GURPS Rules for The World of Éran
From Eran
(→Elder People) |
|||
| Line 371: | Line 371: | ||
| - | '''Dragon: | + | '''Dragon: 573 Points''' |
This represents a fully grown dragon at 600 years of age. Dragons usually stop growing at this point. For every 100 years younger, substract one point of SM (and recalculate ST), 2 points of DR, one level of extra Terror, one level of Fiery Breath and reduce the cone radius by 5. At SM 4 and below, reduce Claws to just talons and remove Terror. | This represents a fully grown dragon at 600 years of age. Dragons usually stop growing at this point. For every 100 years younger, substract one point of SM (and recalculate ST), 2 points of DR, one level of extra Terror, one level of Fiery Breath and reduce the cone radius by 5. At SM 4 and below, reduce Claws to just talons and remove Terror. | ||
| Line 377: | Line 377: | ||
'''''Attribute modifiers:''''' St +60 [120], HT +5 [50] <br> | '''''Attribute modifiers:''''' St +60 [120], HT +5 [50] <br> | ||
'''''Secondary characteristic Modifiers:''''' SM +8, Will +3 [15], Per +3 [15]<br> | '''''Secondary characteristic Modifiers:''''' SM +8, Will +3 [15], Per +3 [15]<br> | ||
| - | '''''Advantages:''''' Fiery Breath (7d burning attack, 30 yard cone, accurate +4, limited use 4/day, Reduced Range x½, +300%), [140], Amphibious [10], Claws (Long Talons) [11], Doesn't Breathe [20], Discriminatory Smell [15], DR 15 (can't wear armor, -40%) [45], DR 10 (can't wear armor, fire only, -80%) [15], Eidetic Memory [5], Enhanced Move 1 (air) [20], Extra Attack [25], Flight (move +4, winged, -25%), [36], Hard to Kill 5 [10], Magery 1 [15], Nictitating Membrane 2 [2], Night Vision 10 [10], Parabolic Hearing 2 [8], Peripheral Vision [15], Reduced Consumption 3 [6], Resistant - Immunity to Metabolic Hazards [30], Striker (tail, crushing) [ | + | '''''Advantages:''''' Fiery Breath (7d burning attack, 30 yard cone, accurate +4, limited use 4/day, Reduced Range x½, +300%), [140], Amphibious [10], Claws (Long Talons) [11], Doesn't Breathe [20], Discriminatory Smell [15], DR 15 (can't wear armor, -40%) [45], DR 10 (can't wear armor, fire only, -80%) [15], Eidetic Memory [5], Enhanced Move 1 (air) [20], Extra Attack [25], Flight (move +4, winged, -25%), [36], Hard to Kill 5 [10], Magery 1 [15], Nictitating Membrane 2 [2], Night Vision 10 [10], Parabolic Hearing 2 [8], Peripheral Vision [15], Reduced Consumption 3 [6], Resistant - Immunity to Metabolic Hazards [30], Striker (tail, crushing, swinging, reach 4, 400%)) [25], Teeth (fangs) [5], Temperature Tolerance 5 [5], Terror 2 (sight, always on) [40], Unaging [10]<br> |
'''''Disadvantages:''''' Bad Grip 2 [-10], Greed [-15], Miserliness [-10], Horizontal [-10]<br> | '''''Disadvantages:''''' Bad Grip 2 [-10], Greed [-15], Miserliness [-10], Horizontal [-10]<br> | ||
Revision as of 12:31, 29 November 2006
Contents |
Characters
Advantages
Tech Level
Most of Éran functions at tech level 3. Some barbarian tribes and nonhuman races such as blackfolk may function at tech level 2 or even 1. Some dwarven kingdoms to the east are at tech level 4.
Status
Characters who are not in religious service should consider taking levels of status to ensure some freedom of movement, both socially and in the eyes of the law.
- Status -2 - Slaves
- Status -1 - Serf, bonded, very poor,
- Status 0 - Free peasants, poor cityfolk.
