Combat
Extras
Magic
Playtesting
Rules and Rulings
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All Spells in GURPS MAGIC and GURPS GRIMOIRE
This SJG-sanctioned list was passed to me by Paul Henrichsen, who compiled
it with the help of others. All conversions below were done by me with Corel
Quattro Pro 8, except where noted. Some of the original information gets lost in the conversion, including
spreadsheet formulas that calculate the spell's level from points invested, so use
the XLT or DBF format if you can.
The first page is spell listings with all the vital
statistics in the Spell Index and then some, the second page is a compilation of
enchantment costs, item types, and page references. There are 912 entries for spells,
1340 for enchantments. As far as I know, it includes all spells in Magic,
Grimoire, and Religion, but ONLY those. None of the new spells from Technomancer, Undead, Places of Mystery, etc.
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New Spells Of My Own Design
New Spell:
Imbue (Quality)(V/H) Special
This spell allows the caster to implant qualities from a sacrificial
being into the subject. A favorite of mastermind wizards who wish to create
fearsome but loyal servants in a relatively short period of time. The caster
*can* use the spell on himself with increased difficulty.
To get the full effect from this spell, the subject must slay the donor
being, then clean, skin, and dress the corpse, wear the skin like a garment,
then proceed to devour a major organ appropriate to the quality being implanted
(usually the heart or brain) and a majority of the meat, by the next sunrise,
when he may remove the skin. If the caster is not also the subject, he can
assist at no penalty. Outside assistance with, deviations from, and shortcuts
through the ritual will decrease effectiveness of the spell, possibly dividing
the effect among those involved. Minimal compliance might be eating a steak
while wearing leather, and would allow only a single character point to be
spent towards increasing ST, provided the subject was not already as strong
as the animal the steak was cut from.
GM's must be very careful when allowing Imbue spells to be used by PC's
for obvious reasons. It is recomended that only one casting may be attempted
per donor slain, and powerful, yet easily slain creatures small enough to be
eaten in a single sitting be few and far between.
This is a separate spell for each quality that can be Imbued. Imbue ST,
Imbue DX, Imbue Move, Imbue Strikers, etc. Any Imbue (Quality) spell is both a
Food spell and a Necromantic Spell.
Duration: Permanent if the ritual is carefully observed. Otherwise, any
qualities Imbued will fade at the rate of one unearned character point per day,
or per hour or minute if little or no ritual was attempted. Permanent
imbuements should be paid for by the subject with character points already
earned or to be deducted from future awards.
Cost: 4 per character point worth of imbued quality. Any or all
subjects may contribute fatigue toward the total cost of the casting.
Time to Cast: varies, from the time to eat a meal to an entire night.
Time required is not reduced by skill level. A permenent Imbuement of unearned
character points will always take a full night.
Prerequisites: M3, Steal Health, Lend ST
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Sample GURPS Characters
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The infamous Rook, massively psionic deep cover FBI Special Agent
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Roy Fosse, fearless merecenary space pilot
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Iridium Man, invincible superhero and entrepaneur
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Jefferson, 3000 AD barbarian
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Aristotle, my winsome sailor moppet from Garon Whited's old Amber chronicle. Not GURPS.
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I may have attempted to use these at one time or another. About 120K.
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I have a crude perl script for taming the HTML versions of
SJG playtest documents. This makes it not be all huge and bold throughout. There
is also an .EXE version available. Just plop one of these into
a directory with the HTML files from a playtest and run it. It will produce new files names
like rCH1.HTML, rCH2.HTML, etc. (You will need to replace .txt with .pl in the first one's
filename.)
Mac OS X version is here. I believe you will need to put this in
a folder with the html documents to be reformed, replace .txt with .pl in the filename, open a command
window for working in that folder, and issue the command chmod u+x osXreform.pl and
then it should run whenever you click the script's icon.
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I called dibs on Chapter 6 of K. David Ladage's fan project, GURPS Old Testament.
The book didn't make by the announced deadline, but there is always hope for the future.
Meanwhile, "Magic and Special Powers" is here in roughly 1/3 completion.
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Powerstone Resources
There's a script to roll attempts to make 100-point Powerstones here,
and its source code is here.
A gigantic spreadhseet showing the dispositions of stones used in the attempt to make 100-point
stones and the probabilities for each is here in Corel
Quatro Pro format and here in Excel format, both zipped.
The good stuff's on page F.
