[gurps] Re: GURPS: Nightbane?
Eric Funk
eric_funk_anti_spam_this_is_a_real_email_address at r3d.net
Tue May 12 18:02:05 CDT 2009
> 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.)
>
Also consider the cost of one-college magery, 2/level (Thaum, p. 25).
There seem to be two themes to this problem discussed in the early
parts of GURPS Thuamatology. Assuming a GM sets a "normal" cap for magery:
Any level beyond X requires a 10cp Unusual Background.
Pre-purchase the final magery, but it all has crippling limitations that
must be trained out:
e.g., for -80%
-15%/-3 Easily Resisted
-10%/1 Extravagent Rituals
-15% Can't use external Energy
-40% Ceremonial only
Only training will "awaken" the battle mage within...
Thus a would-be archmage starting out buys
Magery 1 [15]
Magery +9 (-80%) [{90 x 0.2 = 18cp}) initially.
for a total of 33cp.
--
Eric Funk
Knowledge Brings Fear -- Motto of Mars University, Futurama
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