power Ball for instance. If essence is at a negative value it counts as a penalty.

Drain Value: ((Will+HT)/2) (rounding down)

Drain Modifier:
Each "use" of the ability costs you Drain. If you use the ability at a Force up to your Magery (Magical Force), Drain deals FP injury; you can use the ability at a Force up to twice your Magic, but then Drain deals HP injury.
With -5%/level: You can roll against your Drain value; on a failure, you take [Level] Drain (FP loss). On a success, you only take [Level-Margin of Success] Drain (FP loss, can be 0). A critical failure on your roll to resist Drain means you take two times the normal maximum Drain (FP loss), on the other hand you don't take any Drain with a critical success.
With -10%/level, you automatically take [Level] Drain (FP loss).

- You cannot buy spell powers at a level higher than your Magery (Magical Force).

- If you are casting a spell at a level lower than your Magery (Magical Force), you may decide to invest more energy to raise its effectiveness by one level, you pay for that with an additional -4 on the Drain for that spell.

- For each level of Magery (Magical Force), you may try to raise the effectiveness of your spells by 50% (using the costs of extra effort , but you don't need a will roll). Thus your normal limit of raising effectiveness is "Magery level * 50%" (e.g. Magery 2 allows increasing the power by 100%).

- In case you decide to take the risk and cast a spell with a higher raise in effectiveness than Magery level * 50%, the Drain for that spell is paid with
Hitpoints, causing physical wounds!(HP instead of FP). For each increase of 100% over your normal magery limit, an additional -4 on the Drain has to be paid.
In any case you have to make a successful will roll, then you can raise the spell's over your regular limits, up to a maximum of "Magery level * 200%".




----

Als Vorlage habe ich verschiedene Builds aus dem Denver GURPS Forum verwendet und weiterverarbeitet... Die Originale sind für normales Shadowrun ausgelegt (hier bezeichnet mit "normal mana"), für die aktuelle SEALs-Kampagne gelten die günstigeren "low mana" builds... Bei Zaubern oder Adaptenkräften, die verschiedene Kraftstufen/Level aufweisen, ist im low mana game das maximale Level der wählbaren Kräfte stärker begrenzt.



Zaubersprüche - Magical Spells:


Spell List (Offensive):

Power Bolt / Power Ball (normal mana/tweaked):

Innate Attack (1d Crushing) (Long-Range 1 +50%, Double Knockback +20%, Explosion X1 +50%, Increased 1/2D Range X50 +25%, Increased Max Range X50 +25%, Selectivity +10%, Variable +5%, Sense-Based (Vision, -20%), Accessibility: only Aura-Targets -20%, Costs 2 FP/Use -20%, Magical -10%) (net modifier: +115%) [11/Level]

Long-Range 1 +50% : Reichweitenabzüge statt "normal" erst jenseits der 200m und auch dann nur gemäßigt.
Sense-Based (Vision, -20%) : Sichtkontakt ist nötig.
Increased 1/2D Range X50 : 500m
Increased Max Range X50 : 5000m
Accessibility: only Aura-Targets, -20% : Nur auf Ziele mit einer Aura (lebend)

Prerequisite: Magic Talent X 1 / 3 Levels (up to 12d damage at Talent 4).

Notes: This spell produces a bolt of crushing or powerfully explosive force with a single round of concentration, destroying people and objects to a 100-yard range. Shamans get the -15% Spirit Power Mod instead of Magical -10%, but may add +1 Accuracy for spiritual guidance or a fancy Homing Enhancement with a targeting method suited to the primary sense of the Shaman's totem (eg: Night Vision for Cat, Sonar for Bat, Smell for Dog) at their option.

