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=Dragon Age=
 
=Dragon Age=
 
==Introduction==
 
==Introduction==
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, mainly using GURPS Powers.
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This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.
  
 
=Magic=
 
=Magic=
 
==The Basics==
 
==The Basics==
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability. Energy Reserves cost 1 CP per point.  Maximum EP are 10 if in possession of Weak levels of magic, 20 if in Moderate levels of magic, 50 if in Strong levels of magic, and almost unlimited if in Pure levels of magic.
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*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability. Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).
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*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith)To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to "sap" the magical energy from such a source.
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*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use "naturally" through strong specialization (requires Magery 3+).
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*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.
  
  
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with certain limitations.
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Magic Skill rolls receive certain modifiers.
  
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First of all, magic is assumed to be "showy"; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.
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*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.
  
*There are Weak, Moderate, Strong, and Pure levels of magicNo mortal is allowed to take Pure; only gods, dragons, or underworld gods have access to Pure abilities.
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MENTAL MAGIC doesn't make a sound and isn't quite as flashy, but anyone that comes under their effects can ''feel'' it.  To prevent this, you can use it subtlyThis can be very quiet.
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*-4 for Subtlety.
  
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POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.
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*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.
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*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.
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*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.
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*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.
  
*Weak gives the following modifiers: First of all, all activation rolls are at 11 (-20%) to use any ability.  Second of all, if you spend 5 energy points or more, the spell will cost 1 Energy per use or per minute (-10%), as well as 1 HP damage on a failure, and 1d HP damage on a critical failure (-2%).  Second of all, if spending a FULL 10 points, a failure results in 1d HP damage, and a heart attack (!) on a critical failure(-6%)  Lastly, it has Takes Extra Time 1 (-10%), and takes a second to cast.  Some abilities may take longer.  To be able to cast weak magic takes a Perk; one can be bought for Dragon, God, Underworld, AND Chaos MagicCasting perk-level spells with these abilities is not difficult, and can be done with only a little training.
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POWER OF MENTAL MAGIC:
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As physical, except that there is no such thing as a "ranged" attack.  However, use the speed/range table, giving the victim a bonus to their Willpower roll to resist instead of a penalty to skillFor every -1 to someone's Willpower, spend +1 energy point.
  
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RANGE:
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*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for up to 5 seconds of use.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.
  
*Moderate is the same, except that activation rolls are at 14 (-10%) to use any ability, and the effects of harm and potential death are at cost of 10 to 20(Note to self:  Same point deduction for limitation?). Costs 5 points; one can be bought for Dragon, God, Underworld, OR Chaos Magic. To be able to cast one kind of magic is usually taken in lieu of all other kinds.
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DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical powerThe other is to DECREASE cost.
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*-2 to skill to decrease cost to 0.
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*+2 to skill for each extra point of energy cost.
  
 
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If you drain half of your total energy, this is a very draining process, that can be very painfulRoll vs. HT; if you succeed, you spend 1 FPIf you fail, you lose 1 HPIf you critically fail, lose 1d HP, and if you critically succeed, no effect.
*Strong is the same, except that activation rolls are at 16 (-5%), with 17 as a normal failure and 18 as a critical failureCosts 15 points.
 
 
 
 
 
*Pure has no activation rolls whatsoever, and will not harm the userIs unavailable to beginning characters.
 
 
 
 
 
*Power Modifier (is included in all of those below)  -15%  Special Advantages or Skills CM -5%, relies on Mana -5%,  Energy Reserves Only -5%.
 
 
 
 
 
*Weak: -20% ....  Nuisance Effect: Very Noticeable -5%
 
 
 
 
 
*Moderate (Divine): -25%  ... 5 point disadvantage for Divine (-5%), Nuisance Effect:  Very Noticeable -5%
 
 
 
 
 
*Strong  .... -40%  15 point disad (-15%), takes a major quest to restore (-5%), power fades gradually (+5%)
 
 
 
 
 
*For sapping, none of the above disadvantages apply; instead, you would buy mental disadvantages of an equivalent point value, and possibly a -15 point Secret!  -20% for Weak and Moderate, -15% for Strong.
 
  
 
==God Magic==
 
==God Magic==
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==Dragon Magic==
 
==Dragon Magic==
 
Replenished by Dragonstones, dark red stones filled with draconic power.
 
Replenished by Dragonstones, dark red stones filled with draconic power.
 
==Chaos Magic==
 
 
=History=
 
==The Beginning==
 
There are many creation myths, scattered all over the world.
 
 
=New Character Sheet=
 
==Attributes==
 
*'''ST''': 10 [0] (10 per point)
 
*'''IQ''': 10 [0] (20 per point)
 
*'''DX''': 10 [0] (20 per point)
 
*'''HT''': 10 [0] (10 per point)
 
*'''Will''': 10 [0] (5 per point)
 
*'''Per''': 10 [0] (5 per point)
 
 
Note:  Willpower and Perception are no longer based on IQ, on suggestion from Rev. Pee Kitty (Here:  [http://www.mygurps.com/cgi/index.cgi?p=i&a=1h#houserules House Rules])
 
 
=Resources=
 
[http://www.mygurps.com/cgi/index.cgi?p=i&a=1h#houserules MyGURPS resource] -- Optional rules that make sense to me.  Dragon Age will be a testing ground for some of these.
 

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