Difference between revisions of "Dragon Age"

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(Magic)
(God Magic)
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Replenished by Godstones, dark blue stones filled with divine power.
 
Replenished by Godstones, dark blue stones filled with divine power.
  
INFLUENCE MORTAL:
+
'''ELEMENTAL MAGIC''':
*EMOTION CONTROL
+
*FIRE
 +
*WATER
 +
*EARTH
 +
*AIR
 +
 
 +
'''INFLUENCE MORTAL''':
 +
*Emotion Control
 
*(Work in progress)
 
*(Work in progress)
  

Revision as of 13:06, 29 January 2008

Dragon Age

Introduction

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

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).
  • 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.
  • 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 2+).
  • Spells are not based on IQ. Instead, start with a Magic attribute of 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.

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.) To gain Magery for only one GROUP is a limitation worth -20%. To gain Magery for only one CLASS is -40%.

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%).


Magic Skill rolls receive certain modifiers.

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.

  • -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.

MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can feel it. To prevent this, you can use it subtly. This can be very quiet.

  • -4 for Subtlety.


POWER: You can modify the power of your spells. For PHYSICAL MAGIC, this usually involves effect.

  • Small Effect: To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.
  • 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.
  • For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.
  • For mental magic, instead of increasing damage, you can decrease an opponent's resistance roll, at -1 Willpower for every +1 energy point.

RANGE:

  • 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 (or enhanced) from your ability, however, is at normal skill. Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike. For mental magic, a touch attack is also at +2.

DURATION:

  • To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use. You are at -1 for 5 seconds. However, time after that increases nearly exponentially. Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.
  • -1 to skill for 5 seconds.
  • -2 to skill for 30 seconds.
  • -3 to skill for 2 minutes.
  • -4 to skill for 30 minutes.
  • -5 to skill for 2 hours.

For a PERMANENT effect (lasts for months to years, depending on surrounding mana)

  • -10 to skill for a MINOR spell (match-like fire, etc.)
  • -20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)

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 power. The other is to DECREASE cost.

  • -2 to skill to decrease cost to 0.
  • +2 to skill for each extra point of energy cost.

WEAPON ENHANCEMENT: You can "enchant" an item temporarily, at normal duration. This makes your spell a follow-up attack! However, this at -2; -4 if you don't intend on your weapon to take damage as well as your opponent!

If you drain half of your total energy, this is a very draining process, that can be very painful. If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost. If you critically succeed, there is no fatigue cost. If you fail, you take 1 HP damage AND 1 Fatigue damage. If you critically fail, you take 1d HP damage with your 1 fatigue!

God Magic

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

ELEMENTAL MAGIC:

  • FIRE
  • WATER
  • EARTH
  • AIR

INFLUENCE MORTAL:

  • Emotion Control
  • (Work in progress)

Undermagic

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

GROUP: DARK

  • VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)
  • (Work in progress)

GROUP: NECROMANTIC

  • ANIMATE/AFFECT DEAD
  • SUMMON/AFFECT SPIRIT

Dragon Magic

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

GROUP: ELEMENTAL

  • FIRE
  • WATER
  • EARTH
  • AIR

GROUP: FEATURES

  • DRAGON WEAPONS
  • DRAGON ARMOR
  • DRAGON'S BREATH
  • DRAGON'S REGENERATION

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) Magic: 9 (Equal to 9+Magery)

Note: Willpower and Perception are no longer based on IQ.