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Stun Bolt / Stun Ball (normal mana):

Effect: Innate Attack (1d Crushing) (Accurate X3 +15%, Affects Insubstantial +20%, Armor Divisor 3 w/ Access: Not Vs Magic +80%, Explosion X1 +50%, Increased 1/2D Range X10 +15%, Selectivity +10%, Side Effect: Stunning +50%, Variable +5%, Access: Living Beings and Spirits Only -20%, Costs 1 FP/Use -5%, Magical -10%, No Blunt Trauma -20%, No Wounding -50%) [12/Level] [MM: 3.45/Level]

Prerequisite: Magic Talent X 1 / 3 Levels (up to 12d damage at Talent 4).

Notes: This spell produces a bolt or explosion of magical force that shakes living and spiritual beings up and knocks them around without lasting harm, while leaving inanimate objects and machines completely untouched. Shamans get the -15% Spirit Power Mod instead of Magical -10%, but may add +1 Accuracy for spiritual guidance or a fancy Homing Enhancement with a targeting method suited to the primary sense of the Shaman's totem (eg: Night Vision for Cat, Sonar for Bat, Smell for Dog) at their option.

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Mana Bolt / Mana Ball (normal mana):

Effect: Innate Attack (1d Toxic) (Accurate X3 +15%, Affects Insubstantial +20%, Cosmic: Ignores DR w/ Access: Not Vs Magic +240%, Explosion X1 +50%, Increased 1/2D Range X10 +15%, Low Signature +10%, Selectivity +10%, Variable +5%, Costs 1 FP/Use -5%, Magical -10%) [18/Level] [MM: 15.81/Level]

Prerequisite: Magic Talent X 1 / Level (up to 4d damage at Talent 4).

Notes: This spell produces a bolt or explosion of deadly magical energy that injures and kills living and spiritual beings subtly, in a manner easy for a layman to mistake for natural causes, while leaving inanimate objects and machines unharmed. It completely ignores non-magical armor. Shamans get the -15% Spirit Power Mod instead of Magical -10%, but may add +1 Accuracy for spiritual guidance or a fancy Homing Enhancement with a targeting method suited to the primary sense of the Shaman's totem (eg: Night Vision for Cat, Sonar for Bat, Smell for Dog) at their option.

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

Wreck (Object Type) (normal mana):

Effect: Innate Attack (1d Corrosive) (Accurate X3 +15%, Explosion X1 +50%, Increased 1/2D Range X10 +15%, Selectivity +10%, Variable +5%, Access: Any 1 Object Type at a Time -0%, Access: Inanimate Objects and Machines Only -20%, Costs 1 FP/Use -5%, Magical -10%) [16/Level] [MM: 12.675/Level]

Prerequisite: Magic Talent X 1 / 3 Levels (up to 12d damage at Talent 4).

Notes: This suite of spells obliterates specific objects (eg: Wreck Guns, Wreck Cars, Wreck Pacemakers, etc), chosen by the caster at the time of use. For game purposes this is a single power, and the advantages and disadvantages of getting to specifically target a single object type and having to target a specific object type with each use balance out. Shamans get the -15% Spirit Power Mod instead of Magical -10%, but may add +1 Accuracy for spiritual guidance or a fancy Homing Enhancement with a targeting method suited to the primary sense of the Shaman's totem (eg: Night Vision for Cat, Sonar for Bat, Smell for Dog) at their option



Spell List (Defensive) (normal mana):

Magic Shield (normal mana):

Effect: Improved Magic Resistance X2 (Affects Others +50%, Area Effect: 2 Yards +50%, Force Field +20%, Selectivity +10%, Costs 2 FP/Minute -10%, Magical -10%) [21/Level] [MM: 18.4/Level] + DR 10 (Affects Others +50%, Area Effect: 2 Yards +50%, Force Field +20%, Selectivity +10%, Access: Only While Magic Resistance Is On -10%, Magical -10%, Vs Energy Only -20%, Vs Magic Only -20%, Vs Ranged Only -20%) [75/Level] [MM: 23/Level] = [96/Level] [MM: 41.4/Level]

Prerequisite: Magic Talent 1 / Level (Up to Resistance +8 and DR 40 at Talent 4)

Notes: This spell protects the spellcaster from ranged magical energy attacks and resistible spells on his person and optionally on everyone around him. Requires Concentration -15% or Requires Ready -10% may be added to some or all levels of this power or to the Affects Others and Area Effect enhancements, but is not required. A larger Area Effect is common at Talent 3+. Shamans swap out the Magical -10% power mod for Spirit -15%, paying [93/Level] [MM: 40.25/Level] instead.

