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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