08-13-2015, 02:27 PM | #1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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[RPM] Perussinexian Magic 2
Perussinexian Stuff
As I return to the world of GURPS, I have started to rework my ideas in order to make them more efficient but to also match the growth of my ideas in my hobbies outside of tabletop role-playing games. This is the second version of my previous thread: Perussinexian Magick - Homebrew Rules for a Homebrew Race. I also want to give credit to Langy's Elemental Magic thread as that was a huge inspiration this time around and really helped me rework and revise my previous ideas. I messaged him not too long ago to ask him if I could borrow some of his ideas, but he never replied, so, if I don't have his approval, I will have this thread taken down, but I'm hoping it shouldn't be a problem. Please, if you see anything that should be fixed or revised, I would love to have input. I have not been able to playtest this system yet, but I'm hoping to get that soon. I think my balance with making certain paths be techniques might be off, especially with the Path of Song and Dance. Thanks!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) Last edited by Raekai; 08-13-2015 at 02:36 PM. |
Tags |
elements, homebrew, perussinexus, ritual path magic, rpm |
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