- Status 1 - Son/daughter of landed provincial minor nobles, Landless nobles/knights
- Status 2 - landed minor nobles, town mayor
- Status 3 - Landed noble, Son/daughter of established noble, wealthy merchant,, guild master,
- Status 4 - Established noble, Son/daughter of greater noble,
- Status 5 - Greater noble
- Status 6 - royal family, ruling noble
- Status 7 - King, imperial heir
- Status 8 - Emperor
Titles and status: Although titles do make a difference in the eyes of the gentry, wealth is also a big consideration. Hence a wealthy viscount could have higher status than a poor count. Likewise, if a nobleman is not the head of the family or has yet to establish himself, he may have a higher title than his status might reflect or alternatively use a title denoting a rank lower than he is heir to. Assuming wealth reflecting status (ie, one level of wealth higher than status), the titles generally reflect status like this:
- Status 1 - Baronet, Knight
- Status 2 - Viscount, Vicomte, Baron §
- Status 3 - Count, Earl, Comte §
- Status 4 - Margrave, Marquess, Marquis, Arch Count
- Status 5 - Duke, Prince
- Status 6 - Crown Prince, Queen, Queen Mother, Grand Duke, Grand Prince
- Status 7 - King
- Status 8 - Emperor/Grand King
§ It is not uncommon for viscounts to be of Status 3 and counts to be of status 4.
Noble titles are generally acknowledged and respected across the borders throughout the west, although a noble travelling outside his own country can expect a -1 in situational status.
Rank
There are three main types of Rank in Éran: Administrative, Military, and Religious. In most cases, high-rank characters will have additional Status beyond the “free” Status granted by Rank.
In many western countries, higher military ranks (4+) are only avalaible avalaible to those with high status as well (Status 2 or more). Military ranks of 3-5 confer a +1 bonus to status, whilst 6-8 grants a +2 bonus to status.
In a priestly country like Amrond, Rank and Status are synonymous and cost 10 CP/level. Furthermore a character becannot have higher status beyond Status 2 than he has Religious Rank. Ie, a character with status 4 must also have Religious Rank 4, although it is possible to have up to Status 2 without any religious rank.
Religious Ranks
Rank Title 6 Archbishop, grand master of a great order 5 Bishop, grand master of a lesser order 4 Head of a powerful abbey or minor order 3 Head of a minor abbey 2 Senior priests 1 Common priests 0 Extremely minor local priests
Wealth
Starting wealth for The World of Éran is standard for TL3:$1,000.
Characters should generally take one level of wealth more than they take status to maintain cost of living. If their living costs are at a lower level than their status reflects, people may react to them at the status their cost of living reflects instead. Being on the road allows for cost of living one level lower than ordinarily without penalties. If a character is known to be exceedingly wealthy yet deliberately chooses to live cheaper than his status, this can be passed off as excentricity instead. The GM should apply reaction penalties according to the situation.
Languages
Several languages share much in common in writing and/or speech and default to each other as per the following (assume it works the same the other way around unless otherwise noted):
High Brenni to Brenni: Native High Brenni defaults to Broken Brenni. High Brenni is always used for writing.
High Brenni to Erro: Spoken: Native High Brenni defaults to Broken Erro. Written High Brenni defaults to one level lower in Erro or the level of spoken Erro, whichever is lowest.
See also Languages of Éran for more on languages available in Éran
Cultural Familiarity
Cultural familiarity in human terms is generally divided by region. In the west, the cultures are Brennèl, Erron Valley, Calmir Region, Northern Frontier and Steel Lands. They are similar enough cost 1 point each for anyone already familiar with one.
Dwarven, halfling and gnomish cultures are uniform to cover all aspects of their culture across kingdoms and regions. Each culture is alien and costs 2 points.
Elven culture is more diverse, but still fairly related. Each kingdom is related enough to cost one point if already familiar with one elven culture. Otherwise, it is considered an alien culture.
Eastern cultures are considered alien to a westerner.
Claim to Hospitality
Wizard's Guild: You belong to a wizard's guild and can call upon the guild for basic assistance such as library access and shelter. It comes with Social Stigma [guild wizard] and Code of Honour [guild wizard]. See below for descriptions. To reflect higher favour within the guild take Patron [wizard's Guild] on top of this advantage. Rank can likewise be acquired to reflect increased influence within the guild. Duty will often be required for this to reflect the added responsibility. 10 points
Magery
Magery 0 simply represents the innate potential to use magic ("the Gift"). It does not confer the ability to use magic, although additional levels of Magery can be taken later on.
Most mages in Éran achieve no more than Magery 3, and even that is exceptional. Those who have a higher level, either as innate talent or through mystical training, must buy Unusual Background (Archmage), with a cost of 10 points per level of Magery above 3.
Anyone in the west who demonstrates magical ability to a higher degree than mere dabbling (a handful of spells) must join the regional wizard's guild. See Claim to Hospitality above.
