[gurps] GURPS: Nightbane?
Marcelo Cortimiglia
cortimiglia at producao.ufrgs.br
Tue May 12 14:05:27 CDT 2009
2009/5/12 Nils Richter <anarion at uni-muenster.de>:
> 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".
Or the other way around: *not* having potential being a disadvantage.
Saluti,
Marcelo Cortimiglia
>
> Nice dice,
> Nils.
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