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GURPS - Compendium 1..

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Karmic Ties<br />

Variable<br />

Some people are connected by their karma - the freight of<br />

good and bad experience from past lives. Karmic ties create<br />

instant like or dislike for a stranger, regardless of reaction rolls.<br />

Such a person should be evaluated as an Ally, Dependent,<br />

Enemy or Patron, whichever seems appropriate. A Karmic Tie<br />

may link a character to an NPC played by the GM, or two players<br />

may agree that their PCs are so linked. Karmic Ties can be used<br />

to let a stranger join an established group of friends, or to<br />

explain the acquisition of a new Dependent, Ally, Patron or<br />

Enemy.<br />

Treat Karmic Ties as normal Ally, Ally Group, Dependent,<br />

Patron and Enemy advantages or disadvantages. The only dif -<br />

ference is that the person may not know about these allies or<br />

enemies until he meets them face to face. The character will feel<br />

just as strongly about these "strangers" as he would about a normal<br />

NPC of that type, so the point cost remains the same.<br />

Lunar Influence<br />

5 points<br />

You're physically affected by the moon's cycle. During the<br />

three nights of the full moon your ST, DX and HT are all at +3<br />

(with corresponding increases to all Physical skills). But during<br />

the three nights of the new moon your ST, DX and HT are all at -3<br />

(with corresponding skill penalties). Although Lunar<br />

Influence is a mixed blessing, it is considered an overall advantage,<br />

because the cycle's predictability often allows the character<br />

to schedule his activities to take advantage of full moons, and<br />

to take extra precautions during his periods of weakness.<br />

Magery, Limited<br />

Variable<br />

Limitations can be placed on the use of a character's magical<br />

ability to make Magery cheaper. Limited Magery is also known as<br />

"aspected magery."<br />

Dance Magery 8 points for 1st level,<br />

5 points/level for 2nd and 3rd levels<br />

The mage must be free to use bodily motions in order to use<br />

his magic, or for magic detection. The character is not free of<br />

rituals requiring movement as his spell level increases.<br />

However, he need not speak at all to cast his spells.<br />

Dark-Aspected Magery 8 points for 1st<br />

level, 5 points/level for<br />

2nd and 3rd levels<br />

A dark-aspected mage can only use his powers in darkness.<br />

Regardless of the time of day or night, any light greater than<br />

candlelight or starlight will deprive the mage of his abilities,<br />

though his aura will still reveal that he is a mage.<br />

Moon-Aspected Magery 8 points for<br />

1st level, 5 points/level for<br />

2nd and 3rd levels<br />

A moon-mage has power only when the moon is in the sky;<br />

this changes every day, but averages to half the time. A simple<br />

solution: assume the moon rises and sets one hour earlier each<br />

day. During solar eclipses, moon-mages have +5 skill!<br />

For more realism, the GM can keep track of the phase of the<br />

moon. Moon-mages' powers then wax and wane with the moon. All<br />

Magery and spell rolls are at +3 at full moon; +2 for two days<br />

before and after; +1 for two days before and after that. They<br />

have no power at all the night of the new moon, or for five days<br />

before and after. Their powers are normal at all other times<br />

(although they still get the +5 during solar eclipses).<br />

Musical Magery 8 points for 1st level,<br />

5 points/level for 2nd and 3rd levels<br />

The mage must utilize a musical instrument in order to cast<br />

spells, and may not cast spells without one. He must also play<br />

an instrument to detect magic within an item.<br />

One College Only 10 points for 1st level,<br />

6 points/level for 2nd and<br />

3rd levels<br />

The mage's Magery advantage works only for spells of a single<br />

college and for Recover Strength. He can learn other spells, but<br />

he learns them as though he were a non-mage (and can only cast<br />

them in high-mana areas). He can use such spells as prerequisites<br />

for spells in his own college, even if he can't cast them.<br />

He cannot detect magic items unless they contain at least one<br />

spell of his college. In that case, he rolls normally for detection<br />

on first sight and first touch.<br />

If the college is an Elemental one, the mage is said to be<br />

"aspected" to that college and "opposed" to its opposite: Fire<br />

opposes Water, Earth opposes Air. If you are aspected to an element,<br />

you must roleplay a strong dislike for the opposed element,<br />

or lose points for bad roleplaying - e.g., fire-mages won't<br />

swim unless they must, and air-mages detest tunnel-crawling.<br />

You also get +1 reaction from elementals of that element, and -3<br />

reaction from opposed elementals.<br />

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