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#5 | ||
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Quote:
Per and Will as their own separate attributes is always a great idea in my opinion. In my upcoming game, I have the following attributes: Strength (ST), Agility (AG), Finesse (FN), Health (HT), Presence (PR), Keenness (KN), Intellect (IN), and Willpower (WL). All are 10 points/level. Agility is a measure of balance and flexibility. It governs your ability at athletics, fighting, and the coordination of any full-body movement. Finesse is a measure of manual dexterity and fine motor ability. It controls your precision with anything that calls for a delicate touch. Presence is a measure of social intelligence as well as emotional intelligence. It helps with influencing others, whether it’s by lying, gentle persuasion, or being intimidating. Keenness is a measure of perception and general alertness. Intellect is a measure of creativity, cunning, memory, and reason. It rules basic knowledge as well as most arts and crafts. Willpower is a measure of determination and resolve. It represents mental resistance to such things as fear, stress, and social influence. Magic is typically derived from ((Will + HT)/2) in my games, but, if I were to go the Quintessence route, I would simply base magic off of (10 + Magery) without having a whole separate attribute for it. I find that it balances a bit better. As for Incantation Magic, it's a neat system, but I haven't really used it much. For the 150-point base... Quote:
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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Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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| Tags |
| dungeon fantasy, house rules, kyos, utter folly |
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