[gurps] Little or no magic for a magical race
tmazanec1 at juno.com
tmazanec1 at juno.com
Tue Jun 3 17:58:33 CDT 2008
I am a fan of Tales of the Questor. This is about a race of magic using anthropomorphic raccoons. They live in a high mana nation in a low mana world. They (almost) all have Magery 0, some have Magery 1. (they can also live to about 300 and are only two or three feet tall, but things like that are besides the point). The world is TL 3, their homeland is about TL 4-5.
They do almost everything they can using magic. They use magic like a middle class American uses electronics. They even have two extra senses using mana (which they call "lux") which correspond to sight and lidar, or hearing and echolocation.
A few are "mageblind", without magery. They are so handicapped that they wear a special collar, like a blind man's white cane. Others are "blackbanders", able to use magic but not as well as a Magery 0 mage (at 14 they are tested for magical aptitude and given colored ribbons for ability, specialization, etc.). They can use magic but are cut off from the many professions relying on good ability in magic.
Humans have mages with Magery 4, 5 or even 6, but only a few out of a million have magery...maybe a thousandth of a percent.
The "racconnans" have perfected magic to a high science and are able to combine large numbers of their people together to create effects that are vast in power. human mages have no science of magic and have to teach themselves by experimentation.
Now, what point value should "mageblind" or "blackbander" be worth? 1 or 5 points seems so...inadequate.
Tom Mazanec
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