If you do not join a guild, you must take Enemy [Wizard's Guild - watcher] for -20 CP. If you are deemed unlawful or a threat otherwise, it increase to Hunter for -40 points. You must also take Social Stigma [unguilded wizard] as well. Alternatively, take Secret [rejection and/or imprisonment] for -15 points to hide your magical abilities.
A renegade wizard can always join a guild for no point cost by taking Code of Honor [wizard's guild] in conjunction with Claim to Hospitality [wizard's guild], but he retains them as an enemy-watcher to reflect that he is still viewed with suspicion and is on probation until the point cost is bought off. The increased Social Stigma must likewise be bought off with character points. If a character is hunted by a guild, he must pay off the neccesary points to reduce it to watcher before he can join the guild.
With the new Treshold Magic rules (see below), WIth the Treshold Magic rules, the role of Magery has expanded somewhat. The level of Magery now determines:
- Spell skill bonuses and time to learn spells
- Spell power limits and access to powerful spells
- Treshhold
- Recovery Rate
New enchancements & Limitations:
Sun Aspected Magery -20%/+0%/+20%
The wizards powers are tied to the energy of the sun. When directly exposed to open sunlight (clouds do not affect this), the wizard casts spells normally. The light of the Midday sun (lasting one hour) acts as if the wizard were in a high mana zone. In contrast, whenever he is not directly exposed to sunlight, whether in shadow, indoors or at night, he casts spells as if he were in a low mana zone. Taking this as a -20% limitation means the sun wizard simply casts spells as normal when directly exposed to the midday sun. Taking it as a +20% enhancement advantage means the wizard casts spells normally but when exposed to the midday sun, acts as if in a high mana zone. Winter and summer solstice may weaken or strengthen his powers further. This enhancement may not be taken together with Moon or Star Aspected Magery or No Mana Access.
Moon Aspected Magery -20%/+0%/+20%
The wizards powers are tied to the phases of one of or both moons orbiting Theras, depending on the degree chosen. When the moon(s) is in high sanction (the day of the full moon and possible the day before and after), the moon mage casts spells as if in a high mana zone. When the moon(s) is in low sanction (duration as with high sanction), he casts spells as if in a low magic zone. A moon mage's time of recovery follows the rising and setting of the moon instead of the sun. Taking it as a -20% point limitation means the wizard casts spells as if in a no mana zone during low sanction. Taking it as a +20% enhancement means the wizard is unaffected by low sanction. If the wizard is aspected to both moons, times of double high and low sanction may strengthen or weaken his powers further.
Star Aspected Magery -20%/+0%/+20%
The wizards powers are tied to the movements of the stars.
Power Investiture
This advantage doesn't exist in Éran. Those with divinely granted power are normally granted them in the form of powers or advantages such as Blessed and True Faith, not as spells. Unlike other Powers (see below) they require Unusual Background (Divine Favour) [5]. All such granted powers come with the Pact limitation.
Psionics & Powers
Supernatural Powers are can be the product of special bloodlines, such as descendants of great heroes or wizards or half-phaeries or even the very rare half-dragons or demons(!). Sometimes growing up a highly charged magical environment can also grant supernatural abilities. Some wizards are capable of shaping their magic to manifest abilities as well. Others have them granted by spirits or gods. In any case, they require an Unusual Background worth 10 CP.
Psionics are extremely rare in the west and a virtually undeveloped discipline, although it is rumoured schools for it exist in the east. It requires an usual background (psi) worth 10 CP for the ability to develop one Power and an additional 5 CP for every power beyond that.
Disadvantages
Code of Honor
Guild Wizard: a
Intolerance
Intolerance is a somewhat common disadvantage in Éran and in some places is even considered a virtue. As races are more segregated in Éran than standard fantasy settings such as Forgotten Realms, it is not uncommon to take Intolerance (non-humans) [-10]. For those who don't, Intolerance (Blackfolk) [-5] is almost a given anyway. Bad blood between Errion and Brennèl is fairly widespread as well and is worth [-3].
Elves and Dwarves are also known to be intolreant of other races at [-10] as well.
Illiteracy/Semi-Literacy
Illiteracy or semi-literacy is standard for people of Status 0 or lower. Although more widepread that actual literacy, it still counts as a disadvantage to have as per the rules in the Basic Set.
Social Stigma
The following social stigmas are also found in Éran:
Barbarian: This is a variation of Minority Group and has the same reaction modifiers. You come from a society which is regarded as more violent and less advanced than the mainstream. This applies both to human barbarian tribes as well as barbarian races such as blackfolk. -10 points.
