On Mon, May 11, 2009 at 7:48 PM, Troy Guffey <[email protected]> wrote:
> --------------------------------------------------
> 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.)
>

I had a system for Magical Potential.  It was an advantage that you
had to buy at character creation whereas Magery you buy up later.  In
essence, your Magery could never go past your Magic Potential (with
the possible exception of wishes or divine intervention).

-- 
Chris J. Whitcomb
"I try to keep an open mind, but my brain keep falling out!"
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