Monday, June 15, 2015

GURPS Nel Part 1: The Meta-Traits

Continuing the theme of sorcery, psionics, and Gifts, we're going to do a some mechanical work on the Nel today. Wee. I've already done some work on this blog involving the Nel in GURPS and I have thirty pages of notes and stats and such in Google Drive regarding the Nel in GURPS. Much like sorcery, the Nel are very important to Hekinoe and representing them accurately is one of the Very Cool things about this conversion to GURPS.

One note before I begin. Nel are not meant to be balanced. They are going to be universally super high points creatures. This conversion is an attempt to represent them accurately. They're not meant to be equal to the player races, and why should they be? That's stupid. Nel are better than mortal races. The same way dragons and great beasts are. 

There will be spoilers. I'll try to black out the big ones so you have a choice about whether or not you read them, but no promises. You've been warned.

The first step is to identify what the Nel are, which will help us determine what advantages and disadvantages they must have. So what are the Nel?

The Nel are creatures made of  mostly infinite and completely indestructible energy that believe that they are physical creatures. This is why they regenerate, why they can bleed endlessly without going into shock, can move and function without heads or with their chests split open and the mush inside exposed to the light of day. When you hurt a Nel with an attack, you're not really injuring them, you're disrupting the solidity of their energy. Some things do this better (effects that disrupt sorcery) and others not so better (hacking at them with a sword). This is why a Nel's nature is so damn important. As they fall farther from the image of themselves that they hold in their head, the subconscious control they exert to maintain that image weakens, eventually causing them to discorporate completely. Without that indestructible image of themselves in their heads, they have no identity to impose form on the energy they are composed of, so they zip off to Nostathon. The same goes for if they are prevented from acting as their nature dictates.

The Nel know none of this, which is pretty obvious. Maybe. They just know that living true to your nature is important and think they're better than other creatures.

Alright, so now that we have defined what Nel are, we need to establish what that means in terms of representing them in the rules of the game.

Complete immunity to anything involving a traditional nervous, pulmonary, respiratory, muscular, skeletal, etc, etc, etc system is a good start. So we start with the basic necessities of what we think of as conventional life and give all Nel Doesn't Breathe, Doesn't Eat or Drink, and Doesn't Sleep. Nel feel pain, but it's not the same kind of pain as what we feel. When they are cut or wounded, the feel the absence of the Gifts of Keroen Skathos that were removed to make a wound. It's a kind of pain, but not remotely debilitating. So High Pain Tolerance is appropriate. Lacking anything like a metabolism, Resistant (Very Common: Metabolic Hazards; Immunity) would be appropriate as well. Since their bodies are faux-flesh and blood and bone and have no bearing on whether they live or die, Injury Tolerance (Homogenous) (which incorporates No Brain and No Vitals) is another pretty obvious choice.

Lets hang around Injury Tolerance for a minute. The Nel do have blood, but they bleed and bleed and bleed and nothing bad every happens because of it. Keroen has bled gallons of blood while standing around chatting with my players. So Injury Tolerance (No Blood) is a good fit. No Eyes, No Head, and No Neck seem like inappropriate options. But we're taking them. Injury Tolerance isn't necessarily about what physical appendages a creatures has. It's about whether or not the loss of said appendage would inconvenience the creature. So yes, Nel have eyes, necks, and heads. But the loss of those things and being wounded on those spots will not inconvenience Nel at all.

Nel regenerate, but not all Nel regenerate at the same speed. So for this base template we need Regeneration (Fast) (which incorporates Rapid Healing). Regrowth is also obviously appropriate. Nel are going to power their uses of their Gifts with an Energy Reserve, which represents their innate power and energy. When Nel throw around enough of their Gifts, they lose their ability to rapidly recover from injuries. Since this Regeneration expends the Nel's energy to restore their physical form, we're going to give it the costs 4 FP/minute, -40% limitation. Because it automatically activates when a Nel is injured, we're going to add the reflexive, +40% enhancement.