Guild Wizard: You are looked down upon as potentially shady due to your dealing with the arcane. This gives a -1 reaction roll. -5 points.
Unguilded Wizard: You have refused to join a wizard's guild and are mistrusted as a potentially very dangerous and obviously shady person. As per 'criminal record' added to 'guilded wizard' above. -10 points.
Skills
Skill Tech Levels
Templates
Racial Templates:
Dwarf: 40 Points
Attribute Modifiers: HT+1 [10]
Secondary Characteristic Modifiers: Reduced Size 1 [0], Will +1 [5], Basic Move -1 [-5]
Advantages: Claim to Hospitality (Clan) [5], Detect (Minerals, Vague) [6], Extended Lifespan 3 [6] Magic Resistance 3 [6], Night Vision 10 [10], Talent (Artificer) 1 [10], Alcohol Tolerance [1]
Disadvantages: Intolerance (Blackfolk) [-5], Sense of Duty (Clan) [-10]
Racial Skills: Geology/TL7 (Earthlike): IQ-2 [1]
Elf: 72 Points
Attribute Modifiers: ST -1 [-10], DX +1 [20]
Secondary Characteristic Modifiers: Per +1 [5]
Advantages: Attractive [4], Animal Empathy [5], Claim to Hospitality (elves) [10], Extended Lifespan 4 [8], Less Sleep 2 [4], Magery [5], Night Vision 5 [5], Perfect Balance [15], Plant Empathy [5], Reduced Consumption (1/3 normal) [4], Resistant (Disease +8) [5], Telescopic Vision 2 (No targetting, -60%) [4], Voice [10], Sanitized Metabolism [1]
Disadvantages: Code of Honor (elven) [-10], Intolerance (Blackfolk) [-5], Sense of Duty (Elves) [-15], Alcohol Intolerance [-1]
Racial Skills: Connoisseur (Natural Enviroments): IQ-1 [1]
Racial Skill Bonuses: Bow +2 [4]
Magic
Treshold Magic
The World of Éran uses a variation of the Unlimited Mana rules for power source. The rules as used in the World of Éran will be presented here in full (with thanks to S. John Ross for created the original Umana rules):
Some new terms are used in this section not from GURPS Basic Set or GURPS Magic. They are explained in further detail below, but summarised here for overview:
- PT: Power Tally. The energy points used for spellcasting towards one's Treshold.
- Tresh: Treshold Score. The amount of MP a mage can use before having to make a Calamity Check.
- DS: Destabilisation Score. The number a mage's Tresh is reduced by in a destabilised area.
- RR: Recovery Rate. The amount of points in his Power Tally a mage recovers towards his treshold per day.
Power Tally
In an Treshold Magic campaign, spells do not cause fatigue. When a mage casts a spell, he should record the cost in a running tally as his Power Tally (PT), instead of taking the cost from his Fatigue score. All normal rules for costs (skill reduction, etc) remain in force.
- Example: Magus Wiltshire finds himself caught in a besieged city. He has not used magic in a while, and feels that the present emergency justifies it. In his attempts to escape unnoticed, he casts a huge (cost 21) Mass Sleep spell on a group of guards. Three guards are unaffected, and Wiltshire, furious, casts an Entombment spell on one of them, which increases his tally by 10 points to 31. Two guards remain . . .
Threshold and Calamities
Every mage has a Threshold (Thresh) score based on his level of Magery (see table below) -- this defines the safe limits of his magic. If his tally remains at or below his Thresh, everything is fine. If his tally exceed his Thresh, Bad Things can happen, and the mage must roll on the Calamity Table.
"Calamity Checks" are made by rolling 3d, and adding 1 for every full five points by which Thresh has been exceeded. The spell that first brings the mage's tally over Thresh triggers a check. After that, ANY spell cast by the mage (even those that cost no energy), will also trigger new Calamity Checks at the current level of excess. Calamities take effect immediately, but their nature may not always be apparent to the mage (see the table for details). Calamities do not normally cause the spell to fail (but see results 29+). Note that any Calamity that refers to the "spell cost" means a number equal to the energy cost of the spell that triggered the Calamity.
- Example, Part II: Magus Wiltshire, a Thresh 30 mage, exceeded his Thresh when he cast the entombment spell. This requires a calamity check. Since Wiltshire exceeded his Thresh only by 1, there is no modifier to the roll. If he decides to entomb the other two guards, each new casting will trigger a fresh calamity, and modifiers will begin to apply.
