Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-05-2020, 06:56 PM   #11
Icelander
 
Icelander's Avatar
 
Join Date: Mar 2006
Location: Iceland*
Default Re: [RPM] Power Talents Adding to Paths?

Quote:
Originally Posted by AlexanderHowl View Post
I agree. Skill-30 (which requires Magery 18), would allow an average of 41 energy for the first two rolls, 55.5 for the next three, then 52.5 for the next three, and so on. By the time that effective skill reaches 16, the character has gathered an average of 505 energy.
In the setting, the local Mana is usually -8 to -10, when and where there is Mana at all. Also, Magery 18 doesn't exist and if it did, the 54 energy it would allow for instant rituals would be rather more to the point than what a character could theoretically build up five minutes at a time. Interrupted rituals in my campaign lead to all the energy being released somehow and if anyone were to try a 500+ ritual designed to harm anyone, I'm guessing that this would show up in a lot of prophecies beforehand.
__________________
Za uspiekh nashevo beznadiozhnovo diela!
Icelander is online now   Reply With Quote
 

Tags
power talent, powers as magic, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:16 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.