[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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