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Why Not Magic?
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<blockquote data-quote="uzirath" data-source="post: 8425633" data-attributes="member: 8495"><p>There could be a metaphysical reason why some rare folks lack the magical trait. It could be an organ that some people are born without (or have a disease or injury that damages it). It could be their count of midi-chlorians (noooo!) It could be a spiritual angle, like a divine curse. It could be the result of a magical calamity (did they cause it or were they collateral damage?). </p><p></p><p>In many game systems, a player who chooses to play such a character might gain other benefits. It might be a disadvantage in GURPS giving them points to spend on other advantages, attributes, or skills. Or a class designed to be mundane that has other bennies (like more hit points or whatever). This can be rationalized as an explanation for how this individual has survived up to the starting point of the campaign. Through luck or grit or quirks of their background, they were able to become especially good at their schtick.</p><p></p><p>An intriguing possibility might be to also make these rare folks more resistant to magic. Might just be better saving throws (or whatever analog you've got). Or they might dampen the mana field, interfering with magical activity in their vicinity. Or some such. This would have bigger social repercussions and might not be to every player or group's taste.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8425633, member: 8495"] There could be a metaphysical reason why some rare folks lack the magical trait. It could be an organ that some people are born without (or have a disease or injury that damages it). It could be their count of midi-chlorians (noooo!) It could be a spiritual angle, like a divine curse. It could be the result of a magical calamity (did they cause it or were they collateral damage?). In many game systems, a player who chooses to play such a character might gain other benefits. It might be a disadvantage in GURPS giving them points to spend on other advantages, attributes, or skills. Or a class designed to be mundane that has other bennies (like more hit points or whatever). This can be rationalized as an explanation for how this individual has survived up to the starting point of the campaign. Through luck or grit or quirks of their background, they were able to become especially good at their schtick. An intriguing possibility might be to also make these rare folks more resistant to magic. Might just be better saving throws (or whatever analog you've got). Or they might dampen the mana field, interfering with magical activity in their vicinity. Or some such. This would have bigger social repercussions and might not be to every player or group's taste. [/QUOTE]
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