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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.
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These will be /expensive/ as they are multi-purpose effect sources...


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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?


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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.
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So the orb is actually doing the attacking? each has a DX and THrowing (Spell) skill?



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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!"
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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...)



-
Eric Funk
"Knowledge Brings Fear" -- Motto of Mars University, Futurama _______________________________________________
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