Treshold and Destabilization
In addition to the risc of calamities, crossing one's Treshold also has a destabilising effect on the surroundings, making the use of magic in that area more risky. Whenever a spell is cast by a mage who has crossed his Tresh score, the surrounding area becomes less stable, with the net effect that the Treshhold [tresh] of any mage in the area becomes reduced by half the energy cost of the spell in question. This reduction is called Destabilization Score (DS).
This destabilisation last for a number of hours equal to the DS and affects the surrounding area in a circle from the point of casting with a radius of as many yards as DS as well. Optionally, you can rule that for every yard away from the epicentre of the spell and for every hour passed, it becomes more stable, reducing the DS by one for every yard and/or hour. Note that the effects of multiple spells in the same area are cumulative.
- Example: Magus Wiltshire is a taking a walk in the woods. He has a Tresh score of 30. He has already used a lot of magic, so his PT is up to 30, his exact Tresh score. During the walk, he is assaulted by a band of orcs. Wiltshire casts a 6d explosive fireball to destroy the band of orcs, with an energy cost of 12. He rolls a Calamity check (at +2 for going ten points above his Tresh) and it's a 5, so no calamity this time. It does however destabilise the area for 6 hours and affects a circular area around where Wiltshire is stood, extending 6 yards. It also temporarily reduces the Tresh of any mage within the area by 6 points, including Wiltshire who has already spent 12 points. Thus, Wiltshire's PT is now 42 but his Tresh within the area is now also reduced to 24! Casting anymore spells within the destablised area is increasingly dangerous.'
The Recovery Rate
The Recovery Rate (RR) is the amount of points a mage recovers from his Power Tally per day at sunrise (or another given time during the day, such as sunset, midday, midnight. One set, this is unchanged though). It is based on his level of Magery (see below).
With these rules, mages can't cast nearly as many smaller spells, but they can (in emergencies) cast some very LARGE spells. Area spells, in particular, become more of an option in combat, and more "strategic" levels of magic become possible.
Determining Treshold and Recovery Rate:
One's Treshhold (Tresh) score and Recovery Rate (RR) are determined by one's level of Magery as follows:
- 1: Tresh 25 - RR: 7
- 2: Tresh 30 - RR: 8
- 3: Tresh 35 - RR: 9
- 4: Tresh 40 - RR: 10
and so forth, each additional level adding +5 to Tresh and 1 to RR. These can be further modified with the advantages described further below.
Channeling Cost
Casting ordinary spells always costs 1 FP. Very Hard spells cost two FP. This reflects how mages, though they draw their power from the Mantle, nonetheless exercise some strain in channelling this power through themselves. This is known as the Channelling Cost. The Channelling Cost does not add to one's Power Tally.
Spending Options
Mages may spend energy to make their spells faster (4 points per second of reduction, which will even affect missile spells and bring spells to zero time if sufficient energy is spent). They may also increase their odds (1 point of energy per +1, or 3 per +1 if the spell is to be resisted). At the GM's option, even the odds of hitting with a Missile spell can be increased on a +1 per point basis!
This option actually works very nicely in play, allowing much greater flexibility for mages at appropriately high energy costs. Players tend to overspend at times, but the rules keep such mages nicely in line . . .
Alternate Sources of Energy
If a mage is close to his Treshold and doesn't want to risc a Calamity, he can draw upon alternate soureces of energy if they are available to him, such as powerstoners or life energy. Mages may draw upon their own lifeforce to power their spells, but it costs 3 FP for every energy point needed. As a bonus, There is no Channeling Cost as the mage is no longer channeling mana energy from the Mantle, but using their own life energy to manipulate the Mantle. If he chooses to use HP to power his spells, the cost is 2 HP for every point needed as this taps into the 'purer' lifeforce of the caster. A mage can also use HP to pay for Channeling Cost but the cost is still the same. A mage can also change his dependency on the Mantle with advantages and disadvantages described further below. Necromancers can likewise draw upon the lifeforces of others to fuel their spells.
Mana Zones
Mana Zones also works differently to the rules presented in GURPS Magic:
Magic Dead Zones: As per 'No Mana' in Gurps Magic (P6). These are areas that are actively opposed to magic.
