--------------------------------------------------
From: "Michael Hopcroft" <[email protected]>
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
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