Monday 20 November 2017

Sorcery: Armor Buffs III

Sorcery: Armor Buffs III

Some more armor buffs, based on the imbuement skills from Pyramid #3-4. Padded Armor makes armor resistant to blunt impacts. Impenetrable Armor makes armor strong against spears and bullets. Blunting Armor makes armor resistant to cutting damage. Rigid Armor makes flexible armor rigid.

Blunting 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 cutting. The armor’s DR is multiplied against cutting damage, as shown on the table below.
Level
DR
1
x2
2
x3
3
x4
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Blunting Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Blunting 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 Blunting Armor imbuement skill from Pyramid #3-4.

Impenetrable 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 punctures. The armor’s DR is multiplied against piercing and impaling damage, as shown on the table below.
Level
DR
1
x2
2
x3
3
x4
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Impenetrable Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Impenetrable 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 Impenetrable Armor imbuement skill from Pyramid #3-4.
  
Padded Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 + 40 points/additional level or more.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes armor more resistant to blunt impacts. The armor’s DR is multiplied against crushing damage, as shown on the table below. In addition, you can take the improved (68-point at 1st level, additional level cost is unchanged) version of this spell to additionally treat the armor as non-flexible against falling damage, eliminating blunt trauma in that one specific case.
Level
DR
1
x2
2
x3
3
x4
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Padded Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Padded Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. The improved version removes -3 in penalties [+24]. This spell is based on the Padded Armor imbuement skill from Pyramid #3-4.
  
Rigid Armor
Keywords: Armor Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The affected flexible armor becomes rigid. It’s no longer subject to blunt trauma (p. B379) and provides its DR against grappling maneuvers such as Arm Lock and Neck Snap (see pp. B403-404).
Statistics: Affliction 1 (HT; Accessibility, Only on armor, 20%; Advantage, Rigid Armor, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [32]. Notes: “Rigid Armor” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Rigid Armor imbuement skill from Pyramid #3-4.

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