Dragon Age
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, mainly using GURPS Powers.
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. 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.
- 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.)
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 FP. Instead, it must be replaced, or can be granted through a magical ritual (but only a Normal Mana or better area). More rules to come.
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.
DARK
- VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)
- (Work in progress)
NECROMANCY
- ANIMATE/AFFECT DEAD
- SUMMON/AFFECT SPIRIT
Dragon Magic
Replenished by Dragonstones, dark red stones filled with draconic power.
ELEMENTAL
- FIRE
- WATER
- EARTH
- AIR
DRAGON
- 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.