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

Projectile Shield (normal mana):

Effect: Enhanced Dodge +1 (Affects Others +50%, Area Effect: 2 Yards +50%, Force Field +20%, Selectivity +10%, Costs 2 FP/Minute -10%, Magical -10%, Vs Physical Only -20%, Vs Ranged Only -20% [25.5/Level] [MM: 13.8/Level] + DR 10 (Affects Others +50%, Area Effect: 2 Yards +50%, Force Field +20%, Selectivity +10%, Access: Only While Enhanced Dodge Is On -10%, Magical -10%, Vs Physical Only -20%, Vs Ranged Only -20%) [85/Level] [MM: 46/Level] = [110.5/Level] [MM: 59.8/Level]

Prerequisite: Magic Talent 1 / Level (Up to Dodge +4 and DR 40 at Talent 4)

Notes: This spell protects the spellcaster from ranged physical attacks on his person and optionally on everyone around him. It is very limited against direct hits from modern firearms, but is quite effective against frag and collateral damage from explosions, and will often deflect glancing shots entirely. Requires Ready -10% may be added to some or all levels of this power or to the Affects Others and Area Effect enhancements, but is not required. A larger Area Effect is common at Talent 3+. Shamans swap out the Magical -10% power mod for Spirit -15%, paying [107.25/Level] [MM: 52.325/Level] instead.

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Spell List (Perception):

Enhanced Hearing (normal mana):

Effect: Level 1: Discriminatory Hearing (Costs 1 FP/Minute -5%, Magical -10%) [13]. Level 2: Acute Hearing X10 (Access: While Discriminatory Hearing Is On -10%, Magical -10%) [16]. Level 3: Protected Hearing (Access: While Discriminatory Hearing Is On -10%, Magical -10%) [4] + Subsonic Hearing (Access: While Discriminatory Hearing Is On -10%, Magical -10%) [4] + Ultrahearing (Access: While Discriminatory Hearing Is On -10%, Magical -10%) [4] = [12]. Level 4: Scanning Sense (Sonar) (Access: While Discriminatory Hearing Is On -10%, Magical -10%) [16].

Prerequisite: Magic Talent X1 / Level

Notes: This spell enhances the sense of hearing. At the highest level of talent it can almost completely replace vision. Shamans swap out Magical -10% for Spirit -15% and pay [12, 15, 12, and 15].

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Enhanced Smell (normal mana):

Effect: Level 1: Discriminatory Smell (Costs 1 FP/Minute -5%, Magical -10%) [13]. Level 2: Acute Taste/Smell X10 (Access: While Discriminatory Smell Is On -10%, Magical -10%) [16]. Level 3: Add the Empathy +50% Enhancement to Discriminatory Smell [+8] [MM: +6] + Protected Smell (Access: While Discriminatory Smell Is On -10%, Magical -10%) [4] = [+12] [MM: +10]. Level 4: Psychometry (Access: While Discriminatory Smell Is On -10%, Magical -10%, Sense-Based: Smell -20%) [12].

Prerequisite: Magic Talent X1 / Level

Notes: This spell enhances the sense of smell. At the highest levels of talent, it can detect emotions or even odors that are no longer physically present. Shamans swap out Magical -10% for Spirit -15% and pay [12, 15, +11/+9, and 11].

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Enhanced Vision (normal mana):

Effect: Level 1: Acute Vision X10 (Costs 1 FP/Minute -5%, Magical -10%) [17]. Level 2: Add Protected Vision (Access: While Acute Vision Is On -10%, Magical -10%) [4]. Level 3: Add Telescopic Vision X2 (Access: While Acute Vision Is On -10%, Magical -10%) [8]. Level 4: Add Hyperspectral Vision (Access: While Acute Vision Is On -10%, Magical -10%) [20].

