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New Skills (GURPS)

In order to successfully capture the flavor of the Moorcock novels I had to create some new skills and modify the Magic system. Each skill is listed with a genre based upon the story scenario it should be played with.

YOUNG KINGDOM SKILLS



SPELL CASTING!!!! Mana levels fluctuate between NONE and HIGH depending on where you are in the Young Kingdoms. As a rule of thumb, the more Chaos oriented a region...the higher the Mana (and vice versa!). All spells are cast using the RITUAL and RUNE magic rules (as per GURPS Magic). All Casting Times are at least 1 second more than listed and the GM determines which Rune Lores the Sorceror/Priest must know before he can learn the desired spell...it is not easy to begin with, but as you progress, it is all worth it.



MARS SKILLS



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