Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Sunday, March 17, 2013

Primitive Talent Magic

In the continuing effort to model the Chivalry and Sorcery magic system in GURPS, I return to another Natural magic user, the Primitive Talent mage. Please comment, especially in the area of cost and details. (Also look at my post on Drug Trance Magery.)

(Substantial modifications have been included. Beast Soother was replaced with Master, because it more closely models the original C&S spell Hold Animals. I also added that the spells chosen are limited to those with three spell prerequisites or less, and that those prereqs are ignored. This change models the limit in C&S to 3rd Circle spells. I've added back Necromancy, since the lower levels spells in the college aren't unbalancing. I added no limit to elemental college spells, as long as spell prerequisites are satisfied. This is the way Primitive Talents in C&S use Basic Magic. I've named the limitations and enhancements, as well as added a couple. I've also written up Elves and High Elves/Great Fey using this system, as C&S defines those races.)

-----

At the dawn of mankind, life was a struggle to survive. Humans had several natural advantages, intelligence, tools, and the ability to organize. They also had magic as one of those tools. But in the mists of time, there were no teachers nor books from which to learn spellcraft -- a magically gifted person might be the only one in the tribe. Those who could manipulate mana gained new talents because of their interactions with the world, not because someone told them how to do it. These were the Primitive Talent Mages. Their heritage remains in the human population.


Primitive Talent Magery 3 points for Magery 0, 6 points / level


Primitive Talent Magery gives a character the ability to cast spells, but they cannot learn spells from teachers or books, nor can they create magic items. Primitive mages use no focus, but they can use magic items made by other magic users. Primitive mages gain spells as they gain experience. The initial list of spells a character can select from is based on survival instincts: Find Direction, Persuasion, Master, Sense Danger, Pentagram. At character creation, for every 20 points the character is based on, they can learn one of the spells from the list. For example, a 50-point primitive mage can learn two of the spells, while a 100-point character could learn all five. If they don’t buy them all, they may buy the others whenever they have an extra experience points.


After the character is at 100 points, for every 20 experience points the character earns, the player may add a spell of their choice to their spell list. Spells that have up to three spell prerequisites may be chosen, ignoring those requirements, but Magery and attribute prerequisites are still checked. Be sure to count all spells in the prerequisite chain. The Enchantment college is off-limits to primitive mages. Any spell in the elemental colleges (Air, Earth, Fire, Water) may be taken, if the spell prerequisites are satisfied.

When a new spell becomes available, the character has a series of very vivid dreams about the new spell.

Limitations:
GM’s Choice: The GM selects the spells to add to the character’s spell list, instead of the player (-30%).

Enhancements:
Quick Learning (+50%): The character gains a spell every 10 experience points. This means a 100-point starting character would have the basic five spells, plus five more chosen by the player.
Ignore Prerequisites (+30%/level): for each level of Ignore Prerequisites, the mage can choose spells with 2 more prerequisites. For instance, 1 level of Ignore Prerequisites lets Primitive mages ignore 5 prerequisites, and with 3 levels they can ignore 9 required spells.
Enchantment Allowed (+20%): the Primitive mage can make magic items, including a focus.
Book Learning (+30%): the Primitive mage can learn from books, scrolls, and teachers.

Elves are primitive mages with the Quick Learning, one level of Ignore Prerequisites, and Enchantment Allowed enhancements. Elves make a +2 bow and +2 arrows as their focus. The starting spell list for elves has the same five spells listed above, plus Measurement, Tell Position, Detect Magic, Sense Observation, and See Secrets. Magery 0 costs 6 points, plus 12 points per level.

High Elves/Great Fey are primitive mages, too. Treat as Elves, plus they have 3 levels of Ignore Prerequisites and the Book Learning enhancements. Their magical focus is a +3 bow and +3 arrows. Magery 0 costs 11, plus 23 points per level.

Wednesday, December 12, 2012

C&S / GURPS Magical Mashup

So, I'm on a Chivalry and Sorcery kick, as evidenced by photos of my collection. C&S has an amazing magic system, the most comprehensive and challenging I've ever seen, with tons of tasty goodness. One of the features of the magic system is a large number of different types of magic users, such as Enchanters, Shamans, Alchemists, and Mechanician-Artificers. These diverse styles have very different ways of casting spells. I've always wanted to translate them all over to one of my other favorite systems, GURPS.