No Mana Zones: No wizard can draw upon mana here to fuel their spells. Powerstones, life energy and other power sources still function. All spells and magical items perform at -5 to skill for all purposes. These areas lack inherent mana to fuel spells but otherwise are suspectible to magic.
Low Mana Zones: Tresh and RR are reduced by 20%. All spells and magical items perform at -3 to skill for all purposes.
Normal Mana Zones: The default level of magic on Theras.
High Mana Zones: Tresh and RR are increased by 20%. A mage may choose his own time of recovery but no more often than once between midday and midnight and once between midnight and midday. The pace of recovery is instant.
Very High Mana Zones: Tresh and RR is increased by 50%. A mage may choose his own time and pace of recovery but no more points than his RR allows in the time period between midday and midnight and between midnight and midday.
CALAMITY TABLE (3d + Excess/5)
- 3,4 Nothing bad happens, AND the mage's gets (1d x 5) points of free, instant Recovery!
- 5-9 Nothing happens - this time.
- 10 The mage's skin and clothing crawl with strange energies, sparks, or other visual effect for 3d minutes, and his eyes glow bright, making Stealth impossible and frightening small animals and many "mundanes."
- 11 The mage is struck with violent headaches that prevent any action other than suffering (treat as physical stun) which lasts 3d turns (Or a number minutes equal to the cost of the spell that triggered the calamity, if a HT roll is failed - minimum 5 minutes). Result 10 also applies.
- 12 The mage becomes horribly nauseous and weak, taking a -4 to DX, IQ, ST and skills. This lasts a number of hours equal to the cost of the spell (minimum 2), after which the mage must make a HT-4 roll every hour to get over the sickness.
- 13 The mage is cursed with nightmares for 3d days (plus a number of days equal to the spell cost). After the first night, the mage is at -2 to DX, IQ, ST, and skills. The penalties last until the mage gets a normal night's sleep!
- 14 Any failed casting roll that the mage makes is treated as a critical failure! This lasts for 1d+1 weeks.
- 15 The mage's mind is bent. The GM should assign one debilitating (15-point) mental disad by fiat. It takes effect immediately, and lasts 1 day. Each day thereafter, the mage may make a Will roll to shake it off. If the spell cost was higher than 25, the disad lasts for (spell cost/25) days, rounded up.
- 16 The mage has weakened the binding forces around him. His Threshhold for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop, but not of it's severity! Result 10 also applies.
- 17 The caster gains a 5-point disadvantage. After 3d days have passed, the mage has the option of buying it off (it will simply fade away). If the mage does not wish to, or doesn't have the points, then it becomes permanent. ANY disad is legal; the mage can get ugly, go insane, and so on.
- 18 The mage's Threshold is reduced by 4d+(the spell cost); the change lasts 1d months, after which the Thresh "heals" back to normal at a rate of 1 point per day. Thresh cannot be reduced below zero. In addition, the mage's spellcasting will be at a -3 penalty for 2d weeks. Result 10 also applies.
- 19 As per 17, but the disad is worth either 10 or 15 points (50/50 chance of either).
- 20 The mage is aged 2d+13 years, or a number of years equal to the energy cost of the triggering spell, whichever is worse!
- 21 Roll again (same modifier) but the result affects a companion of the mage (chosen randomly).
- 22 The mage gains multiple disads worth a total of (2dx5) points, or a number of points equal to the spell cost, whichever is worse. These are permanent.
- 23 The mage loses permanently the ability to cast a single spell. The skill is still known, but it cannot be cast. The mage must make a (Will-6) roll. If it is sucessful, he chooses which spell "dies." If not, the spell is chosen at random. On a critical failure, the GM chooses the mage's most useful or favorite spell!
- 24 The mage loses 1d x 5 points of advantages (or has an attribute lowered). Choose randomly.
- 25 The mage becomes a wandering Mana-Scar! Spells cost double within a 2d+3-mile radius of the mage, and Recovery is HALTED in the same area! Every mage in the region will be gunning for him . . . The duration, in days, equals the cost of the errant spell, plus one. Result 10 applies for the ENTIRE duration.
- 26 The mage's skill at spells is reduced by 3d+5, or by a number equal to the spell cost, whichever is worse. The mage must make a Will roll. If it is successful, the penalty will heal at a rate of one per day. If not, the healing rate is one per week!
- 27 A plague or curse (locusts, storms, etc) descends on the region, lasting for 3d+ weeks. No one will be able to trace this to the mage (-20 to divination attempts on the subject), but the mage will know the fault is his . . . Be grotesque and CRUEL.
