Editing The Gift:Characters
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 6: | Line 6: | ||
Supernatural Advantages and Disadvantages are perfectly appropriate and the GM should decide on a case by case basis whether a given Advantage or Disadvantage is appropriate for the tone of their game. An Advantage might represent a special magical gift or even a special advanced spell that the mage has learned. The GM should take care that allowed Advantages and Disadvantages seems atmospheric and magical or the game may feel more like a superhero game. Common magical advantages include Affliction, Blessed, Channeling, Detect, Dominance, Empathy, Enhanced Time Sense, Healing, Medium, Mind Control, Oracle, Precognition, Psychometry, Spirit Empathy, Terror, Trained by a Master, True Faith and Weapon Master. | Supernatural Advantages and Disadvantages are perfectly appropriate and the GM should decide on a case by case basis whether a given Advantage or Disadvantage is appropriate for the tone of their game. An Advantage might represent a special magical gift or even a special advanced spell that the mage has learned. The GM should take care that allowed Advantages and Disadvantages seems atmospheric and magical or the game may feel more like a superhero game. Common magical advantages include Affliction, Blessed, Channeling, Detect, Dominance, Empathy, Enhanced Time Sense, Healing, Medium, Mind Control, Oracle, Precognition, Psychometry, Spirit Empathy, Terror, Trained by a Master, True Faith and Weapon Master. | ||
− | |||
− | |||
− | |||
− | |||
==Apprenticeship== | ==Apprenticeship== |