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GURPS - Compendium 1..

GURPS - Compendium 1..

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Solitary Magery 10 points for first level,<br />

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

Your magical abilities are at -3 for every person (or other<br />

intelligent being) within five yards of you, and -6 for anyone<br />

touching you. It is believed that this actually represents a degree of<br />

magical sensitivity so great that it is disturbed by the mana<br />

"ripples" caused by living beings.<br />

As partial compensation, a mage with this disadvantage gets a<br />

roll vs. IQ to notice any time an int elligent creature enters or<br />

leaves the 5-yard area around him - but this only works on a<br />

single person. If there is already someone standing next to the<br />

mage, he won't notice if someone else approaches.<br />

Song Magery 10 points for first level,<br />

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

A "song-mage" must be ungagged and able to sing in order to<br />

cast his spells or detect magic (as per Musical Magery, above).<br />

Characters with this type of aspected magery are not freed from<br />

the ritual of speaking to cast spells due to high skill level (see<br />

<strong>GURPS</strong> Magic, pp. 7-8).<br />

Star-Aspected Magery 8 points for first<br />

level, 5 points/level for<br />

2nd and 3rd levels<br />

A star-aspected mage (or "darkmage") can only use his powers<br />

when the sun is not in the sky - on average from 6 p.m. to 6 a.m.<br />

When the sun is up, the star-mage will have none of his magical<br />

abilities, although a look at his aura will reveal he is a mage.<br />

This type of mage is not affected by being in a building,<br />

underground, and so on. Only the sun's position matters. He<br />

will know automatically (if he is awake) when it is one minute to<br />

sunup and one minute to sundown.<br />

Sun-Aspected Magery 8 points for first<br />

level, 5 points/level for<br />

2nd and 3rd levels<br />

A sun-aspected mage can use his powers only when the sun is<br />

in the sky - on average from 6 a.m. to 6 p.m. During solar<br />

eclipses, sun-mages have no powers! The effect of other astronomical<br />

events (e.g, planets with two suns) is up to the GM.<br />

When the sun is down, the sun-mage has none of his magical<br />

abilities, although a look at his aura will still reveal that he is a<br />

mage.<br />

This type of mage is not affected by being in buildings,<br />

underground, and so on. Only the sun's position matters. He<br />

will know automatically (if he is awake) when it is one minute to<br />

sunup and one minute to sundown!<br />

Mana Damper<br />

Variable<br />

This is a specialized form of Magic Resistance.<br />

For 5 points, you can effectively reduce the local mana level<br />

by one step, but only for yourself and persons or things that<br />

you're actually touching. For 5 points more, this effect extends to<br />

everything in the same hex. Each additional 5 points extends the<br />

radius of the effect by one hex. You can reduce local mana by<br />

two steps by paying the base cost for your range again, and by<br />

three steps by paying it yet again. You must also pay the base<br />

cost again for the ability to turn the power on and off.<br />

No individual with the Mana Damper power can ever have<br />

Magical Aptitude or learn any spells.<br />

Example: A character has Mana Damper in a 3-hex radius.<br />

This costs 10 points for the first hex, and 10 more points for two<br />

more hexes of range, for a total of 20 points. This is his base<br />

cost. If he wishes to prevent all spell-casting within his radius on a<br />

normal mana campaign world, he will need to pay the base cost<br />

again to bring the local level down to "no mana," bringing the<br />

total to 40 points. If he can turn this ability on and off at will, he<br />

must pay the base cost again, for a total cost of 60 points.<br />

Contrast this advantage with the Mana Enhancer advantage,<br />

below.<br />

Mana Enhancer<br />

Variable<br />

You are inherently magical, and actually radiate mana. In<br />

some campaigns, this may force you to hide from unethical<br />

mages!<br />

For 25 points, you can increase the local mana level by one<br />

step, but only for yourself and persons or things that you're<br />

actually touching or carrying. For 25 points more, this effect<br />

extends to everything in the same hex as you. Each additional<br />

25 points extends the radius of the effect by one hex. You can<br />

increase the local mana level by two steps by paying the base<br />

cost for your range again, and so on. You must also pay the base<br />

cost again for the ability to turn the power on and off.<br />

If you have the Mana Enhancer advantage, you can never<br />

have Magic Resistance; moreover, mages get an IQ + Magery<br />

roll to notice you! This advantage does not confer any special<br />

ability to cast spells; for that, purchase Magery. Of course, if<br />

you can raise the local mana to "high" or better, then you can<br />

cast spells even without Magery.<br />

Example: A character has Mana Enhancer in a 2-hex radius.<br />

This costs 25 + 25 = 50 points for the first hex, and 25 more points<br />

for another hex of range, for a total of 75 points. This is his base<br />

cost. To be able to turn this ability on and off at will, he would<br />

have to pay the base cost again, for a total cost of 150 points.<br />

Contrast this advantage with the Mana Damper ability,<br />

above. Note that this advantage can be very easily abused, and<br />

should be kept under strict control.<br />

40

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