This brings up a good point. Nel Gifts are what they use to teleport and fling fire and that sort of thing. They are also the lifeforce (and their skin and blood and bone and clothing and sense of smell and sight, etc, etc, etc) of the Nel. To power their innate abilities, we're going to give Nel an Energy Reserve. This is the base amount, plus their FP, that every Nel has simply from existing.

Oh, yeah, they're immortal too, so they need Unaging.

Nel are also pretty much immune to mundane temperature extremes, so they're ok wandering around in a light jacket in deserts or wintry wastelands. So they have Temperature Tolerance 10 (Cold 5/Hot 5). Since Nel all have a HT between 12 and 16 (more on Nel attributes and characteristics later) we're looking at -25 - 150 degrees Fahrenheit before most Nel get uncomfortable in the weather.

So now we have the basics of Nel faux-biology. It's time to move on to the basic powers all Nel share.

One of the key influences on Nel as individuals and as a society is that they can sense Gifts around them. This ability to sense other Gifts is second nature to Nel, it's sort of like a constantly active radar they can't really turn off (except Keroen). This ability to detect one another exists because all Nel are linked through their rulers to Keroen Skathos. They're all essentially part of the same whole (Keroen Skathos' Gifts) so it's no different than looking at your hand and identifying your pinkie as your pinkie.

So the easiest way to do this is to use the Detect advantage. Gifts are a rare substance, so our base cost is 5. Normally, Detect takes concentration to detect things, but Nel do it automatically and whatnot. So we need to establish some way to keep it always on. We also need to establish that how easily detected a Nel is is dependant upon how powerful they are. So I think what we need is the reflexive enhancement. This means an advantage automatically switches itself on without any need of a ready or concentrate maneuver. We also need the precise enhancement because the Nel almost always know where they are in relation to one another. Precise lets you now the distance you are from what you sense. We also need the analyzing enhancement because it lets you automatically know what kind of thing your sensing, its form and general function. Which Nel can do automatically, so it fits. So the problem with Detect is that is has modifiers based on distance. In the background material of my world, Nel like Andorian and Evandor can be sensed by Nel from other continents, and about a hundred miles offers a -30 to your check to use the Detect advantage. I think we have a fix for that, but I'll get into it in the post about Gifts.

The next thing Nel do is sense one another's emotions. It's not thought reading or mind probing. It's really just sensing emotions and intent, which is pretty much precisely what the Empathy advantage does. It offers a few bonuses to effective skill for detecting lies and psychology and that sort of thing. So we give Nel the Empathy advantage, the apply the specialized limitation for -50% and say it only works on other Nel. Finally, we apply an accessibility limitation that says it only works when they are able to sense the Gifts of other Nel.

There are two similar features of Nel that all Nel share. The first is the ability for stronger Nel to be unaffected by the Gifts of weaker Nel. The other one is the difficulty sorcery has in affecting Nel. There's some background logic as to why Nel are resistant to sorcery, but it's irrelevant for the purposes of this post. These two aspects of Nel innate abilities can be handled by the same advantage: Static. This advantage prevents you from being affected directly by a specific type of power/source. So Static (Gifts) and Static (Sorcery) need to be bought separately. With both of these things, it isn't flat immunity to the energies. it's something that can be punched through with enough effort. So both versions of Static need the resistable limitation. Because Static is built to resist all energies of a certain type, and because Nel are composed of Gifts, it doesn't make sense for Nel to emit disruptive energies against themselves, so Static (Gifts) needs the discriminatory enhancement, meaning it only affects hostile uses of Gifts. As a final touch to Static (Gifts), we need an accessibility modifier. The Static (Gifts) only works against Nel with significantly weaker Gifts. So we add an accessebility limitation saying only works against Nel with 75% or fewer levels of Gifts than the Nel.

