Thursday, April 26, 2012

Damage Table


Damage Table
ST Thrust Swing ST Thrust Swing
1 1d-6 1d-5        27 3d-1 5d+1
2 1d-6 1d-5        28 3d-1 5d+1
3 1d-5 1d-4        29 3d 5d+2
4 1d-5 1d-4        30 3d 5d+2
5 1d-4 1d-3        31 3d+1 6d-1
6 1d-4 1d-3        32 3d+1 6d-1
7 1d-3 1d-2        33 3d+2 6d
8 1d-3 1d-2        34 3d+2 6d
9 1d-2 1d-1        35 4d-1 6d+1
10 1d-2 1d         36 4d-1 6d+1
11 1d-1 1d+1     37 4d 6d+2
12 1d-1 1d+2     38 4d 6d+2
13 1d 2d-1         39 4d+1 7d-1
14 1d 2d             40 4d+1 7d-1
15 1d+1 2d+1    45 5d 7d+1
16 1d+1 2d+2    50 5d+2 8d-1
17 1d+2 3d-1     55 6d 8d+1
18 1d+2 3d         60 7d-1 9d
19 2d-1 3d+1     65 7d+1 9d+2
20 2d-1 3d+2     70 8d 10d
21 2d 4d-1         75 8d+2 10d+2
22 2d 4d             80 9d 11d
23 2d+1 4d+1    85 9d+2 11d+2
24 2d+1 4d+2    90 10d 12d
25 2d+2 5d-1     95 10d+2 12d+2
26 2d+2 5d        100 11d 13d

Tuesday, April 24, 2012

Cure Affliction

Biomancy - 6 points

(-80%) Healing (B59) (GP51) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; Capped  6 FP, -15%; Reduced Range, 10 yards, -30%; Affliction Only -40%; MTP 1-6, -60%; Accessibility, will not work on permanent afflictions -20%)

This spell will cure most temporary afflictions. For afflictions it uses the rules presented in GURPS Powers (GP51). For a comprehensive list of the afflictions the spell can cure see the Affliction advantage (B35-36). To remove an affliction requires a spell skill roll at -1 per full +50% the target effect is worth as an enhancement to the Affliction advantage. The FP and MTP cost is equal to twice the penalty, minimum 1 FP and 1 MTP.

Here are a few examples: Because blindness is a -50 point disadvantage, it is considered a +50% enhancement, and thus it would be at -1 skill and cost of 2 MTP and 2 FP. Paralysis is a +150% enhancement and so it would be cast at -3 skill and cost 6 MTP and 6 FP. Being drunk is only a +20% enhancement and so the spell would be cast at straight skill and cost 1 FP and 1 MTP. Because this spell is capped at 6 MTP and 6 FP there are a few severe afflictions the spell will not be able to remove, e.g. Coma and Heart Attack. The spell does not remove any permanent effect, such as someone’s lasting disadvantages. Furthermore, the spell cannot remove the effects of poison or disease

Cure Disease

Biomancy - 6 points

(-80%) Healing (B59) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; MTP 1-8, -80%; Capped  16 FP, -0%; Reduced Range, 10 yards, -30%; Disease Only -40%)

This spell will cure those infected by a disease. This spell requires a skill roll at a modifier determined by the GM. It could be +1 for mild disease, like the common cold, or it could be -8 to cure a hell-spawned plague. Typically the penalty will be equal the HT penalty the victim is at to resist the disease. The MTP cost is equal to the skill penalty, and the FP cost is equal to twice the skill penalty. It is always cast at a minimum 1 FP and 1 MTP. For instance, it would cost 4 FP and 2 MTP to cure a disease that is skill -2 to cure. The spell is capped at 16 FP and 8 MTP, so there might be some very rare diseases that will not be affected by the spell.

Cure Poison

Biomancy - 6 points

(-80%) Healing (B59) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; MTP 1-8, -80%; Capped  16 FP, -0%; Reduced Range, 10 yards, -30%; Poison Only -40%)

This spell will cure those affected by poison. This spell requires a skill roll at a modifier determined by the GM. The modifier to cure the poison will usually equal the HT penalty of the poison. For example, a poison that is HT -2 to save against will typically be skill -2 to cure. The MTP cost is equal to the skill penalty, and the FP cost is equal to twice the skill penalty, minimum 1 FP and 1 MTP. For instance, it would cost 4 FP and 2 MTP to cure a poison that is skill -2 to cure. The spell is capped at 16 FP and 8 MTP, so there are some very rare deadly poisons that might not be affected by the spell.