[gurps] GURPS: Nightbane?

Troy Guffey troyguffey at gmail.com
Mon May 11 19:48:39 CDT 2009


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From: "Michael Hopcroft" <mhopcroft at sandwich.net>

> Bai Shen wrote:
>> 3.  High magical potential.  Is there a way to do this in the rules?  I 
>> can
>> state it in fluff, but that seems hokey.
>>
> Magical Potential is represented in the standard system for GURPS by 
> Magery. The more levels of Magery you buy, the better potential you have 
> when you finally start to actually learn magic. It doesn't mean you know 
> anything about magic, just that you have a sense for the supernatural 
> ("There's something really odd about that urn, but you can't put your 
> finger on it" is an example, where if you actually have Skill you know 
> that the urn is enchanted.).


Actually, Magery represents your PRESENT magical capacity.  Some settings 
let you increase Magery levels to represent "working out".

There's also a good point in letting Magery represent potential, because 
Magery gives a bonus to *IQ* (thus.bonus to understanding *magic*)

If you'd want the character to be able to cast spells that have requirements 
of Magery 1+ but only have the same skills/understanding of a person with 
their IQ, that would be different.  (Got no ideas how to cost such a thing, 
except it would *have* to be less than 10CP.)

--
Troy Guffey
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