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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

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