One last little Nel ability is their use of Gifts to generate clothing, weapons, armor, and other small items for personal use. This can be done via the Snatcher advantage with the creation and permanent enhancements, but that's super points heavy for what we're doing here. I think a more cost effective option is to use the Signature Gear advantage with the Gifts, -5% limitation. This gives the Nel a pile of money to buy stuff with that can never really be taken from him. I'm also going to set a hard cap on the Signature Gear and state that its level cannot cannot exceed the Gift level of the Nel. Signature Gear provides 50% of the campaign's starting wealth, which is based on Technology Level, for each level you buy with which to "buy" gear. Since Nel are pretty much solidly TL 2, each level of Signature Gear provides $375 to "buy" gear. This Signature Gear also gets the Gifts, -5% limitation because it is made out of Gifts, so anything negating Gifts is going to negate these odds and ends.

Alright, now that we have established the basic positive racial traits of the Nel we'll move into the disadvantages and the ways in which Nel suck.

Actually, hold up a second, we need to alter some stuff.

We need one more ability, the ability to burn off their Gifts to rapidly sustain their physical form. For this we need another special version of Regeneration. This is going to be Regeneration (Extreme), which is healing 10 HP per second. We're going to add costs 4 FP/second, -80% as well. This means every second it burns FP or ER. We're also going to add trigger: at 0 HP or lower, -20% as well, because this only activates when Nel are on the cusp of being destroyed and cannot be used at any other time. Finally, we add reflexive, +40% because this ability exists outside of the Nel's conscious control and they don't will it to turn on.

On to the suckage. Woo!

One of the funny things Nel are bad at is numbers. Nel don't math. They can count and add, but if it gets complicated, they literally have to use their fingers and toes. That's right. Nel have to count on their fingers and toes (unless they're Nel that have acclimated to mortal society, like Callifay and Evandor and such). This is because so much of the information they gain from their ability to senses Gifts is instinctively understood. A warleader automatically knows how many warriors he commands and how many he faces on a battlefield because he can sense their Gifts. He can't apply numbers to them, but he knows one side is larger than the other on an instinctual level. Long story short Nel have the Innumerate disadvantage.

Nel are truly unnatural creatures. They lack biology and a lot of the compensatory mechanisms normal living creatures have to maintain life in the face of grievous injury. To destroy a Nel, you basically disrupt its Gifts enough that it loses all corporeal presence before it can reconstitute its physical form. Do that and it's done. You're not actually destroying the Nel, or its Gifts, you're disrupting its Gifts enough that the personality bound into them is erased, then the Gifts wander away to find something interesting to animate. Nostathon takes a snapshot of the Nel just prior to this and bears it to his White Halls of Oblivion for posterity. To simulate this, we need Fragile (Unnatural), which means that once a Nel hits -HP (-10 HP for a Nel with 10 HP) it is destroyed, no rolls to resist.

Nel sensory input isn't like that of humans. They see and hear, but not with eyes and ears. They as a culture, and because of the way their Gifts work to sense on another, are wired to only really strongly pay attention to things they can sense with their Gifts. This amounts to Bad Sight and Hard of Hearing, both with modifiers that these only apply in environments/to other creatures without Gifts. These traits are partly cultural, so Nel can learn to treat all sensory information equally and buy them off like Callifay, Kolenarel, Vandella, and others have.

One vulnerability Nel have is sorcery that disrupts sorcery. This isn't because Nel are sorcerous creations, it's only a side effect of these types of spells. The energy of Nel Gifts is similar enough to sorcery that Nel are slightly disrupted by the effects. They're not destroyed or shut off, but it hurts and disrupts their Gifts enough that it necessitates the dealing of damage to them. For this we use the Weakness disadvantage. Since sorcery is a common substance in Hekinoe and dispelling sorcery is a subset of that, we use the occasional substance value. This doesn't deal a shit ton of damage, so we only need it to do so once every 5 minutes. My interpretation of this is that it deals 1d of damage per exposure, but no more than once every five minutes. Because. Mind you, this damage ignores DR and that sort of thing.

