01-26-2011, 07:51 PM | #1 |
Join Date: Dec 2006
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[GURPS] Powered by Threshold energy/Umanna enhancement/limitation
If a threshold limited environment exists- what would the cost/savings be to have your abilities threshold powered instead of fatigue or ER powered.
For instance lets say I build Sam, the Super Firemage. Sam lives in a world where threshold magic is the norm, and he is no exception. The world has 100 threshold with 10 threshold energy recovering each day. Sam being a 'super firemage' ALSO has an innate attack to launch a 9d6 fireball, it has the magical modifier, and Sam's PC wants it to be draining of his magical resources, so costs fatigue does not fit; would whatever cost in fatigue simply be converted to threshold due to it being magical, is there some cost <due to the radical supply of energy which may be available> or some reduction, or simply a note 'powered by threshold', what if it can ONLY be powered by threshold, what if it can be powered by both? |
01-26-2011, 08:03 PM | #2 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [GURPS] Powered by Threshold energy/Umanna enhancement/limitation
I'd just use the (Rev's) rules for Costs FP. Halved if it can use either FP or threshold.
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01-27-2011, 12:54 AM | #3 | |
Join Date: Dec 2009
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Re: [GURPS] Powered by Threshold energy/Umanna enhancement/limitation
Quote:
This is the basic condition of threshold magic. Then he has Variable Energy Access, p79, Thaumatology. (Given the costs vis-a-vis Rapid Magical Recovery and Increased Threshold, I allow a "mostly FP" mage for 5 points, which has access to both, but 0% of the campaign Thresh and RR.)
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magic, thaumatology, threshold limited magery |
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