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#6 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
Some GMs allow House Rules and/or perks to increase it in a similar way. I think -9 is a good cap though. As for High Craft, I use High Craft Powers (p. 205), Enchantment Through Deeds and the section on Meditative Magic in GURPS Thaumatology to handle this in general with a few house rules to handle this. 200 hours studying can grant a character point and this is the core of the Meditative Magic section. So I figured it was fine to apply the same process to a High Craft skill. That is slow but Enchantment through Deeds and the named Possession perk can ad more later and I have some house rules (basically a mini-magic system) that I throw in the mix to speed things up a bit. For example using magical materials, based on Thaumatology and the Material magic article in Pyramid.
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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 |
| enchantment, high craft |
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