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GURPS - Compendium 1..

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Combined Limitations<br />

If the familiar has more than one limitation, multiply the cost<br />

reductions. For instance, if it has powers in the Daytime Only<br />

(1/2 cost) and Erratically/Quite Often (3/4 cost), this would<br />

work out to 3/8 cost. However, the final cost modifier may<br />

never be less than 1/4.<br />

Fugue<br />

50 points<br />

This is the ability to send yourself back in time for a few<br />

minutes in order to create a double, specifically for purposes of<br />

combat. It only works under combat stress; an attempt to use<br />

fugue to (for instance) send yourself a message will always<br />

come to naught.<br />

When you enter combat, the GM rolls ld-1 to determine<br />

how many future-duplicates the future you might have sent<br />

back to help. The GM places them on the combat map; they are<br />

then under your control. They don't know any more about the<br />

outcome of the fight than you do - just by returning to the time of<br />

the fight, they are creating an uncertainty about what happens.<br />

If you are killed or knocked out during the fight, all your<br />

fugue-doubles will vanish. If one of the doubles is killed or<br />

knocked out, all the later ones will vanish; the GM assigns<br />

each one a number from 1 to 5, with 1 being the earliest and 5<br />

the latest. However, hits on a fugue double have no effect on<br />

you.<br />

When the immediate fight ends, the doubles, dead and alive,<br />

will wink out of existence - they were closed causal loops of<br />

alternate history. Damage to the doubles, ammunition they<br />

expended, etc., does not affect the real "you" at all.<br />

Harmony with the Tao<br />

20 points<br />

This advantage is only appropriate in a cinematic campaign.<br />

Flexible and spontaneous, one who understands the Way<br />

does not need training or preparation. He can simply do things,<br />

without knowing how. Someone in harmony with the Tao can<br />

attempt any one skill roll at his score in the appropriate attribute<br />

(usually IQ for Mental skills and DX for Physical skills), once<br />

per game session. The character does not incur any default<br />

penalties. Harmony with the Tao does apply to skills which normally<br />

have no default, including cinematic skills, psi skills and<br />

magic spells. It does not, however, allow one to perform a task<br />

without the appropriate tools, to use psi without the appropriate<br />

power or to cast spells without Magery.<br />

Illuminated<br />

60 points<br />

You have undergone a mystical experience which has made<br />

you one of the Illuminati, in the original sense - you are enlightened.<br />

You know what's going on, and you know it intuitively.<br />

Depending on the campaign, you do not necessarily have to<br />

be a member of an Illuminated organization to be Illuminated.<br />

The organizations are a means to make one an Illuminatus - but<br />

they don't have to be the only means. Some individuals might<br />

become Illuminated through close contact with other Illuminati,<br />

even without joining the Conspiracy. Others might gain<br />

Illumination through the traditional Hindu/Buddhist path of<br />

asceticism and meditation, or less traditional paths (by joining<br />

the Church of the SubGenius, perhaps . . .). Still others might<br />

simply be walking down the street one day, and be struck with<br />

Illumination for no reason whatsoever. A few very special individuals<br />

might be bom Illuminated. Such a one might be regarded<br />

as a messiah by any other Illuminati who were aware of his<br />

existence.<br />

As an Illuminated character, you gain the advantages of<br />

Extraordinary Luck and Intuition. In addition, you gain the ability<br />

to mystically discern another Illuminatus on sight, with no<br />

possibility of error. On a successful IQ roll, you can even tell if<br />

the Illuminati are behind a certain event or situation. This perception<br />

has nothing to do with logical deduction; you just read<br />

the morning paper and know that "Dow Drops 50 Points" is part of<br />

an Illuminati plot, while "Four Killed in Belfast Riot" is just<br />

another random tragedy. (Obviously, this distinction doesn't<br />

work in campaigns where the Illuminati are behind everything.) If<br />

you want to know which Illuminati are behind an event, however,<br />

or why they're doing it, you're on your own.<br />

In some campaigns, this advantage will allow you to perceive<br />

and communicate with spiritual beings. You cannot necessarily<br />

control these entities, but they will know you and treat you with a<br />

certain respect - +3 on reaction rolls from such beings.<br />

The drawback to Illumination, of course, is that other<br />

Illuminati and spiritual beings are able to perceive your<br />

Illuminated nature, and there's nothing you can do about it,<br />

except to stay out of sight.<br />

GM's note: This advantage is only suitable for campaigns<br />

with a mystical or fantastic bent, and is not appropriate to more<br />

mundane conspiracy campaigns. Even if it is possible for some<br />

characters in the game world to have this advantage, the GM, as<br />

always, may forbid it to his PCs.<br />

Immortality<br />

See Immortality, p. 58.<br />

Inherent Magic (Knacks)<br />

140 points<br />

Variable<br />

If a magic spell is inherent rather than learned, then each<br />

spell is treated as a separate advantage purchased when the character<br />

is created.<br />

To find the cost of such a magical advantage, or "knack,"<br />

choose the exact effect desired (see pp. B155-164, <strong>GURPS</strong><br />

Magic or Grimoire). Then determine the energy cost of a magic<br />

item that would give the user the power to cast that spell. (For<br />

spells for which no item is listed, the GM may either disallow<br />

the knack, or assign a cost based on comparable spells.) The<br />

cost of that spell, as a knack, is 2% of the energy cost for the<br />

item. In other words, if the magic item would cost 1,000 energy<br />

points to create, the cost of the inherent ability is 20 points. The<br />

GM may vary this percentage up or down. If the "standard"<br />

magic item for a spell works for mages only, double the cost. If it<br />

must touch the subject, the user of the knack must touch his<br />

subject, or pay double for it!<br />

The GM does not have to allow any knack, and may modify<br />

the cost of a desired knack to suit campaign balance. Lend ST,<br />

Shapeshifting, and Enchantment spells (except for Power and<br />

Speed, as adjuncts to another spell) may not be taken as knacks.<br />

Knacks produced by this 2% system will not necessarily cost<br />

the same as equivalent psionic or "super" abilities, but they will be<br />

fairly well balanced against most such powers, and they will be<br />

balanced against other knacks.<br />

A knack works automatically if the user is the subject or<br />

touches the subject. Otherwise, treat it as cast with a skill of 15.<br />

Rituals are not required. Time and energy to cast are as<br />

described for the spell (no "reduction for skill"), although Speed<br />

and Power may be bought to reduce them. Resisted spells are<br />

resisted normally if bought as knacks.<br />

Insubstantiality<br />

See Insubstantiality, p. 59.<br />

80 points<br />

38

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