GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Racial Magic<br />
Many fantasy races and creatures of horror fiction are magical. There are<br />
several ways in which the GM can grant his races magical powers:<br />
Advantages: The GM can specify that almost any advantage stems from the<br />
race's magical nature as a "special effect." Such advantages will not work in "no<br />
mana" zones; if regions without mana are particularly common in the campaign<br />
world, the GM should assess a -10% limitation to such advantages. The Occult<br />
and Paranormal advantages on pp. 33-48 are especially suited to this role.<br />
Racial Knacks: The GM can define a racial knack for a certain spell.<br />
Knacks are an optional magical system found in <strong>GURPS</strong> Magic. They are also<br />
briefly discussed under Inherent Magic, p. 38.<br />
Racially-Learned Spells: These are completely normal spells - all rules and<br />
prerequisites apply. The only thing that distinguishes them is that they are (under<br />
normal conditions) taught to every member of the race at an early age. Generally<br />
speaking, a race with racially-learned spells must also have racial Magery.<br />
Racially-Innate Spells: A racially-innate spell is known intuitively to all<br />
members of a race; it isn't taught to them. Races that live in areas without high<br />
mana must have racial Magery before they can have racially-innate spells. Any<br />
spell can be innate, but the GM is cautioned against granting the more powerful<br />
spells to PC races through this method.<br />
The minimum cost for a racially-innate spell is the number of points necessary<br />
to bring that race's skill to 12 (based on racial Magery and the race's default<br />
IQ), or one point, whichever is more. If an individual has his IQ reduced to the<br />
point where his skill would fall below 12, the spell will not work. The GM may<br />
allow a player who voluntarily buys down IQ during initial creation to also buy off<br />
innate spells. The GM does not have to allow this, however. If the character is<br />
allowed to buy off his innate spells at creation, those abilities can never be<br />
recovered. If the character retains the innate spell, it is considered to be "dormant."<br />
If he later has his IQ or Magery raised to the point where his skill equals 12 or<br />
more, the ability activates and he can use the spell normally.<br />
The only prerequisite for the use of a racially-innate spell is a personal skill of<br />
12 or more with that spell. All other prerequisite spells, advantages and characteristics<br />
are disregarded.<br />
Filling in the Blanks<br />
Once the GM has selected a new race's advantages, disadvantages, quirks<br />
and skills, he's ready to face the real challenge of racial creation. Some questions<br />
that still need to be answered . . .<br />
* What does the race look like? How big is it? How tall? What shape? What<br />
color? Does it have hair? What color? Does it have eyes? Does it have distinctive<br />
markings? Does it have hands or claws? What direction do its joints bend?<br />
* Where and how was the race created? What environmental pressures<br />
combined to give the race its advantages and disadvantages?<br />
* How does the race live? How do they govern themselves? Are they gregarious<br />
or solitary in nature? If gregarious, do they favor large cities, small villages<br />
or family groups?<br />
* How does the race think? Do they have a racial philosophy? Do they have a<br />
religion? Do they have many religions? How do they react in an emergency? Do<br />
they like new things, or are they complacent? Can they be trusted?<br />
* How does the race get along with others? Do they fight among themselves?<br />
How do they react to new races? Suspiciously? Enthusiastically? Do<br />
they trade with other races? Are there other races they particularly like or dislike?<br />
179