Author Topic: Permanent Curses  (Read 3177 times)

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Offline Widukind

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Permanent Curses
« on: January 10, 2009, 03:56:11 AM »
Hi friends!
As a newbie here, i want to create a new spell. A permanent curse on a char. But the options for the duration ends in Com at 1 hour (S.38) and in Loot (S.51) at permanent with costs of 2000 PP. Ok. But there are different PP costs.

So in Loot the costs of duration ist 2rounds: 20 PP, 5 rounds: 30 PP
In CoM the costs of duration is  2rounds: 1 PP, 5 rounds: 2 PP

An Com has no permanent scaling Options like in Loot.
So, whats the reason why?

And after we have answered the question:
The cure is an active spell, yes. It can detected with "detect spell" an triggered with "dispel magic".Right? So the char is healed from the curse?

Offline NicholasHMCaldwell

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Re: Permanent Curses
« Reply #1 on: January 10, 2009, 07:39:25 AM »
For Permanent spells, use an attributes cost of 200 points

As for the Loot PP costs, they look like a combination of a misunderstanding by Loot's author of the first draft of CoM and an attempt to "balance" the numbers at editing. Ignore them.

For healing a permanent curse, I'd want the Enchantment Cure Talent to be used.

Best wishes,
Nicholas
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Offline Widukind

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Re: Permanent Curses
« Reply #2 on: January 10, 2009, 12:36:13 PM »
Ok,enchantment cure.  ... the char makes an will based RR S.50

will based RR against whom?
A. The caster of the cure
B the victim of the cure
C or against the healer himself ?

There is no adjustment? In RM is the healing of a cure a 50.th level spell.





« Last Edit: January 10, 2009, 12:52:54 PM by Widukind »

Offline NicholasHMCaldwell

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Re: Permanent Curses
« Reply #3 on: January 10, 2009, 01:13:55 PM »
According to the talent, the character with the talent makes a d100 open-ended roll adding his/her Will RR skill. If the result is 101 or more, the person suffering the curse is cured.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
Director, Iron Crown Enterprises Ltd
Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
Author: Mentalism Companion, GURPS Age of Napoleon, Construct Companion, College of Magics, HARP SF/HARP SF Xtreme

Offline Mattiyaho

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Re: Permanent Curses
« Reply #4 on: January 12, 2009, 12:40:41 PM »
Ok here is my problim with enchantment cure the talet states:
   
   Chatracters with this ability may not use any bonuses from the resistence skill
   when making the resistence roll.

Does this mean the racial bonus, the total bonus making it a straight Sd/Sd manuver, or something else.

Offline NicholasHMCaldwell

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Re: Permanent Curses
« Reply #5 on: January 12, 2009, 01:28:26 PM »
Ok here is my problim with enchantment cure the talet states:
  
   Chatracters with this ability may not use any bonuses from the resistence skill
   when making the resistence roll.

Does this mean the racial bonus, the total bonus making it a straight Sd/Sd manuver, or something else.

If the Resistance skill is disallowed, then you should definitely add twice the character's SD bonus (as otherwise the talent only ever works on an open-ended roll which is very weak for 25 DPs). You might consider adding in the character's racial bonus to Will RRs as well.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
Director, Iron Crown Enterprises Ltd
Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
Author: Mentalism Companion, GURPS Age of Napoleon, Construct Companion, College of Magics, HARP SF/HARP SF Xtreme

Offline munchy

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Re: Permanent Curses
« Reply #6 on: January 16, 2009, 08:38:55 AM »
I also like it when curses can only be lifted by some special action or quest. Just to dispel them is too easy and too lame for my taste. I like if you have to walk to end of the world and let the first dew drop on the blue flower with the red leaves slip into your eye to lift the curse. ... You know what I mean ...
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