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GURPS - Compendium 1..

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The drawback to this is that a given form only heals when the<br />

character has assumed that form, so a character who spent 50% of<br />

his time in each form would effectively heal half as fast. The<br />

exception is when this advantage is taken in conjunction with<br />

the Reciprocal Rest advantage (p. 43).<br />

Oracle<br />

15 points<br />

Signs and omens surround us all, every day, but there are<br />

very few who can interpret them correctly, or even see that<br />

they're there. You are one of those people. You can see the hidden<br />

significance in the way plants grow, the behavior of animals,<br />

and even changes in the weather and the sky.<br />

Once per day, you may check the omens. Normally, this will<br />

require devoting at least an hour to the activity, but if the GM<br />

has something in particular he wants to communicate, he may<br />

arbitrarily put it in your path. Either way, however, discovering<br />

and correctly interpreting the omen each require separate rolls,<br />

made in secret by the GM. To detect an omen requires an IQ roll<br />

modified by Alertness, while to interpret it requires a straight IQ<br />

roll (although if you are a mage, the roll is also modified by<br />

Magery).<br />

If the detection roll is failed, you find nothing of oracular significance.<br />

On a critical failure the GM will tell you that you<br />

have found an omen, but he lies - the omen you think you have<br />

found will, in reality, be a product of your own fears or wishes.<br />

On a critical success, you get a +5 on the subsequent interpretation<br />

roll.<br />

If the interpretation roll is failed, the omen will be so vague<br />

as to be effectively useless. On a critical failure, you misinterpret<br />

the omen in a blatant and possibly dangerous manner. Even on a<br />

success, the omen will usually be very general: "an enemy<br />

approaches," "a great power, long dormant, is stirring," "follow<br />

the dictates of your heart, not your head." On a critical success<br />

the information can be more specific: "you risk the wrath of the<br />

king," "seek out the mage in the tower."<br />

Note that this is not the same thing as divinatory magic, as<br />

you cannot choose what questions you will receive answers to.<br />

Nor is it the same as psionic Precognition, which requires no<br />

interpretation.<br />

Power Investiture<br />

10 points/level<br />

You have been invested with the power of your deity, and<br />

may cast clerical spells (see also Clerical Magic, p. 35).<br />

Each level of Investiture confers a +1 bonus to IQ when<br />

learning new divine spells. Different levels may represent different<br />

states of holiness with regard to a single deity, or may be<br />

used to differentiate the clerics of one deity from another. Those<br />

deities who have a limited ability to transfer power to their followers,<br />

or a small range of possible spell effects, will probably<br />

only grant one level of Investiture, while those encompassing a<br />

wide range of powers may be more generous. The number of<br />

possible levels of Investiture granted should be determined by<br />

the GM when creating the religion, and affects the church's<br />

value as a Patron.<br />

Note that Power Investiture does not necessarily go hand-inhand<br />

with Clerical Investment (p. 32). The first is a measure of<br />

the cleric's bond with the deity, the second a social/political<br />

ranking within the church. Clerics might not be allowed any<br />

Power Investiture until reaching the higher ranks of their religion,<br />

or the very use of divine magic might be a separate branch of<br />

the church, available only to those of one particular order. Or the<br />

deity might choose to grant its power when and where he<br />

wishes, completely outside the hierarchy of the church.<br />

The exact nature of the Investiture will probably differ with<br />

each culture and religion. In some, it may be an elaborate ceremony.<br />

In others, it could be a path of spiritual search and<br />

enlightenment, with the cleric himself discovering the secrets<br />

necessary to progress through the possible levels. However it is<br />

gained, Investiture represents a level of knowledge and attainment<br />

that can be made or increased throughout play.<br />

Psionic Resistance<br />

2 points/level<br />

This advantage interferes with all uses of psi, friendly or hostile,<br />

against or by the subject. It can never be turned off!<br />

If you have Psionic Resistance, the level of your Resistance is<br />

subtracted from the effective skill of any psionic attempt<br />

where you are the subject, even psychokinesis and clairvoyance.<br />

It is also subtracted from your own effective skill with any<br />

psi ability. You can still have psi powers, but if you have a high<br />

Psionic Resistance, it will be hard for you to develop any significant<br />

abilities of your own.<br />

Psionic Resistance may also interfere with some kinds of<br />

psionic technology; this depends on the individual device.<br />

No Unusual Background is required for Psionic Resistance.<br />

Note: Psionic Resistance was part of Antipsi in the Basic Set -<br />

it is now an advantage of its own.<br />

Racial Memory<br />

15/40 points<br />

You have access to the memories of your direct genetic<br />

ancestors.<br />

For 15 points, the talent is vague and totally passive. The<br />

GM secretly makes an IQ roll for you in any situation that your<br />

ancestors may have encountered. On a success, you get a vague<br />

sense of deja vu about the situation. It is up to you to interpret<br />

this. A critical success gives a vivid replay of ancient ancestral<br />

memories. Nothing happens on a failed roll, and a critical failure<br />

results in a wrong impression.<br />

For 40 points, you may use this advantage actively. If you<br />

want to know something, the GM first determines whether or<br />

not your ancestors knew the answer. Then he rolls vs. your IQ<br />

(do not use the "Rule of 12," p. 174) to see if you can gain<br />

access to the information. If your ancestors didn't have the<br />

answer, you will know that if the roll succeeds. On a critical<br />

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