Prerequisite: Magic Talent X1 / Level

Notes: This spell enhances the sense of vision. At the highest levels of talent, only astral objects and beings escape the spellcaster's notice. Shamans swap out Magical -10% for Spirit -15% and pay [16, 4, 8, and 19].

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Spell List (Communication):

Popularity (normal mana):

Effect: Level 1: Charisma X2 (Costs 1 FP/Minute -5%, Glamour vs Will -30%, Magical -10%) [6]. Level 2: Add another Charisma X2 and make the Glamour on all levels vs Will -2 -20% [+7]. Level 3: Add another Charisma X2 and make the Glamour on all levels vs Will -4 -10% [+10]. Level 4: Remove Glamour and Costs Fatigue from all levels. At this level, it just works unless blocked or deprived of mana. [+4].

Prerequisite: Magic Talent X1 / Level

Notes: Shamans swap out Magical -10% for Spirit -15% and pay [5, +7, +9, and +5].

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

Receive Thoughts (normal mana):

Effect: Level 1: Mind Reading (Costs 1 FP/Minute -5%, Magical -10%, Sensory Only -20%) [20]. Level 2: Remove the Sensory Only Limitation and Add the Sensory +20% Enhancement [+14] [MM: +11]. Level 3: Add the Universal +50% Enhancement [+15] [MM: +13]. Level 4: Mind Probe (Universal +50%, Costs 1 FP/Minute -5%, Magical -10%) [27] [MM: 26].

Prerequisite: Magic Talent X1 / Level

Notes: Shamans swap out Magical -10% for Spirit -15% and pay [18, +14/+11, +15/+12, and 26/24].

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Send Thoughts (normal mana):

Effect: Level 1: Telecommunication (Telesend) (Costs 1 FP/Minute -5%, Magical -10%, Vague -50%) [11]. Level 2: Remove the Vague Limitation [+15]. Level 3: Add the Broadcast +50% Enhancement [+15] [MM: +13]. Level 4: Add the Universal +50% Enhancement [+15] [MM: +12].

Prerequisite: Magic Talent X1 / Level

Notes: Shamans swap out Magical -10% for Spirit -15% and pay [9, +15, +15/+12, and +15/+12].

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Spell List (Stealth / Deception):

Obscure (Sense) (normal mana):

Effect: Level 1: Obscure (Sense) X2 (Defensive +50%, Stealthy +100%, Costs 1 FP/Minute -5%, Magical -10%) [9.4] [MM: 8.5].

Prerequisite: Magic Talent X1 / Level

Notes: This suite of spells impedes the senses. It is available in versions affecting Vision (Including Infravision), Hearing, Smell, Taste, Touch, and Astral Perception. Shamans swap out Magical -10% for Spirit -15% and pay [9.2] [MM: 8].

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Illusion (normal mana):

Effect: Level 1: Illusion (Costs 1 FP/Minute -5%, Magical -10%) [22]. Level 2: Add the Extended Smell, Taste, and Touch +60% Enhancements [+15] [MM: +12]. Level 3: Add the Independence +40% Enhancement [+10] [MM: +9]. Level 4: Upgrade Independence to Initiative +100% and add Ranged +40% [+25] [MM: +21].

Prerequisite: Magic Talent X1 / Level

Notes: Shamans swap out Magical -10% for Spirit -15% and pay [20, +15, +10, +25] [MM: 20, +12, +9, +19].

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Spell List (Movement):

Swim (normal mana):

Effect: Level 1: Amphibious (Costs 1 FP/Minute -5%, Magical -10%) [9]. Level 2: Water Move +2 (Access: While Amphibious Is On -10%, Magical -10%) [8]. Level 3: Double Level 2 [+8]. Level 4: Triple Level 2 [+8].

