[gurps] GURPS: Nightbane?
Troy Guffey
troyguffey at gmail.com
Mon May 11 19:48:39 CDT 2009
--------------------------------------------------
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
ICQ: 1978644
AIM: Pax214
Y!: troyguffey
LiveJournal: http://www.livejournal.com/users/troyguffey/
PGP key ID: 0xDCCDF22D
More information about the GurpsNet-L
mailing list