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GURPS i Nikos

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1GURPS i Nikos Empty GURPS i Nikos Tirs 22 Jun 2010 - 21:39

Rune

Rune
Founder

Lidt til GURPS i Nikos

Character Sheet programmet:

Nikos Library: Ekstra udstyr plus det løse. Alt der ikke passer ind er siet fra.

Goldswords: 3 lenses til forskellige ranks i Goldswords.

Dwarf: Dwarf template.

Elf: Elf template.

Halfling: Halfling template.



Sidst rettet af Rune Tirs 22 Jun 2010 - 22:42, rettet i alt 8 gange

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2GURPS i Nikos Empty Sv: GURPS i Nikos Tirs 22 Jun 2010 - 22:26

Rune

Rune
Founder

SPELLS
CLERICAL SPELLS
Clerical magic emanates from the gods, and differs from standard wizardly magic in three ways:
• Clerics require Power Investiture (p. B77), not Magery. Whenever the rules refer to Magery level (e.g., Magery and
Effect, p. B237), use the cleric’s Power Investiture level instead. The GM should let clerics buy up to at least Power Investiture 6 in play.
• Clerical spells are affected by sanctity, not mana. Sanctity is “normal” everywhere but in areas that are specially cursed (no or low sanctity) or blessed (high or very high sanctity). These levels affect holy magic just like mana levels affect wizardly magic.
• Clerical spells don’t have prerequisites beyond a minimum Power Investiture level, or require study to learn. To
acquire one, the cleric prays and spends a point. Available spells are limited, though.
• Which spells a cleric can choose depends on his god. Every god has a list of spells he offers to his followers.

DRUIDIC SPELLS
Druidic spells are the work of invisible natural spirits bound to the druid by his gods. They function like clerical
spells (above), except as follows:
• They require Power Investiture (Druidic), not regular Power Investiture.
• They’re influenced by nature’s strength rather than by sanctity. They’re at full skill in healthy wilderness, natural
caves, etc.; -1 in despoiled wild places such mines or clear-cut forests; -3 in cities and cut-stone tunnels; -5 amidst ordinary pollution; and -10 in a poisoned wasteland.
• They use a different list:
PI 1: Beast-Rouser, Beast-Soother, Detect Magic, Detect Poison, Extinguish Fire, Find Direction, Hawk Vision,
Identify Plant, Master, No-Smell, Purify Air, Purify Earth, Purify Water, Quick March, Recover Energy, Seek Coastline,
Seek Earth, Seek Food, Seek Pass, Seek Plant, Seek Water, Sense Life, Tell Position, and Umbrella.
PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech, Bless Plants, Cure Disease, Fog, Frost, Heal Plant, Hide Path, Know Location, Light Tread, Mystic Mist, Neutralize Poison, Pathfinder, Plant Growth, Plant Vision, Pollen
Cloud, Predict Earth Movement, Predict Weather, Purify Food, Repel Animal, Rider, Rider Within, Shape Air, Shape
Earth, Shape Plant, Shape Water, Spider Silk, Wall of Wind, Weather Dome, and Windstorm.
PI 3: Animate Plant, Beast Summoning, Blossom, Breathe Water, Clouds, Conceal, Create Plant, False Tracks, Forest
Warning, Freeze, Instant Neutralize Poison, Melt Ice, Plant Control, Plant Sense, Plant Speech, Protect Animal, Rain,
Rain of Nuts, Rejuvenate Plant, Remember Path, Resist Cold, Resist Lightning, Resist Pressure, Snow, Snow Shoes,
Summon Elemental, Swim, Tangle Growth, Walk Through Plants, Walk Through Wood, Water Vision, Waves,
Whirlpool, and Wind.
PI 4: Beast Possession, Blight, Body of Slime, Body of Water, Body of Wind, Body of Wood, Control Elemental, Create Animal, Create Spring, Dispel Magic, Dry Spring, Frostbite, Hail, Lightning, Plant Form, Sandstorm, Shapeshifting, Storm, Strike Barren, Tide, and Wither Plant.
PI 5: Alter Terrain, Arboreal Immurement, Create Elemental, Entombment, Partial Shapeshifting, Permanent Beast
Possession, Permanent Shapeshifting, Plant Form Other, and Shapeshift Others.
PI 6: Earthquake, Geyser, Move Terrain, and Volcano.

WIZARD SPELLS
Wizards use the magic system as written. They require Magery, and should be allowed to buy up to at least Magery
6 in play. Wizards do have to learn prerequisites and don’t have limited spell lists, but several spells are off-limits (unless the GM makes an exception):
• Aside from Lend Energy and Recover Energy, Healing spells are the dominion of clerics. Wizards may only learn
Healing spells that either belong to another college as well or are in the only prerequisite path to a spell in a different college (e.g., Zombie requires Lend Vitality, so a wizard could learn it). In the latter case, if any other path exists, the wizard must take it instead.
• Animal, Plant, and Weather spells are the preserve of druids. Again, wizards may only learn such magic as part of
another college or when a spell from another college absolutely requires it.
• Radiation spells don’t suit dungeon fantasy, so they don’t exist for anyone.
• Since Wizards draw power directly from the Source (The power that separates this world from the outside) There's a chance that this drawing of power will cause some unfortunate mishap. See Wizard Spells Modifiers.



