Saturday 25 November 2017

Sorcery: Armor Buffs V

Sorcery: Armor Buffs V

And the last armor buffs. Nullifying Armor makes armor resistant to magic. Reinforced Armor makes armor Hardened. Resilient Armor negates ablation. Restorative Armor makes armor resistant to fatigue damage. Emperor's New Clothes makes armor or clothes invisible to stupid people.
  
Emperor’s New Clothes
Keywords: Armor Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes a suit of armor or clothes invisible to creatures with IQ lower than provided by their racial template. For humans, this will affect humans with IQ 9 or lower.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Emperor’s New Clothes, +330%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [43]. Notes: “Emperor’s New Clothes” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11) with a bought off -4 penalty [+32] and the Accessibility, Only against low IQ creatures, -40%. This spell is based on the Subtle Defense imbuement skill from Pyramid #3-4.

Nullifying 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 magical damage. The armor’s DR is multiplied against magical 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, Nullifying Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Nullifying 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 Nullifying Armor imbuement skill from Pyramid #3-4.
  
Reinforced Armor
Keywords: Armor Buff.
Full Cost: 36 points for level 1 + 16 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The affected armor becomes particularly hard, gaining an ability to resist armor divisors. This gives it the Hardened enhancement (p. B47). At level 1, this spell grants Hardened 1, but each additional level grants an extra level of Hardened.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Reinforced Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Reinforced Armor” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in penalties [+16]. This spell is based on the Reinforce Armor imbuement skill from Pyramid #3-4.
  
Resilient Armor
Keywords: Armor Buff.
Full Cost: 36 points or 60 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes the armor repair its structural damage. The basic (36-point) version of this spell negates the Semi-Ablative limitation (p. B47) and reduces the Ablative limitation to Semi-Ablative. The improved (60-point) version removes the Ablative limitation entirely. This won’t restore points of DR lost while the Resilient Armor skill wasn’t active.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Resilient Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Resilient Armor” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved version removes -3 in penalties [+24]. This spell is based on the Resilient Armor imbuement skill from Pyramid #3-4.

Restorative 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 the armor protect the wearer from essence draining effects. The armor’s DR against fatigue damage is multiplied, as shown on the table below, and the armor applies a part of its DR even against fatigue attacks that usually bypass armor.
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, Restorative Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Restorative 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 Restorative Armor imbuement skill from Pyramid #3-4.

No comments:

Post a Comment