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==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.
 
*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.
 
  
 
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with certain limitations.
 
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with certain limitations.
 
  
 
*There are Weak, Moderate, Strong, and Pure levels of magic.  No mortal is allowed to take Pure; only gods, dragons, or underworld gods have access to Pure abilities.
 
*There are Weak, Moderate, Strong, and Pure levels of magic.  No mortal is allowed to take Pure; only gods, dragons, or underworld gods have access to Pure abilities.
  
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*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.
  
*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 Magic.  Casting perk-level spells with these abilities is not difficult, and can be done with only a little training.
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*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?)
 
 
 
 
*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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*Strong is the same, except that activation rolls are at 16 (-5%), with 17 as a normal failure and 18 as a critical failure.
  
*Strong is the same, except that activation rolls are at 16 (-5%), with 17 as a normal failure and 18 as a critical failure.  Costs 15 points.
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*Pure has no activation rolls whatsoever, and will not harm the user.
 
 
 
 
*Pure has no activation rolls whatsoever, and will not harm the user. Is 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%.
 
*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%
 
*Weak: -20% ....  Nuisance Effect:  Very Noticeable -5%
 
  
 
*Moderate (Divine): -25%  ... 5 point disadvantage for Divine (-5%), 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%)
 
*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.
 
*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.

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