Sidst rettet af Rune Tirs 22 Jun 2010 - 23:42, rettet i alt 2 gange

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3GURPS i Nikos Empty Sv: GURPS i Nikos Tirs 22 Jun 2010 - 22:49

Rune

Rune
Founder

Different power modifiers

BARD-SONG
This is the power of magical song. Its abilities are subject to the Bard-Song limitation. Rolls to use them are made at a bonus equal to the bard’s Bardic Talent level.

Power Modifier: Bard-Song -30%
Bard-Song abilities require the bard to sing or play a musical instrument at skill 14 ; all effects end immediately if he stops. Anything that affects others only works on targets who can hear the music, while any messages or instructions the bard sends have to be hidden in song. Bard-Song abilities are also subject to the constraints on wizardly magic: they need mana to work, Dispel Magic can end their ongoing effects, and modifiers such as the -5 for low mana and penalties for Magic Resistance apply to rolls to use them.

Bard-Song Abilities
Empathy (PM, -30%) [11]; Mimicry (PM, -30%) [7]; Mind Control (PM, -30%) [35]; Rapier Wit (PM, -30%) [4]; Speak
With Animals (PM, -30%) [18]; Subsonic Speech (PM, -30%) [7]; Telecommunication (Telesend; PM, -30%) [21]; Terror (PM, -30%) [21]; and Ultrasonic Speech (PM, -30%) [7].

Bardic Talent: 8 points/level
Bardic Talent both adds to Bard-Song rolls and lets the bard cast Communication and Empathy and Mind Control spells (only!) as if he were a wizard who had the same level of Magery with the Song limitation.

Bardic Skills
Those with any points in Bard-Song can learn Captivate (p. B191), Hypnotism (p. B201), Musical Influence (p. B210),
Persuade (p. B191), Suggest (p. B191), and Sway Emotions (p. B192).

CHI MASTERY
This power channels the user’s life energy, or chi. All of its abilities have the Chi limitation. Rolls to use them enjoy a
bonus equal to the wielder’s Chi Talent level.

Power Modifier: Chi -10%
Chi abilities depend on special diet, exercise, and meditation. The user must take the disadvantage Disciplines of Faith (Chi Rituals) [-10] to reflect this. Each day, roll 1d; this is how many hours less he has for sleep, standing watch, etc. Moreover, he must pay double for rations, which reflects not just an unusual diet, but incense, ointments, etc. If deprived of these things, or if he fails to sacrifice the necessary time, he must take a day out
to rebalance his chi. His entire power will immediately burn out for 1d days if called upon before he does this.

Chi Abilities
Catfall (PM, -10%) [9]; Damage Resistance 1 or 2 (PM, -10%; Tough Skin, -40%) [3 or 5]; Danger Sense (PM, -10%) [14]; Enhanced Move 0.5 or 1 (Ground; PM, -10%) [9 or 18]; Extra Attack 1 or 2 (PM, -10%) [23 or 45]; Metabolism Control 1 to 5 (PM, -10%) [5 to 23]; Perfect Balance (PM, -10%) [14]; Regeneration (Slow, Regular, or Fast; PM, -10%) [9, 23, or 45]; Resistant to Metabolic Hazards ( 3) or ( 8) (PM, -10%) [9 or 14]; Striking ST 1 or 2 (PM, -10%) [5 or 9]; and Super Jump 1 or 2 (PM, -10%) [9 or 18].

Chi Talent 15 points/level
Chi Talent adds to both Chi Mastery rolls and the special chi skills below. In general, a power’s Talent doesn’t add to its special skills – this one is an exception!

Chi Skills
Those with any points in Chi Mastery can learn Autohypnosis (p. B179), Blind Fighting (p. B180), Body
Control (p. B181), Breaking Blow (p. B182), Breath Control (p. B182), Esoteric Medicine (Chi) (p. B192), Flying Leap
(p. B196), Immovable Stance (p. B201), Invisibility Art (p. B202), Kiai (p. B203), Light Walk (p. B205), Mental
Strength (p. B209), Mind Block (p. B210), Parry Missile Weapons (p. B212), Power Blow (p. B215), Pressure Points
(p. B215), Pressure Secrets (p. B215), Push (p. B216), Throwing Art (p. B226), and Zen Archery (p. B228).

