GURPS - Compendium 1..
GURPS - Compendium 1..
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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