
Also, thanks to people who've contributed example Bonisagus Folios to fandom, it all helps adding to sagas.Īl-Sh’elh al-Abdyh – الشعلة الأبدية – The Eternal FlameĬharacteristics: Int -1, Per +1, Pre +1, Com -2, Str +1, Sta +1, Dex +1, Qui +3 More examples of worked out original research would be useful. I would attempt a MuVi as ArM5 p159 says "These spells can only be used on Hermetic magic, as they depend on a good understanding of the processes involved" - well, Parma Magica is taught to all hermetic magi, and as they cast it every day you could argue you should understand it really well, but then you enter into modifying your Parma from Sun to Moon duration, Wizard's Boost to give it 5 extra magic resistance, Wizard's Reach to give it to another at Touch range.I'm pretty sure this gets seriously game altering, so much so this would be ruled a Hermetic breakthrough in most games.Īnyway, enough of the diversion about Parma Magica - the point is the Parma folds sound interesting but difficult to come up with a decent range of spells to attempt making the breakthrough without getting really bored (and also metagaming, as you're deliberately doing the same thing over and over to get abstract points). Sure, you can create a PeVi spell to destroy a Parma Magica or a ReVi to suppress it - but are you just going to reinvent these spells at different levels over and over? At 30 breakthrough points per fold, that's a lot of going over similar ground.
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It isn't, and you are left wondering how to create spells or items to experiment on a ritual performed by a Supernatural Ability rather than a spell guideline. The one that really annoys me is trying to develop a Parma Magica fold - it's one of the examples in True Lineages, so you would hope it might be illustrated. The examples in Magi of Hermes are useful in showing worked out examples. The only one from the books done in my saga was Fertility Magic, because the player could find inspiration in a couple of places and use the guidelines for spells to ease childbirth from Art&Academe to fill it out. I feel like it would be good for plot hooks and verisimilitude in making the hermetic research world seem more alive. Stuff that might appear in the Bonisagus folio, or as an individual publication, or even just as a rumour. The end result would be a document you could use to generate research outputs for the rest of the order in a saga. Do that for as many breakthroughs as possible.
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All rights reserved.It would involve taking breakthroughs and coming up with an example pathway for how it might get invented, plus some "dead end" bits of failed research. ( Back to Roleplayer #10 Table of Contents)Ĭopyright © 1997-2021 by Steve Jackson Games. If the brain or head is the target of a swung hand weapon, of if the vitals are the target of a bullet or impaling attack, a roll that misses by only 1 is treated as a hit to the torso.

Crushing blows to the brain or vitals require the victim to make a roll against HT to avoid knockout (see Injury on the Reference Screen, or Knocking Someone Out, p. If a shield is not present, and neither arm is nearer, roll randomly to determine which arm (or leg) is hit.Ĥ. The table is designed to distinguished between the arms of a man carrying a shield.

An impaling or missile hit (if the weapon is under 1 inch across) gives an automatic brain hit, as above skull's DR does not protect! If the target is wearing a helm, only a missile or thrusting attack can hit the eye such a hit bypasses both the skull's DR and the helm's DR.ģ. More than 2 hits of damage blinds the eye. The victim is stunned on hits over HT/3, and knocked out on hits of over HT/2.Ģ. This is in addition to any armor, Toughness, etc., the victim possesses. If the brain is hit, the skull provides a natural DR of 2. Impaling weapons and bullets that penetrate armor do triple damage, not double. Excess damage is lost.ĭamage over HT/3 cripples foot. Excess damage is lost.ĭamage over HT/2 cripples leg. Excess damage is lost.ĭamage over HT/3 cripples hand. Armor does not protect! See note 2 below.ĭamage over HT/2 cripples arm. No DR no special damage results, but critical hits go to Critical Head Blow Table.Īs above. Major Damage is the effect of a serious wound on the body part. Note that armor may also give a body part extra passive defense. Hit Penalty shows the subtraction to skill when attacking that part of the body of a foe.

Roll 3 dice to determine what part of the body was hit.

Random Location is used when a part of the body must be randomly chosen as a target (for instance, by falling rocks or an arrow fired from far off). Originally appearing on the GURPS Reference Screen, we present the new table here for those of you who have not yet purchased the screen. Roleplayer #10, May 1988 From the GURPS Reference Screen New Hit Location Tableĭue to the limitations of a 2 die range, we have revised the GURPS hit location table a 3 die range.