This week I wrote up one of the more unusual mage types -- the Drug Trance Mage. Drug trance mages are part of the Natural Magician mode of magic from C&S. Most natural mages do not have masters that they learn spells from, nor can they learn from books or scrolls. Their magic is not academic in nature. The other natural mages are the Primitive Talent, the Dance/Chant Mage, the Shaman, and the Medium. Only the Shaman has a master that teaches them spells.

Without further ado, here is my version of Drug Trance Magery. Let me know what you think. All comments appreciated.


Drug Trance Magery                3 points/level

This form of magery allows the mage to make magical drugs in the form of potions or powders. By taking the drug, they gain the ability to cast a spell. The nature of this kind of magic does not require the person to be a full-time mage.

The drug-making process is a form of Enchantment using a special spell: Enchant Drug (IQ/H). Each drug has a cost to enchant of 30 energy and requires seven different ingredients worth $100, four of which must be either liquids for potions, or herbs for powders. Each recipe is unique -- the mage must write down the recipe. The same recipe will produce the same spell effect. Unlike regular enchantment, the Drug Trance Mage only needs two hours a day for enchanting. The GM should make the enchant spell rolls secretly. On a normal failure, the mage knows the enchantment has failed and the batch is destroyed. If a critical failure is rolled, impurities have been unknowingly been introduced and the drug is Tainted. The drug mage doesn’t know what spell is in the drug until they test a dose. This process produces 2d doses of the drug. Only the mage who made the drug can use it. Also, recipes are specific to the mage who created them -- recipes cannot be shared with other drug trance mages.

To test the drug, the mage consumes a dose. The GM determines the spell by rolling d66 (1d for the first digit and 1d for the second digit, so a roll of 2 and then 4 is 24) on the Spell College Table. Then roll 1d for each spell in the college in the order given in the book, skipping spells already in the drug repertoire of the Drug Trance Mage, as well as spells for which the mage does not have the Magery prerequisites. A roll of 1 indicates that spell has been enchanted into the drug.

Spell College Table

d66       Spell College
11-12   Air
13-14   Animal
15-16   Communication and Empathy
21-22   Divination
23-24   Earth
25-26   Fire
31-32   Food
33-34   Healing
35-36   Illusion and Creation
41-42   Knowledge
43-44   Light and Darkness
45-46   Plant
51-52   Sound
53-54   Water
55         Body Control
56         Gate
61         Making and Breaking
62         Mind Control
63         Movement
64         Protection and Warning
65         Weather
66         Roll another 1d: 1-4=Necromantic, 5-6=Summon Demon

Potions are drunk and powders can either be smoked, snorted, or mixed with food. Many drug trance mages have a preferred delivery method. The drug takes effect after 5 seconds and lasts 3d6 minutes (the GM makes the duration roll secretly). During that time, the mage can cast the spell within the limits of their fatigue. If drugs are mixed or taken while under the influence of another magical drug, treat as if Tainted (see below) but at a -2 HT penalty. Mages can use these drugs safely up to 4 times a day. If this limit is exceeded, the mage has ‘overdosed’ -- treat as per Tainted (below) but with a -2 HT penalty for each dose over the maximum.

If the drug is Tainted (or the mage mixed drugs or overdosed), the caster must make a HT roll to avoid a ‘bad trip’. On a failure, the caster passes out for 2d minutes. On a 17, the caster loses consciousness for 2d hours. On an 18, the caster falls into a coma for 2d days.

On the Summon Demon result on the Spell College Table, the demon of the drugs appears when the drug is tested. The caster rolls a Quick Contest of Will against the demon’s will of 16. If the caster wins, the demon will enchant the drug with a spell of the caster’s choice. If the demon wins, the caster is afflicted with a form of demon possession -- drug addiction! Each day the caster must make a Will-2 roll or they must take a dose of the drug. If the caster already has an Addiction, the roll is Will-5. If they take the drug, roll 1d to determine length of unconsciousness: 1-3=2d minutes, 4-5=2d hours, 6=2d days. 24 hours after regaining consciousness, they will crave the drug again and need to make another roll. If the mage gets a critical success on the Will roll, they have broken the addiction.

