Difference between revisions of "Dragon Age"

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(The Basics)
 
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=Magic=
 
=Magic=
 
==The Basics==
 
==The Basics==
*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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*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.
  
*Magery 0 to 1 is possible to achieve for people, 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.  It is possible to gain more than one kind of magic, but it is very unlikely that both would be raised beyond Magery 1.
 
  
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with the limitations.
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*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with certain limitations.
  
*Powers are likely to be based on an attribute roll.  This attribute roll is a new attribute, Magic.  Magic is equal to 12+Magery level.
 
  
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)
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*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.
  
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%), or even Night-Aspected, depending on the focus.  There are many other similar limitations.
 
  
Magic energy, if not replenished through Stones, powerful ley-lines, or through still-active temples, does not regenerate like FPInstead, it must be replaced, or can be granted through a magical ritual (but only a Normal Mana or better area).  More rules to come.
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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.  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?).  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.  Costs 15 points.
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*Pure has no activation rolls whatsoever, and will not harm the user.  Is unavailable to beginning characters.
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*Power Modifier (is included in all of those below)  -15%  Special Advantages or Skills CM -5%, relies on Mana -5%,  Energy Reserves Only -5%.
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*Weak: -20% ....  Nuisance Effect:  Very Noticeable -5%
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*Moderate (Divine): -25%  ... 5 point disadvantage for Divine (-5%), Nuisance Effect:  Very Noticeable -5%
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*Strong  .... -40% 15 point disad (-15%), takes a major quest to restore (-5%), power fades gradually (+5%)
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*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==
 
Replenished by Godstones, dark blue stones filled with divine power.
 
Replenished by Godstones, dark blue stones filled with divine power.
 
'''ELEMENTAL MAGIC''':
 
*FIRE
 
*WATER
 
*EARTH
 
*AIR
 
 
'''INFLUENCE MORTAL''':
 
*EMOTION CONTROL
 
*(Work in progress)
 
  
 
==Undermagic==
 
==Undermagic==
 
Replenished by Darkstones, pale gray stones filled with dark power.
 
Replenished by Darkstones, pale gray stones filled with dark power.
 
'''DARK'''
 
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)
 
*(Work in progress)
 
 
'''NECROMANCY'''
 
*ANIMATE/AFFECT DEAD
 
*SUMMON/AFFECT SPIRIT
 
  
 
==Dragon Magic==
 
==Dragon Magic==
 
Replenished by Dragonstones, dark red stones filled with draconic power.
 
Replenished by Dragonstones, dark red stones filled with draconic power.
  
'''ELEMENTAL'''
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==Chaos Magic==
*FIRE
 
*WATER
 
*EARTH
 
*AIR
 
  
'''DRAGON'''
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=History=
*DRAGON WEAPONS
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==The Beginning==
*DRAGON ARMOR
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There are many creation myths, scattered all over the world.
*DRAGON'S BREATH
 
*DRAGON'S REGENERATION
 
  
 
=New Character Sheet=
 
=New Character Sheet=
 
==Attributes==
 
==Attributes==
ST: 10 [0] (10 per point)
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*'''ST''': 10 [0] (10 per point)
IQ: 10 [0] (20 per point)
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*'''IQ''': 10 [0] (20 per point)
DX: 10 [0] (20 per point)
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*'''DX''': 10 [0] (20 per point)
HT: 10 [0] (10 per point)
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*'''HT''': 10 [0] (10 per point)
Will: 10 [0] (5 per point)
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*'''Will''': 10 [0] (5 per point)
Per: 10 [0] (5 per point)
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*'''Per''': 10 [0] (5 per point)
Magic: 9 (Equal to 9+Magery)
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NoteWillpower 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])
  
NoteWillpower and Perception are no longer based on IQ.
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=Resources=
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[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.

Latest revision as of 09:13, 7 February 2008

Dragon Age[edit]

Introduction[edit]

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.

Magic[edit]

The Basics[edit]

  • 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.


  • 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.


  • 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.


  • 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.


  • 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.


  • 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%.


  • 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[edit]

Replenished by Godstones, dark blue stones filled with divine power.

Undermagic[edit]

Replenished by Darkstones, pale gray stones filled with dark power.

Dragon Magic[edit]

Replenished by Dragonstones, dark red stones filled with draconic power.

Chaos Magic[edit]

History[edit]

The Beginning[edit]

There are many creation myths, scattered all over the world.

New Character Sheet[edit]

Attributes[edit]

  • 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: House Rules)

Resources[edit]

MyGURPS resource -- Optional rules that make sense to me. Dragon Age will be a testing ground for some of these.