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. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
