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Old 07-24-2019, 11:53 PM   #10
dataweaver
 
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Join Date: Aug 2004
Default Re: GURPS Russia Hedge Magic article

Fair enough.

Another possibility would be to use Realm Magic as a basis for this: with Realm Magic, each Realm is defined by an advantage that determines what sorts of supernatural things you can do, and a skill that determines how well you do it. To make things a form of Hedge Magic, use an otherwise-mundane skill as the Realm skill; and when calculating the cost of the Realm advantage, assume that there are potentially dozens of Realms (possibly as many as one per skill) and thus use the smallest price multiplier. Without the Realm advantage, the skill in question is limited to doing what a mundane skill could do; with each level of the Realm, various supernatural uses of the skill become available. The lowest level might be defined in terms of extending the skill's use in subtle ways, such as being able to negate penalties that would otherwise degrade the skill, while the higher levels could start invoking now blatantly supernatural results.
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