- 28 The spell propagates out of control. Harmful Regular or Area spells will affect everybody and every thing nearby, allies and enemies alike. Beneficial spells will do likewise, but will go "over the top" and cause dangerous side-effects (a healing spell might raise all the local dead, creating a horde of restless zombies out for revenge!) Information magic will overload the mage's mind (Fright Check at -20); Missile Spells will seem normal to the caster, but have so much punch that they drill through their target and through EVERYTHING ELSE FOR MILES beyond, and so on. The GM should be creative and unpredictable with this result.
- 29 The mage permanently loses the ability to cast spells, (but not the skills - small comfort). At this level and above, the spell that causes the roll fails unless a Will roll is made by the mage. The roll is at a penalty equal to 1/10 the spell cost (round in favor of the mage), and at a bonus equal to the mage's level of Magical Aptitude.
- 30-39 As per 29, and something happens to the region the mage is in. If the result on this table was an even number, magic itself is changed (the region becomes aspected, certain spells function erratically, or some such). If the result was odd, the change is to the physical world - the weather, birth rate, crops, or something else. Sometimes the result is good, sometimes bad, sometimes just strange - determine the nature of the result randomly, or by fiat, or whatever is deemed most amusing to the GM. The duration of the change is typically equal to the cost of the spell, in days, but some very dramatic effects last only a moment, and some very subtle ones last indefinitely.
- 40+ As per 30-39, but a GLOBAL change occurs. In addition, the mage must make a HT roll at -6. If this roll is failed, the mage is consumed in a backlash of magical energy, and explodes. The explosion does concussion/burning damage like a grenade doing the mage's (Will+Magery) dice of damage! If the HT-6 roll is made, the backlash is less dramatic; the wizard takes 2d DICE of internal burning damage, and doesn't explode.
Disciplines of Magic
In addition to this rule, there are multiple disciplines of magic studied and practised in Éran. See Disciplines of Magic in Éran for more detail on these. The rule variations for them are as follows:
Alchemy: As per the standard rules.
Arcane Magic: As per the standard rules.
Innate Magic: As per Powers.
Phaerie Magic: As per Ritual Magic in GURPS Magic, but Base skill has the role of 20 and you can't put more points into your base skill than you have put into your college skills. Also, spells are normal techniques, very hard spells are hard techniques. Requires Unusual Background (phaerie blood) for 10 points.
Ritual Magic: As per the rules in Libere Rituum Magorum.
Symbol Magic:
New Magical Advantages
Increased Treshold 1 Point/level
For each level of Increased Treshold, add one point to your Tresh. You may take as many levels as your Tresh unmodified by this advantage.
Increased Recovery 5 Points/level
Adds two extra points to your RR.
Decreased Treshold -1 Point/level
For each level of Decreased Treshold, substract one point from your Tresh.
Decreased Recovery -5 Points/level
Substract two points from your RR.
Faster Recovery 10 points
Your Power Tally heals twice as often as that of a mage without this advantage but at half the Recovery Rate. Thus, the daily RR stays the same, but you recover points more often, allowing you to cast more smaller spells during the day. This second recovery window is set at the opposite time of the day to the normal one (sunset if normally at sunrise, midday of normally at midnight etc.)
Harness Life Energy 5 Points/Level
This allows the mage to tap into his own life energy with greater efficiency than normal mages. At first level it reduces the cost of FP to fuel one point of energy iin spellcasting from 3 to 2 and HP from 2 to 1. Buying an additional level allows the mage to expend 1 FP for every energy point needed and every HP is harnessed as 2 energy points.
Safer Excess 10 Points/Level (Limit 3 levels)
Your calamity rolls are at +1 for every 10 points of excess, instead of +1 per 5. Every additional level doubles this effect (+1 per 20, +1 per 40).
New Magical Disadvantages
No Mana Access -10 Points
A mage with this advantage cannot tap into the mantle for energy. He must rely on other power sources such as fatigue, hitpoints or powerstones. Taking this together with two levels of Harness Life Energy creates a standard GURPS mage.
Bestiary
Elder People
Fey: 498 Points
Fey creatures in Éran are one of the original immortal Elder People. They are beings composed of magic who live simultaneously in this world and the magical fey realm known as Arcadia. They are characterised by their unique innate phaerie magic and their supramundane sensory abilities that also allows them to communicate with virtually anything from animals to plants to inanimate objects.