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New Martial Arts
New Skill:
Body Phasing Physical/Average
Based on HT, not DX
The user is intensively trained in fine control of their
Insubstantiality super advantage. Any insubstantial super with the
Instantaneous enhancement and points in this skill can make a phasing
Dodge equal to HT/2. Against attacks by other insubstantial foes or with the
Affects Insubstantial enhancement, the defender may use Body Phasing/2 instead.
When Insubstantial characters grapple one another, the grappler must win a
quick contest of Body Phasing skills each turn the victim is able to use his
power to escape. This is in addition to the normal physical process of
grappling.
New Maneuver:
Phase Feint(Maneuver) (Hard) Defaults to Body Phasing
Prequisites:Body Phasing;
must specialize
Cannot exceed Body Phasing +4
This maneuver must be used in combination with a normal physical
attack, as it represents an insubstantial attacker remaining nonphysical until
the moment of impact. Treat this technique as a free Feint with each maneuver
the student has spent points on for a specialized Phase Feint. Thus, he may be
better at Phase Feint(Head Butt) than with Phase Feint(Axe Kick), for instance.
Note: if the attacker's initial roll against Phase Feint fails, he has mis-
judged his materialization and the blow does no damage, even if the defender
could have lost the contest by more or failed to defend.
Phase Feint doesn't give a bonus if the target choses to Dodge.
New Maneuver: (SUBJECT TO CHANGE)
Punitive Strike (Hard)
Punitive Strike is identical in all respects to the normal Riposte
maneuver, except that
1) it can be used if definite physical contact is made between you and your
attacker, regardless of a successful Parry, Block, PD roll, or no
successful defense at all. A successful Dodge without benefit of PD
would obviously avoid physical contact.
2) only the striking limb or weapon can be targeted. Penalities for hit
location are applied separately from the maneuver's -4 default and
cannot be improved.
3) Combat Reflexes is a prerequisite.
4) wild swing and visibility penalties are applicable if struck from behind or
in the dark, for example.
This maneuver is meant to be used in the new Phase Fighting martial
arts, but could be used to represent training in instant response to any con-
tact with an attacker, and could be used on any occasion where you have only
intermittent access to your enemy, for instance in the dark, in a blizzard, in
a rioting crowd or stampede, in a hall of mirrors, riding wild animals or any
other randomly moving platforms.
Phase fighters use it to strike at an Insubstantial enemy's fist, foot,
or weapon which has become momentarily solid to strike them first, hopefully
before the attacker can phase out again.
New Martial Art:
Kamironjitsu 7 points/11 points
("spirit wave combat," aka Phase Fighting) Prerequisite: Insubstantiality
This unique martial art was developed by career superheroes and super-
villains inhabiting a nearby parallel universe. After gadgeteers on both sides
devised weaponry able to harm insubstantial opponents, the more canny of them
realized that their chief advantage was not an insubstantial state; after all,
many immaterial phenomena existed. Rather, it was their ability to *change*
back and forth between solid and ethereal states at will. Pushing themselves to
change states ever faster and in localized areas of the body, these "phase
phighters" were able to turn their formidable defense into a respectable
offense. This led to an escalation where more supers and gadgets with Insub-
stantiality were created, and soon techniques for fighting other desolid
combatants were added to the Kamironjitsu repertoire.
As far as strikes and counters are concerned, Kamironjitsu is rel-
atively unsophisticated, as it emphasizes movement between substantial and
insubstantial states as much as physical motion. Phase Feint represents the
attacker's arm becoming insubstantial for much of the distance it must cross
before striking the opponent, while Punitive Strike is allowed even after an
unsuccessful parry, since a successful hit means that the attacker's hand or
weapon will be vulnerable for the next split second. Purchase of the Instan-
taneous +20% enhancement for Insubstantiality is required to get the most out
of Kamironjitsu, otherwise any maneuver or cinematic skill in this style will
require an extra turn of concentration, making them less useful and Riposte
futile.
Once the basic principle is mastered, students can combine Kamironjitsu
with almost any straightforward martial arts style, while masters may choose to
pursue ever more refined uses of their power, fading into Invisibility,
shifting between parallel worlds with Worldjumper, or manipulating time with
Precognitive Parry.
