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Possible GURPS RP; Only need 2 people max
Topic Started: May 6 2011, 08:10 PM (208 Views)
Machaeus
Three-Star General
[ *  *  *  *  *  *  *  *  *  * ]
Premise:

You are new enchanters, fresh out of the local Academy. You've been working for a rather curmudgeonly old man who appreciates your talents but doesn't give you much incentive to stay. You're fairly skilled, so that's not the problem; the problem is making ends meet.

One year ago, you decided to set aside one guilder (the gold currency) every week from payment, and to start a business enchanting items. You'd have to start with Powerstones and staves, maybe magic arrows once in a great while. Though life will be hard at first, you may make ends meet, and even grow your business from a fairly small lot to a big one, to a bigger one...or just buy a good-sized house so you don't live in your sweatshop.

You start with 52 x (number of players) guilders. Minimum number of players 2, max 4.

We will be using:

GURPS Characters, Campaigns, & Magic

Players use the book "GURPS Magic" for spells.

NOTE: The Skills chart is confusing! But what it basically says is that any Hard skill (most spells) is bought at 1 point to get Attribute-2 for the skill (add Magery as well). For Very Hard skills, this is 1 point to get Attribute-3. You then upgrade the skills by bringing their point totals to the necessary levels (2, 4, 8, 12, 16, 20, etc).

Haven't decided on point totals yet. Will do that soon 50 points for character building. Also, when you make your character, you MUST have AT LEAST Magery 0 and 3 spells that you have learned. One must be Enchantment-based.

The world will be Fantasy, Tech Level 3 by Clue's "Magi" setting (will copypaste that in later).
Edited by Machaeus, May 6 2011, 08:55 PM.
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