Nel have another weakness: blackstone. So we start with Weakness, as we did with anti-sorcery effects and that sort of thing. Blackstone deals damage at 1d per minutes, but the "damage" is FP/ER only, so this reduces the value of the disadvantage. This is because the blackstone is negating the Nel's energy where they are touching the blackstone and while it does that, the Nel's Gifts are trying to reform their physical body where the Nel is touching the blackstone, but they can't because blackstone just keeps negating the Gifts, so the Nel's Gifts just keep sinking into the emptiness. Additionally, touching blackstone kind of temporarily negates the Nel's regeneration. So we add the negate advantage: Regeneration modifier to the Weakness. 

Nel have one quirk. Sexless, because Nel don't reproduce or have sex organs.

Moving on to the features portion of the meta-trait. Features are fairly minor ways in which a meta-trait can modify the way the core rules of the game work. Nel are rather durable to damage and rather hard to tucker out, so they can buy HP and FP up to 200% of their ST and HT, rather than the normal 130% of humanoid creatures.  

Another feature all Nel start out with is Dead Broke. Which means they have no cash. This is because Grenaldeen has no economy. Dead Broke is normally worth -25 character points, but it is a 0 point feature of Nel, because their powers overcome some of the negativity of the trait and because it is a meaningless disadvantage in a land of no economy. 

So here is what we have:

Nel Meta-Trait
382 character points

Advantages [502]
  • Compartmentalized Mind 1 (Gifts Only, -10%; No Mental Separation, -20%) [35]
  • Detect (Rare: Gifts; Reflexive, +40%; Precise, +100%; Analyzing, +100%) [17]
  • Doesn't Breathe [20]
  • Doesn't Eat or Drink [10]
  • Doesn't Sleep [20]
  • Empathy (Empathy; Specialized: Nel, -50%, Accessibility: Only When Able to Detect Target's Gifts, -5%) [7]
  • Energy Reserve 5 (Gifts) [15]
  • Gifts 5 [65]
    • Modular Abilities (Cosmic Power; Advantages Only, -10%; Can Be Stolen By Nel With A Quick Contest, -25%; Cannot Purchase Abilities That Specifically Affect Psionics, -10%; Cannot Purchase Abilities That Specifically Affect Sorcery, -15%; Gifts, -5%; GM Pact: Must Have 1 Level Of Noisy (Gifts) Per 10 Gift Levels, -5%; Physical And Mental, +100%)
  • High Pain Tolerance [10]
  • Injury Tolerance (Homogeneous; No Brain; No Vitals) [40]
  • Injury Tolerance (No Blood) [5]
  • Injury Tolerance (No Eyes) [5]
  • Injury Tolerance (No Head) [7]
  • Injury Tolerance (No Neck) [5]
  • Racial Memory (Passive) [15]
  • Regeneration (Extreme; Reflexive, +40%; Costs 4 FP/Second, -80%; Trigger: Only At 0 HP Or Less, -20%) [60]
  • Regeneration (Fast; Reflexive, +40%; Costs 4 FP/Minute, -40%) [50]
  • Regrowth (Accessibility: Only With 1 Or More ER, -5%) [10]
  • Resistant (Immunity, x1; Very Common: Metabolic Hazards) [30]
  • Signature Gear 1 (Gifts, -5%) [1]
  • Static (Gifts; Resistible, -50%; Discriminatory, +150%; Accessibility: Only Works Against Nel With 75% Or Fewer Levels of Gifts, -50%) [45]
  • Static (Sorcery; Resistible, -50%) [15]
  • Temperature Tolerance 10 (Cold/Hot) [10]
  • Unaging [5]
Disadvantages [-119]
  • Bad Vision (Nearsighted; Accessibility: Only In Situations Involving Non-Gift Creatures/Environments, -10%) [-22]
  • Fragile (Unhealing) [-50]
  • Hard of Hearing (Accessibility: Only In Situations Involving Non-Gift Creatures/Environments, -10%) [-9]
  • Innumerate [-5]
  • Vulnerability (Rare: Blackstone Weapons; x2 Damage) [-10]
  • Weakness (Occasional Substance: dispel sorcery, drain Sorcery, suspend spell, suspend Sorcery, x1; 1d every 5 minutes) [-10]
  • Weakness (1d/Minute; Rare: Blackstone, x1/2; ER/FP, -25%; Negate Advantage: Regeneration: Fast, +60%) [-13]
Quirks [-1]
  • Sexless [-1]
Feature: Nel may buy their HP and FP up to 200% of their ST and HT, rather than the normal 130%. 
Feature: Nel start with Dead Broke for their wealth, but gain no bonus character points for this disadvantage. 

