08-25-2013, 04:28 AM | #61 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Very Fit and Spell Fatigue
I clearly disagree, but that's not really worth anyone's time.
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Basically price VF as something along the lines of: Fit [5] Magical Fit [5] +2 to all HT rolls [4] lose FP at half normal rate [1] Then you need to decide how this new magical VF works with the existing magical energy recovery system which is generally the default. Recover Energy, Magic, p.89: A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. |
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08-25-2013, 05:30 PM | #62 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Very Fit and Spell Fatigue
Is that a perk? Sounds pretty awesome for one.
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08-25-2013, 05:39 PM | #63 |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Very Fit and Spell Fatigue
I'd consider it a Perk, not as useful as a flashlight, but still nice on a rare occasion.
Sure, but normally mages don't need anything else either... |
08-25-2013, 08:16 PM | #64 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Very Fit and Spell Fatigue
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Or did I miss something else? >.>
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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fatigue, very fit |
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