Wednesday, February 20, 1991

Hlígar hiSsátu, Scholar-priest of Vimúhla

History and campaign notes

Hlígar was born in Béy Sü, the capitol of Tsolyánu. Because of Tsolyánu's clan structure and the practice of polygyny and polyandry, he has three fathers and ten mothers. The father's brothers are considered fathers, and the mother's sisters are considered mothers. His brilliance was quickly identified, and he found himself in the best temple schools. His knack for languages drew much attention and he has become a leading Engsvanyáli scholar. Hlígar has worked on several research projects involving material brought back from the Underworld. He finally got a chance to go on a couple of expeditions. He survived and amassed considerable wealth and some ancient devices. He has contributed handsomely to his clan and temple.

He has temporarily been transferred by his temple to Fasiltum for research purposes. Rumors of his adventure have started circulating.

Appearance: 4'11", 165 lbs., short brown hair, brown eyes, beard
Clan:Golden Bough
Clan Status:Very High
Lineage:hiSsátu
Lineage Status:Medium
Current Location:Béy Sü
Religion:Vimúhla
Birth Date/Age:43
Occupation:6th Circle Scholar-priest of Vimúhla

Quote: "Now there's an interesting passage. It's in Llyáni. It says, 'Those who pass here will meet Death for certain.' But it used the personal declension, so it seems to be referring to the personage of death, not the act of dying."


Equipment

chlen-hide short sword
pouch (20 Káitars, $500 in small gems)
upper-class wardrobe

Leather backpack containing:
lantern
5 oil jars
1 wine skin
5 water bottles
flint, steel and tinder
personal basics
personal toilet articles
5 meals of food

Pouch at belt containing:
Abominable Eye of Detestation (counter showing 40 charges)
Eye of Incomparable Understanding (counter showing 53 charges)
Amulet of Perceiving the Scintillation of Metals
Amulet of Peace Amonst the Servitors of Ksarul
Amulet against the Iniquitous Nshe

At the Temple:
compass (at temple)
astrolabe (at temple)
scroll of Revivification
scrolls of all Animal Control spells
15,000 Kaitars in personal wealth
Abominable Eye of Detestation
Eye on Incomparable Understanding
Amulet of Perceiving the Scintillation of Metals
Amulet of Peace Amongst the Servitors of Ksarul
Amulet against the Iniquitous Nshe
Strange device that looks like a Shen pistol crossbow without the cross piece (stun pistol)



System = GURPS

ST:11
DX:11
IQ:15
HT:11

Speed:5.5
Move:3
Dodge:3
Parry:4
Block:
Thrust:1d-1
Swing:1d+1
Will:15
Fright Check:15
Vision:15
Hearing:15
Taste/Smell:15

Advantages

Magery 2
Status/3 (VH clan, M lineage)
Language Talent +2
Very Wealthy
Clerical Investment/2
Literacy
(Handsome)

Disadvantages

Honesty
Absent-mindedness
Duty to Temple (12-)
Fat (+50%)

Quirks

Reliable
pick four more

Skills

(* = +2 Language Talent, † = +1 Linguistics) Astronomy(TL 3)/13
Linguistics/16*
Occultism/13,
History (Engsvanyáli)/16
Research/15
Calligraphy/11
Short Sword/9
Tsolyáni*†/18
Livyáni*†/17
Mu'ugalavyáni*†/16
Bednálljan Salarvyáni*†/16
Engsvanyáli*†/18
Llyáni*†/16

Magical Skills

Spell Throwing (fireball)/12

Spells

Ignite Fire/15
Shape Fire/15
Create Fire/15
Fireball/15
Hide Thoughts/15
Sense Foes/15
Sense Emotion/15
Mind-Reading/15
Mind-Sending/15
Telepathy/15
Dispel Magic/15
Counterspell/15
Ward/15
Wall of Fire/15
Haste/15
Great Haste/15
Lend ST/15
Lend HT/15
Restore ST/15
Minor Healing/15
Major Healing/15

Hand Weapons

WeaponTypeAmountReachSTNotesParryPt. CostLevel
Short Swordcut1d11039
(thrust)imp1d-21

Ranged Weapons

WeaponTypeAmountSSAcc1/2 DamMaxROFShotsSTLevel
Fireballfire1d-3d13+12550113
Abominable Eye of Detestationspecial12+2-1019