Prerequisite: Magic Talent X1 / Level

Notes: Shamans swap out Magical -10% for Spirit -15% and pay [8, +8, +7, +8].

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Haste (normal mana):

Effect: Basic Speed +1.0 (Costs 1 FP/Minute -5%, Magical -10%) [17/Level].

Prerequisite: Magic Talent X1 / Level

Notes: Shamans swap out Magical -10% for Spirit -15% and pay [16/Level].




Ki-Adeptenkräfte - Physical Adept Powers:

Bei den Adaptenkräften ist im low mana game das maximale Level der wählbaren Kräfte stärker begrenzt.


Blinding Limb Flurry:

Effect: Level 1: Enhanced Dodge +1 (Magical -10%) [14]. Level 2: Extra Attack X1 (Multi-Strike +20%, Access: Melee/Unarmed Only -10%, Magical -10%) [25] [MM: 24]. Level 3: Double Level 2. Level 4: Altered Time Rate X1 (Magical -10%) [90].

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.

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

Cloud Foot Meditation:

Effect: Super Jump X1 (Magical -10%) [9] / Level.

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.

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Harmonious Rejuvenation Breath:

Effect: Level 1: Regeneration (Regular) (Access: Must Rest Quietly -20%, Magical -10%) [18]. Level 2: Upgrade to Regeneration (Fast) (Access: Must Rest Quietly -20%, Magical -10%) [+17]. Level 3: Add the Fatigue +100% Enhancement [+50] [MM: +18]. Level 4: Remove the Access Limitation; it just works unless deprived of mana [+10] [MM: +37].

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.

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Killing Hands:

Effect: Claws (Talons) (No Signature +20%, Magical -10%) [9] [MM: 9].

Prerequisite: Magic Talent (Physical Adept -50%) X1.

Notes: The Adept's bare hands and feet may inflict horrific slashes and punctures, sever limbs, target the vitals, etc, rather than blunt trauma.

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Lightning Reflex Meditation:

Effect: Level 1: Basic Speed +1.0 (Magical -10%) [18]. Level 2: Double Level 1 [+18]. Level 3: Triple Level 1 [+18]. Level 4: Enhanced Time Sense (Magical -10%) [+41].

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.

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Sense-Enhancing Exercises:

Effect: Perception +2 (Magical -10%) [9] / Level.

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.

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Thunder Strike:

Effect: Striking ST +2 (Magical -10%) [9] / Level.

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.

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Wind Foot Meditation:

Effect: Basic Move +4 (Magical -10%) [18] / Level.

Prerequisite: Magic Talent (Physical Adept -50%) X1 / Level.
OldSam
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von Anzeige » Sa 4. Feb 2012, 23:39

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Re: Magie - Zaubersprueche, KI-Powers etc.

Beitragvon OldSam » So 12. Feb 2012, 01:09

Angefragte Zauber für die Konvertierung:




- Aura Reading (Magie, Cyberware, grobes Gesundheitsbild) <== sollte quasi Standard sein für Mages


- Clean Water [4] --- Create 1 (Medium, water-like fluids) (Reduced Fatigue Cost 1 [+20%]; Transmutation (Inorganic to Inorganic) [+50%]; Transmutation Only [-100%]; Only to Render Impurities and Toxins Safe [-50%]; Magical [-10%]) (roll vs IQ, costs 1 FP)

- Antidote (am besten kurze Zauberzeit) --- Neutralize Poison [35] ...hmmm

- Heal [6] (Notfallzauber, höchst erschöpfend) --- Healing (Magical, -10%; Injuries only, -20%; Costs Fatigue 2, -20%; Takes Recharge: 1h, -30%)

- Cure Disease [6] (ruhig lange Zauberzeit) --- Healing (Magical, -10%; Diseases only -40%; Preparation Required: 1 Min, -20%; Takes Extra Time: 1, -10%)

