Monday 13 November 2017

Sorcery: Armor Buffs II

Sorcery: Armor Buffs II

Some more armor buffs, based on imbuements. Fireproof Armor makes armor resistant to fire. Healthful Armor makes armor resistant to poison. Insulated Armor makes armor resistant to electricity. Sovereign Armor makes armor resistant to acid.

Fireproof Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 + 40 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes armor more resistant to heat and flame by magically cooling it. The armor’s DR is multiplied against burning damage, as shown on the table below. In addition, treat the armor itself as if it were one flammability class harder to set alight (see Making Things Burn, p. B433).
Level
DR
1
x2
2
x3
3
x4
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Fireproof Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Fireproof Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Fireproof Armor imbuement skill from Pyramid #3-4.
  
Healthful Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 + 40 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell surrounds the armor with healing energies, enhancing its resistance to poison and disease. The armor’s DR against toxic damage is multiplied, as shown on the table below, and the armor applies a part of its DR even against toxic attacks that usually bypass armor, including blood, contact, follow-up, and respiratory agents.
Level
DR
1
x2 (1/4, if damage bypasses armor)
2
x3 (1/2, if damage bypasses armor)
3
x4 (x1, if damage bypasses armor)
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Healthful Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Healthful Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Healthful Armor imbuement skill from Pyramid #3-4.
  
Insulated Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 + 40 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes armor more resistant to electricity. The armor’s DR against electrical damage and attacks enhanced with Surge (p. B105) if multiplied, as shown on the table below. If the armor is metal, don’t reduce its DR to 1 against such attacks (p. B432). All armor gains levels of Hardened (p. B47) against the armor divisor of electrolaser, particle, antiparticle, and plasma weapons, as shown on the table below.
Level
DR
Hardened
1
x2
1
2
x3
2
3
x4
3
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Insulated Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Insulated Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Insulated Armor imbuement skill from Pyramid #3-4.
  
Sovereign Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 + 40 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes armor less susceptible to acid, disintegration, etc. The armor’s DR against corrosion damage is multiplied, as shown on the table below. In addition, use only a part of the damage roll to compute DR loss, as shown on the table below.
Level
DR
Damage roll when computing DR loss
1
x2
2/3
2
x3
1/2
3
x4
1/3
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Sovereign Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Sovereign Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Sovereign Armor imbuement skill from Pyramid #3-4.

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