[gurps] GURPS: Nightbane?
Nils Richter
anarion at uni-muenster.de
Tue May 12 12:14:03 CDT 2009
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.
>
"Potential" is the opposite part of "Taboo traits": they rule (mostly at
character generation) what later earned CP can be spend upon.
In 3rd Edition, Taboo traits were mostly considered Quirks, worth -1 CP.
In 4th Edition, they were reduced to Zero-Point-Features (or removed
entirely). The reasoning was that "not being allowed to buy something"
is not that much more of a disadvantage than "choosing not to buy
something".
The same holds true for Potential. I agree with the newer ruling of
treating them as Zero-Point-Feature, because Player Characters have High
Potential per definition.
If the difference between "Normals" and "Potentials" is very important
to your campaign background, you could treat it as a perk or a 1cp/lvl
advantage. But maybe it just carries another advantage, like a higher
status or a reputation for being a "Potential".
Nice dice,
Nils.
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