Primary Skills: Body Phasing, Karate, Wrestling
Secondary Skills: Breath Control, Swimming
Optional Skills: Electronics Op(Phase Gadget), Law, Philosophy
Maneuvers: Arm Lock, Hit Location, Phase Feint, Punitive Strike
Cinematic Skills and Maneuvers: Blind Fighting*, Breaking Blow**,
Dislocating***, Light Walk***, Precognitive Parry, Sticking*
Cinematic Advantages: Injury Tolerance, Invisibility, World Jumper
*Blind Fighting and Sticking as taught by Kamironjitsu are good only
against opponents using Insubstantiality themselves or the Affects Insubstan-
tial enhancement, as students are trained to be sensitive to nearby changes in
vibrational attunement.
**Requires that the attacker feel around inside the object or victim
for the time listed.
***Any insubstantial person can duplicate the effects of these skills
without training due to the nature of the advantage. Any points invested in
these skills by a student reflects training in "faking" the feats, that is,
performing them without being obviously or completely insubstantial. It is
recommended that the bonus to Stealth be based on the highest skill level the
campaign allows for Light Walk, while obviously an insubstantial captive will
be able to escape any holds or restraints if they decide not to fake it.
Trained By A Master is thus not required for these skills.
New Martial Art:
Ron Do 13 points/18 points
("way of the wave," aka Rondo)
A companion art to Kamironjitsu, Ron Do is the name given to the
training of non-phasing students to make them more effective against Insub-
stantial opponents. Emphasizing constant awareness and lightning speed to take
advantage of any opportunity to catch a foe in a completely or partially solid-
ified state, Ron Do shares many basic principles with Iaido and Iaijutsu.
Like Kamironjitsu, Ron Do artists are able to use some cinematic
abilities without buying TBAM. This is considered a feature of the campaign
type and does not cost points so long as the student has the use of gadgeteered
sensors to assist him or her in perceiving uses of the Insubstantiality super
advantage. Once familiar with the basic principles, students with TBAM may
gradually discard special equipment as their chi senses become attuned to these
immaterial vibrations. Ron Do is also extremely useful in pursuing invisible or
ghostly foes, and would be useful for occult enforcers, ghost breakers, or
psychic investigators.
Primary Skills: Body Language, Fast Draw(Pistol), Guns (Pistol), Judo,
Karate, Electronics Op(Phase Sensors)
Secondary Skills: Breath Control, Beam Weapons(Sonic Stunner)*
Optional Skills: Acrobatics**, Climbing**, Law, Philosophy, Running**
Maneuvers: Aggressive Parry, Cat Stance, Disarming***, Feint, Hit
Location, Jab, Punitive Strike
Cinematic Skills and Maneuvers: Binding+, Blind Fighting++, Enhanced
Dodge+, Kiai, Precognitive Parry+
*The GM may rule that sonics have a lesser effect or none at all on
Insubstantial characters.
**Training in these skills is pursued by some advanced students to help
overcome the great advantage in mobility that Insubstantial foes have.
***Disarming is not limited to melee weapons, it is often advantageous
to snatch various other objects from desolidified intruders.
+Duplicable by special equipment.
++Blind Fighting as taught by Ron Do is good only against opponents
using Insubstantiality, as students are trained to be sensitive to nearby
changes in vibrational attunement. Duplicable by special equipment.
Sample Character Thumbnail:
Spectre
ST 13
DX 12
IQ 14
HT 16
Combat Reflexes
Insubstantiality
Instantaneous +20%
May turn body parts and held objects solid while using power +100%
Invisibility
Switchable +10%
Only While Insubstantial -10%
World Jumper
Only While Insubstantial and Invisible -20%
Beam Weapons(Stunner)-14
Fencing-15
Kamironjitsu
Body Phasing-18[8]
Karate-10[1]
Wrestling-11[1]
Arm Lock-13[1]
Hit Location(Fencing)-15[4]
Phase Feint-19[1]
Punitive Strike(Fencing)-14[4]
Dodge 8
Phasing Dodge 9, 10 against Insubstantial or Affects Insubstantial
attacks
Fencing Parry 11
Spectre has let his skills at fisticuffs languish, preferring to pursue
the gentlemanly art of fencing, and is quite good at it, despite his
unimpressive DX. He is not above using Phase Feint to win an "honorable"
match, and it would take very keen eyes to detect him doing so. In a
life-or-death situation, he will go on the defensive long enough to
secretly shoot his foe with a stun pistol hidden in the voluminous
pockets of his otherwise exquisite finery.
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