GURPS - Compendium 1..
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 />
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