Attribute Caps
Primary Attributes are capped at +100% of racial base,so humans are capped at 20.
Secondary Attributes are capped at +50% if bought up individually.
Energy Reserve capped at HT*3 for Chi, Divine, and Mana. Gadgets have a separate cap based on the item cost, see Dungeon Fantasy 18: Power Items, p. 6.
Changes to Magery
Magery is replaced by other abilities.
Detect Magic: You can sense magic and on a critical success get an idea on its nature. Statistics: Level 1 Detect (Magic, Occasional) (Magic, -10%; Vague, - 50%) [4]. Level 2 removes Vague [9].
Magical Talent (Tradition): These 10 point Talents add to Thaumatology and the appropriate Tradition. Being good with one form of magic usually means your more quickly able to master another form of magic, each comparable Talent can be purchased as an alternative ability of another one. Traditions include .... Gem, Lantern, Sigil, Sorcery.
Magical Power: Each level provides a personal ER for magic and increases certain skill caps by 1 level. Statistics: ER 3 + Perk: Increased Spell/Skill cap [9+1].
Control (Mana): Control power uses Power Blocks and other options from GURPS Powers. This is the basis of Wizardry. 20/level.
Detect Magic: You can sense magic and on a critical success get an idea on its nature. Statistics: Level 1 Detect (Magic, Occasional) (Magic, -10%; Vague, - 50%) [4]. Level 2 removes Vague [9].
Magical Talent (Tradition): These 10 point Talents add to Thaumatology and the appropriate Tradition. Being good with one form of magic usually means your more quickly able to master another form of magic, each comparable Talent can be purchased as an alternative ability of another one. Traditions include .... Gem, Lantern, Sigil, Sorcery.
Magical Power: Each level provides a personal ER for magic and increases certain skill caps by 1 level. Statistics: ER 3 + Perk: Increased Spell/Skill cap [9+1].
Control (Mana): Control power uses Power Blocks and other options from GURPS Powers. This is the basis of Wizardry. 20/level.
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