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#11 | ||
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
Quote:
I'd go with a base power such as Control (specific element) and each style has a list of Techniques for power stunting and signature moves could be bought as alternative abilities and forgo the Techniques (I'd let players trade points in Techniques towards alternative ability costs representing practice) so signature techniques dont have the associated FP cost and are more reliable to use - since they dont need a roll. Each style could use Will for the rolls or buy a skill such as Earth Style (IQ/H) for rolling against. That is a similar model to GURPS Psionic Powers and adds flavor.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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| Tags |
| advantage design, magic, rules clarification, sorcery, thaumatolgy |
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