DRUIDIC ARTS
This power emanates from nature itself. Its abilities must be bought with the Druidic limitation. Rolls made for them get a bonus equal to the user’s Druidic Talent level.

Power Modifier: Druidic -10%
In areas where nature is weak, druidic abilities take the same penalties to success rolls that druidic spells suffer; see
Druidic Spells (p. 19). Abilities that don’t require a success roll instead lose 10% of their potency – Ally point value, DR, etc. – per -1 (round down).

Druidic Abilities
Allies (Nature spirit or powerful totem beast of equal points; 12 or less; PM, -10%; Summonable, 100%) [19] or (15 or less) [29]; Animal Empathy (PM, -10%) [5]; Channeling (PM, -10%; Specialized, Nature Spirits, -50%) [4]; Damage Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) [4 or 7]; Detect (PM, -10%) for all plants [18], all animals [18], or anything alive [27]; Medium (PM, -10%; Specialized, Nature Spirits, -50%) [4]; Mind Control (Animals Only, -25%; PM, - 10%) [33]; Plant Empathy (PM, -10%) [5]; Speak With Animals (PM, -10%) [23]; Speak With Plants (PM, -10%) [14]; and Terrain Adaptation (PM, -10%) [5] for ice, mud, snow, or other weather-related conditions.

Druidic Talent 5 points/level
Each level of Power Investiture (Druidic) costs 10 points, includes a level of Druidic Talent, and thus adds to both
druidic spells and rolls for Druidic abilities. Spellcasting druids should buy that advantage – not this one.

Druidic Skills
Those with any points in Druidic Arts can learn Esoteric Medicine (Druidic) (p. B192) and Herb Lore (p. B199).

HOLY MIGHT
This power is granted by the user’s patron deity. Its abilities have the Holy limitation. Any rolls necessary to use them receive a bonus equal to the user’s Holiness.

Power Modifier: Holy -10% Holy abilities depend on the possessor living a virtuous life. He must adopt a moral code worth -10 points: Honesty (12), Sense of Duty (Coreligionists), a major Vow, etc. If he transgresses, he loses his power – although his god won’t endanger him unless the sin is terrible. To recover his power, he must offer significant penance: coin and goods equal to starting money ($1,000), a full month of fasting, a major quest, etc.

Holy Abilities
Allies (Divine servant of equal points; 12 or less; PM, -10%; Summonable, 100%) [19] or (15 or less) [29]; Blessed (PM, - 10%) [9]; Detect (PM, -10%) for evil [18], good [18], or supernatural beings [18]; Healing (Faith Healing, 20%; PM, -10%) [33]; Intuition (PM, -10%) [14]; Oracle (PM, -10%) [14]; Patron (Deity; 6 or less; Highly Accessible, 50%; PM, -10%; Special Abilities, 100%) [36] or (9 or less) [72]; Resistant to Evil Supernatural Powers ( 3) or ( 8) (PM, -10%) [5 or 9]; Spirit Empathy (PM, -10%) [9]; and True Faith (PM, -10%; Turning*,
65%) [24].
* Take a Concentrate maneuver and roll a Quick Contest of Will with any undead or evil spirit in sight. If you win or tie, the creature can’t come closer than yards equal to your margin of victory (minimum one yard). If it’s closer already, it must move away. Effects endure for as long as you concentrate and for 1d seconds afterward.

Holiness 5 points/level
This is the Talent for Holy Might, and is normally bought by holy warriors. Clerics buy Power Investiture instead, at 10 points/level. Each level of Power Investiture both adds to clerical spells and counts as a level of Holiness.

Holy Skills
Those with any points in Holy Might can learn Esoteric Medicine (Holy) (p. B192) and Exorcism (p. B193).

WIZARD SPELLS
Dangerous Spells: -10%
Whenever a wizard spell is cast there’s always the risk of something terrible happening. If the three dice show the same pips make a roll on the side effects table. Roll 3d and add any FP spent in casting the spell to the roll. If the casting fails, only roll on the side effects table if you rolled three of the same or if it was a critical failure.