System = Heroic Age of Tekumel

STR:63
INT:972
PSY:891
DEX:63
CON:63
CHA:951

Class:MU
Fighting Level:2
Casting Level:6
AC:13
HD:4d6-3 / 11
XP (+5%):
Skill Points:35
Spell Pool:14
Cash:500 K ++

Skills

Lore, Occultism (INT)
History (Engsvanyáli) (INT)
Research (INT)
Calligraphy (DEX)
Sword (STR)
Priest (INT)

Languages (INT)

Tsolyáni
Livyáni
Mu'ugalavyáni
Bednálljan Salarvyáni
Engsvanyáli
Llyáni

Spells (PSY)

Radiant Gaze (1)
Ascertainment of Foes (1)
Ascertainment of Thoughts (1)
Transference of Thoughts (2)
Disenchantment (1)
Warding (1)
Vallation (Fire) (3)
Acceleration (2)
Recuperation (1)

Wednesday, July 11, 1990

Ténsor, Scholar-priest of Thúmis

Character History and Notes:
Tensor has been raised almost from birth by the temple of Thúmis. His parents and clan are unknown. Tensor has concentrated more on his language talent and less on his magical ability. His persistent claims of being an Imperial heir didn't go over well among the other orphaned charges of the temple, nor among his teachers and caregivers. Many times he has borne the bruises of beatings from his peers and scoldings from his elders. By being more careful about what he says, Tensor has risen to Second Circle in the Temple hierarchy. He has recently been sent into the Underworld on an expedition led by his temple. His knowledge of languages will be extremely valuable in the ancient, buried ruins of civilizations past.

Ténsor
Scholar-priest of Thúmis, Age: 23, 5'7", 135 lbs.

Appearance:

Clan:
none
Clan Status:
Clanless
Lineage:

Lineage Status:
none
Current Location:
Jakálla
Religion:
Thúmis
Birth Date/Time:

Occupation:
Scholar-priest

Equipment
Quarterstaff
small knife
middle-class robes
sandals

priestly vestments ($400)
small backpack containing:
personal basics
toilet articles
blanket
boots
small water bottle
tinderbox (flint, steel, tinder)
2 candles
rations (2 days)
note paper




System = GURPS

100 points

ST:
9
DX:
10
IQ:
14
HT:
12

Speed:
5.5
Move:
5
Dodge:
5
Parry:
Block:
Thrust:

Swing:

Will:
14
Fright Check:
14
Vision:
14
Hearing:
14
Taste/Smell:
14

Advantages:
Magery/3
Animal Empathy
Clerical Investment (Second Circle)/1
Literacy
Language/+3

Disadvantages:
Clanless (-15 points)
Delusion: Heir to the Throne
Accident Prone
Sense of Duty: Companions
Duty to Temple of Thúmis

Quirks:
Whistles unconsciously
Apologizes for everything
Tends toward circumlocution
Repeats things to himself under his breath in various languages
Loves beer

Skills:
Calligraphy/8
Sculpting/8
Writing/12
Running/10
Brawling/9
Staff/7
Judo/7
Law/11
Archaeology/11
Economics/11
History (Llyáni)/11
Linguistics/13
Literature/13
Research/12
Theology (Thúmis)/11

Languages
Tsolyáni/18
Livyáni/16
Mu'ugalavyáni/16
Salarvyáni/16
Ancient N'lüssa/16
Bednálljan Salarvyáni/16
Classic Tsolyáni/16
Classic Mu'ugalavyáni/16
Engsvanyáli/16
Llyáni/16

Spells
Lend HT
Lend ST
Recover ST
Minor Healing
Major Healing
Simple Illusion
Complex Illusion
Perfect Illusion
Illusion Shell
Detect Magic
Aura
Sound
Voices




System = Heroic Age of Tekumel

STR:38
INT:962
PSY:55
DEX:50
CON:74
CHA:61

Occupation:MU
Fighting Level:2
Casting Level:5
AC:13
HD:4d6-3 / 11
XP (+5%):
Skill Points:36
Spell Pool:6
Cash:50 K

Skills (36)
Calligraphy (DEX) (2)
Artist, Sculpting (DEX) (2)
Writing (INT) (2)
Brawling (STR) (1)
Staff (STR) (1)