- Cure Wounds [8] (ruhig lange Zauberzeit) --- Healing (Magical, -10%; Injuries only, -20%; Preparation Required: 10 Min, -30%; Nuisance Effect (Brightly glowing hands) [-5%]; Takes Extra Time: 1, -10%)

- Healing [21] (universelle Kraft) --- Healing (Magical, -10%; Takes Extra Time: 1, -10%, Takes Recharge: 5s, -10%)

- [b[Shape Earth [42][/b] Control (Earth, Common) 1 [20], Collective [+100%], Extended Duration (x300) [+100%], Takes Extra Time 6 [-60%]
Magical [-10%], Spell Components [-20%]) Casting Time: 64 seconds, Duration: 5 hours, This can affect 10 lbs. of earth per second.

- Analyze Truth [10] -- Mind Probe (Magical, -10%; Sense based (Vision) -20%; Costs Fatigue 2, -20%)

- Camouflage [6/lvl] --- Chameleon (Magical, -10%; Affects others +50%; Can Carry Object (Light Enc.) +20%, Costs Fatigue 1, -10%, Takes Extra Time: 1, -10%, Spell Components, -20%)

- Stealth (am besten als Gruppenzauber)*

- Light Defensive Physical Barrier [23]: 7 (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 5, -45%; Requires IQ Roll, -10%; Spell Components, -20%) { DR:21, HP: 4 }

- Light Offensive Physical Barrier [42]: 7d Crushing (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 5, -45%; Requires IQ Roll, -10%; Spell Components, -20%) [42] { DR:21, HP: 4 }

- Defensive Physical Barrier [39]: 13 (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 6, -50%; Requires IQ Roll, -10%; Spell Components, -20%) { DR:39, HP: 7 }

- Offensive Physical Barrier [72]: 13d Crushing (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 6, -50%; Requires IQ Roll, -10%; Spell Components, -20%) { DR:39, HP: 7 }

- Hardened Wall of Protection [53] : 21 (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 8, -60%; Requires IQ Roll, -10%; Spell Components, -20%) { DR:63, HP: 11 }

- Hardened Wall of Destruction [105]: 20d Crushing (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 8, -60%; Requires IQ Roll, -10%; Spell Components, -20%) { DR:63, HP: 11 }



- Sound Barrier [39] | Quiet (Components Verbal, Hand; Casting Time 1 second; Duration 10 seconds)
--- Obscure (Hearing) 10 (Variable (Area Effect) [+5%]; Ranged [+40%]; Stealthy [+100%]; Magical [-10%]; Spell Components [-20%]; Costs FP: 2, -20%)


- Light Armor --- Damage Resistance (Force Field +20%; Affects Others +50%; Area Effect 4yd +100%; Sense Based (Vision) -20%, Magical [-10%], Costs FP: 2, -20%)

- Personal Armor (lvl) --- Damage Resistance (Magical [-10%]) [x/lvl]

- Armor --- Damage Resistance (Force Field +20%; Affects Others +50%; Area Effect 4yd +100%; Sense Based (Vision) -20%, Magical [-10%], Costs FP: 2, -20%)

- Power Armor --- Damage Resistance (Force Field +20%; Affects Others +50%; Area Effect 4yd +100%; Sense Based (Vision) -20%, Magical [-10%], Costs FP: 2, -20%)

- Gecko Crawl --- Clinging [20]



- Deflection


- Wood Wall
- Trid Phantasm

- Swim --- Amphibious [10] (Magical, -10%; Affects others +50%; Costs Fatigue 1, -10%, Takes Extra Time: 1, -10%, Spell Components, -20%)


note: über-impressive GURPS Magic Powers Database :p ===> http://islandsofwar.wikispaces.com/Rules.Spells

Interessante Limitation:
/*
Spell Components [-20%]
Must say short "formula" in Latin
Must gesture with hands
*/

Accessibility wegen Mana... (-10% / -5% ...?)

Sehr wichtig für SR: Sense Based (Vision) -20%;
OldSam
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