This is the basic racial template for any kind of fey creature. Further subdivisions depending on type (unicorn, sprite, nymph, dryad, etc.) may alter it further.
Attribute modifiers: ST -1 [-10], DX +1 [20]
Secondary characteristic Modifiers: Per +5 [25]
Advantages: Appearance (Beautiful) [12], Animal Empathy [5], Detect - Magic (precise, reflexive, cosmic/no die roll required, 240%) [34], Doesn't Breathe [20], Empathy [15], Enhanced Move 1 [20], Insubstantiality (No encumbrance, affects others, only when invisible, no vertical move, magic, +35%) [108], Invisibility (No encumbrance, Switchable, Affects others, Substantial Only, magic, +50%) [60], Magery 1 (phaerie, impermanent, dispelled by iron -20%) [12], Magic Resistance (Improved, +150%) 10 [50], Medium (Visual, magic, +40%) [14], Mimicry [10], Night Vision 10 [10], Parabolic Hearing 2 [8], Perfect Balance [15], Plant Empathy [5], Psychometry (sensitive, active only, magic, +0%) [20], Reduced Consumption 3 [6], Resistant - Immunity to Metabolic Hazards [30], Speak Underwater [5], Speak With Animals (Sapience, magic, +30%) [33], Speak With Plants (sapience, magic, +30%) [20], Unaging [15], Voice [10], Honest Face [1]
Disadvantages: Code of Honor (always honor promise) [-5], Dependency (Mana, Constantly) [-25], Sense of Duty (nature) [-15], Vulnerability (Iron, Damage x2) [-30]
Feature: Uses Phaerie (Ritual) Magic
Sorcen: 558 Points
Sorcen are one of the original Elder People. Master shapeshifters, it is not even known if they have an original shape or simply take on shapes constantly. No Sorcen has been born in over 20.000 years and the surviving Sorcen are at the very least that old, with character points reflecting this.
Attribute modifiers: IQ +2 [40]
Advantages: Detect - Shapeshifters (cosmic - no die roll. reflexive, precise, analytic, +340%) [22], Magery 3 [35], Eidetic Memory [5], Regeneration (Extreme - 10 HP/second) [150], Resistant (Immune to Metabolic Hazards) [30], Shapeshifting (Morph - Reduced Time 4, Active Change, Improvised Forms, No Memorization Required, Once On, Stays On, Universal, +350%) [450], Shapeshifting Talent 1* [1], Unaging [15]
Disadvantages: Divine Curse (Sterile/Barren) [-5], Loner (CR: 12, Reac -2) [-5] and one of the following: Enemy (young gods - watcher) [-20], Wow (Non-involvement in mortal affairs) [-10] or Secret - Really a Sorcen (possible death) [-30]
Feature: Sorcen does not lose racial abilities or disadvantages when morphing. Instead, they use points allocated to the shapeshifting talent above, which can have additional points invested in later on.
Dragon: 573 Points
This represents a fully grown dragon at 600 years of age. Dragons usually stop growing at this point. For every 100 years younger, substract one point of SM (and recalculate ST), 2 points of DR, one level of extra Terror, one level of Fiery Breath and reduce the cone radius by 5. At SM 4 and below, reduce Claws to just talons and remove Terror.
Attribute modifiers: St +60 [120], HT +5 [50]
Secondary characteristic Modifiers: SM +8, Will +3 [15], Per +3 [15]
Advantages: Fiery Breath (7d burning attack, 30 yard cone, accurate +4, limited use 4/day, Reduced Range x½, +300%), [140], Amphibious [10], Claws (Long Talons) [11], Doesn't Breathe [20], Discriminatory Smell [15], DR 15 (can't wear armor, -40%) [45], DR 10 (can't wear armor, fire only, -80%) [15], Eidetic Memory [5], Enhanced Move 1 (air) [20], Extra Attack [25], Flight (move +4, winged, -25%), [36], Hard to Kill 5 [10], Magery 1 [15], Nictitating Membrane 2 [2], Night Vision 10 [10], Parabolic Hearing 2 [8], Peripheral Vision [15], Reduced Consumption 3 [6], Resistant - Immunity to Metabolic Hazards [30], Striker (tail, crushing, swinging, reach 4, 400%)) [25], Teeth (fangs) [5], Temperature Tolerance 5 [5], Terror 2 (sight, always on) [40], Unaging [10]
Disadvantages: Bad Grip 2 [-10], Greed [-15], Miserliness [-10], Horizontal [-10]