Priest (Thúmis) (INT) (1)
History (Llyáni) (INT) (3)
Research (INT) (3)


Languages (INT)
Tsolyáni
Livyáni (1)
Mu'ugalavyáni (1)
Salarvyáni (1)
Ancient N'lüssa (2)
Bednálljan Salarvyáni (2)
Classic Tsolyáni (2)
Classic Mu'ugalavyáni (2)
Engsvanyáli (2)
Llyáni (2)

Spells (PSY)
Recuperation (1)
Phantasms (1)
Perception of the Energies (1)

Comprehension (1)
Elicitation of History (1)
Missile of Mettálja (1)

Kálti hiHlutu'ún, Temple guard of Kárakan

Character History and Notes:
Kálti has always wanted to be a warrior. Nothing interested her as child more than the tales of the ancient warriors of legend. The mythology of Vimúhla, Lord of Flame and Destruction, was also filled with great battles and warriors, and Kálti's devotion burned hot as well. As a teen, her teachers recognized the fire in her eyes and her unique memory talent as important assets, and began training her for a special duty to the temple.

She is now acting as a low-level agent in the Temple of Kárakan. Though Kárakan is one of the Stability Gods and Vimúhla one of the Change Gods, they are both military-oriented deities and have a lot in common, both theologically and politically. Many situations have seen these two temples on the same side of an issue, as is the case with the war with Yán Kór. These alliances aside, though, they still keep a close eye on each other, and that's where Kálti fits in.

She has held her present position as temple guard for a year. She reports to another agent within the Kárakan temple, and is also sent on various minor errands occasionally. She was recently sent by the temple of Kárakan as a supplemental warrior on an expedition into the Underworld for which the Temple of Thúmis needed some extra muscle.

Clan: Red Mountain (high status)
Lineage: hiHlutu'ún (low status)
Current Location: Béy Sü
Religion: Vimúhla
Birth Date/Time:
Occupation: spy
Appearance: 5'8", 150 lbs.
Age: 18

Equipment

Broadsword
Khá (shortsword spike, see Pyramid #11)
large knife
medium shield
small pouch with 71 káitars
small backpack with the following:
personal basics
toilet articles
tinderbox (flint, steel, tinder)
rope (10 yds.)
grapnel
mallet
5 Chlén spikes
bedmat
rations (2 days)




System = GURPS

Point Total: 170 points

ST: 12
DX: 14
IQ: 10
HT: 11

Speed: 6.25
Move: 5
Dodge: 5
Parry: 4
Block:
Thrust: 1d-1
Swing: 1d+1
Will: 10
Fright Check: 10
Vision: 11
Hearing: 11
Taste/Smell: 11

Advantages:
Eidetic Memory/1
Alertness/+1
Literacy
Combat Reflexes

Disadvantages:
Fanatic: Vimúhla worshipper
Bad Temper
Impulsive
Secret: Agent for temple of Vimúhla

Quirks:
Sexually aggressive
Screams in battle and in bed
Longs to travel to foreign lands
Hates the ocean
Adores flowers

Skills:
Broadsword/16
Fast Draw (Broadsword)/13
Shortsword/14
Knife/13
Knife Throwing/14
Brawling/15
Shield/14
Tsolyáni language/10
Savoir Faire/12
Dancing/12
Sex Appeal/12
Theology (Kárakan)/8
Theology (Vimúhla)/9
Shadowing/11
Stealth/14
Sleight of Hand/13
Holdout/11
Cipher (Vimúhla)/10
Pickpocket/12
Lockpicking/10



System = Heroic Age of Tekumel

STR:74
INT:50
PSY:14-2
DEX:911
CON:63
CHA:40

Fighting Level:3
Casting Level:0
AC:18
HD:3d6+3 / 11
XP (+5%):
Skill Points:17
Spell Pool:
Cash:50 K

Skills (17)

Sword (STR)
Dagger (STR/DEX)
Brawling (STR)
Shield (STR)
Etiquette (INT)
Entertainment, Dancing (DEX)
Sex Appeal (CHA)
Priest (INT)
Lockpicking (DEX)
Pickpocketing (DEX)
Spying (INT)
Stealth (DEX)

Languages

Tsolyáni
Cipher (Vimúhla)