Side effects
3: Dark Foreboding: A very faint breeze blows past the caster and those near him, and everyone gets the eerie feeling that something unfortunate has just happened somewhere in the world
4: Echoes: For 1d seconds, voices and other noises causes echoes regardless of surroundings
5: Stench: The air around the caster fills with a faint stench which can be either pleasant or noxious. The stench lasts for 3d seconds
6: Paranoia: The caster gets an itch between his shoulder blades for just a moment
7: Grave Chill: The temperature drops sharply for a few seconds, and a fine coating of frost covers everything within 4d meters of the caster
8: Unnatural Aura: All animals within 2d x 100 meters become spooked and restless
9: Memory Worm: All people within line of sight of the caster forget something trivial
10: Spoilage: All food and drink spoils within1d x 10 meters of the caster
11: Haunting Breeze: Moderate winds whip around the caster for 1d seconds. The wind blows about very light objects within 2d meters of the caster.
12: Gust: A wind whips around the caster, ruffling his clothes and hair. The wind only affects the caster and no one but the caster can even feel the wind
13: Demonic Backlash: Somewhere else, a demonic “backlash” does something awful to something the caster values; the level of awfulness varies with the power and intent of the spell
14: Veil of Darkness: For 1d seconds it seems that night has fallen. Everyone within 5d meters of the caster is plunged into absolute darkness
15: Distorted Reflection: Mirrors break and other reflective surfaces distort or ripple within 5d meters of the caster
16: Breath Leech: Everyone, including the caster, becomes short of breath. A HT roll is required if you want to do anything but draw a deep breath for your next action. Casters casting a spell must also make a Will check
17: Daemonic Mask: For a brief moment the caster takes on the visage of a demon, granting him Terror (B93) for the rest of the turn. Anyone who looks at the caster must make a fright check at -2
18: Unnatural Decay: All plants within 5d meters of the caster wither and die
19: Spectral Gale: Howling winds erupt around the caster, lifting him slightly into the air and forcing both him and anyone within 6d meters to make a knockback check (1d yards) or be knocked back in a random direction, risking falling down
20: Bloody Tears: Blood weeps from stone and wood within 5d meters of the caster. If there are any pictures of people or statues in this radius, they appear to be crying blood. This might provoke fright checks
21: The Earth Protests: The ground suddenly shakes and everyone (including the caster) within 2d x 10 meters radius is affected. Very slight damage to any buildings, and anyone in the area must make a DX roll to stay on their feet
22: Magic Discharge: Static electricity fills the air for 1d x10 meters, causing hair to stand on end, while the caster rises 1d meters into the air, falling back to earth after a 1d-2 seconds
23: Twist of Intent: Spell is cast on loved ones, friends, allies, innocent bystanders, or the caster (in that order) if malevolent, on foes if benevolent
24: Weeping Wounds: The caster takes 1d points of injury and the wounds immediately become infected (see Infection, p. B444)
25: Baleful Apparitions: Ghostly apparitions fill the air for 5d meters around the caster, flying around and howling in pain for 1d-1 seconds. Everyone in the radius must make a fright check at -3
26: Nightmare: Caster must make a Fright Check at -5 as horrific visions of the hells fill his eye sockets
27: Falling Upwards: Everything within 3d meters of the caster (including the caster) rises 2d-2 meters into the air, as gravity briefly disappears, before falling to the ground after 1d-1 seconds.
28: Banshee Howl: A deafening keening sounds out for a kilometer, shattering glass and forcing everyone in the area (including the caster) to make a HT roll or be deafened (Hard of Hearing B138) for 1d minutes
29: The Furies: The caster is thrown to the ground by unseen hands and thrashes about for a 1d seconds as winds howl about within 6d meters of him, lifting up light objects and forcing those in the area to make a knockback check (1d yards) or be knocked back in a random direction, risking falling down. (check windstorm)
30: Hideous Marks: Caster loses one level of Appearance in a manner appropriate to the spell attempted. A Create Fire spell might cause unsightly burn scars, while a Madness spell might subtly unhinge the caster’s eye sockets for a wild, staring effect
31: Plague Retching: The room fills with buzzing insects pouring from caster’s mouth for 1d rounds. Each round the caster takes 1 point of damage to his vitals and -1 FP as the insects force themselves out. The caster cannot take any other action. Everyone within line of sight must make a fright check at -5
32: Shadow of Insanity: For a second the world changes in appearance and everyone within 2d x 10 meters has a glimpse at the heart of madness. Everyone in the area (including the caster) must make a fright check at -8
33: Madness: A violent ripple of discord causes all creatures within 4d meters (except of the caster) to make a fright check at -10
34: Frightful Ageing: The caster ages 4d years.
35: Reality Rift: A hole is torn in the fabric that shields the world from the outside. One or more creatures not native to this world are pulled through.
36: Vermin: Spell creates vermin (rat, giant cockroach, immense tapeworm) inside the caster (stomach, throat, etc.). Depending on the nature and location of the vermin, this may do severe damage; an agitated rat in one’s innards would do up to 2d damage directly to the vitals!
37: Shattering of the Barrier: Creates a permanent magical portal leading to another plane, time, or dimension – effectively, a hole in time and space from which those who enter will teleport, timeport, and/or planeshift to a destination determined by the GM. All creatures within 5 kilometers know that something otherworldly has appeared in their world. Closing this portal is an adventure in itself!
38+: Several Side Effects: Roll 1d extra times on the side effects table, choosing all or the worst effects rolled. Whichever suits your needs. All rolls are at +20, don't add spent FP. If Several Side Effects is rolled on one of these extra rolls, add the extra rolls. Yes, this catastrophic has potential!

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