And that's just the meta-trait. Hehe. This is gonna be fun.

Edit After The Fact: Forgot. Nel have a racial memory. If enough Nel know a thing, they all know a thing. So they have Racial Memory (Passive), which  means that any time a Nel encounters something enough Nel know, the GM secretly rolls an IQ roll for the Nel to see if they recall that information. Nel racial memory isn't automatic recall, it kind of relies a little bit on Nel thinking hard about the right thing to recall information. 

Monday, June 1, 2015

GURPS Fuck Psionics

So our next step in hashing out sorcery, psionics, Gifts, and the Nel is to hash out psionics. Shocking.

In my previous attempts, I've basically tried to duplicate Pathfinder psionics with a bit of modification to fit them with the version of Hekinoe that exists in my head. That's fine, but it's not exactly true to the source material. There is very little practical difference between sorcery and psionics in Pathfinder. They each have their quirks, but for the most part they can do precisely the same kinds of things with relatively minor tweaks (like not having to pay 25k gold for material components for psionic wish).

So what are psionics? Psionics are mental arts  that can influence the physical world that are directed by the willpower of a creature and fueled by its mental energy.

This means that when based off of an attribute, the psionic character uses his Will for psionic powers.

Let's also establish who can be a psionic character. Psionics are a racial ability in Hekinoe, not a class every Tom, Dick, and Fell Human can take levels in like in Pathfinder. Elduman,because Elduman. They are the original psionic creatures and anything using psionics on Hekinoe is at least partially related to them, regardless of how thin the ties are.  Elduman descended Uncout, because they have a small crystalline organ in their brains that is one of the few traits they share with their Elduman forefathers. This organ allows them to psionic. The Rankethlek are psionic because they are a sort of mental construct shaped like the remnants of the Soulless/Fallen they are transformed from that is given shape and potency by the lightning heart within them. If that sounds nonsensical or like bullshit, congratulations, you can read. Moving along. Some Fallen (those that take an Unusual Background) can also use psionics.

In non-Pathfinder Hekinoe there are four ways psionics interact with the world around psionic characters: esp, psychokinesis, telepathy, and biokinesis.

Biokinesis is the name for the ability of psionic characters to influence their body with their mental energy. They can use their psionic power to heal themselves, augment their physical strength, and so on. Biokinesis is restricted to Elduman and Elduman descended Uncout. This is because the Elduman can use their psionic energy, which is essentially their lifeforce, to alter and augment their crystalline psionic flesh, rearranging it to suit their needs. At least temporarily. Elduman descended Uncout are capable of biokinesis, but they are much more limited. Unlike the Elduman, the flesh, blood, and bones and such of the Elduman descended Uncout are not innately psionic (aside from the organ in their brain) so they lack some of the functionality that the Elduman possess. Mainly the ability to shift and alter their flesh. 

That's right, Elduman are pseudo-shapeshifters. Didn't know that? Huh. That's weird. You would think that would be common knowledge or something. Anyway.

Elduman descended Uncout can still augment their bodies, but they do it in a much more limited way. They can amp up their strength by turning off the restrictions in our bodies that keep us from snapping our own bones when we use brute force, they can dump a bunch of adrenaline to increase reaction speed, they can cause their lungs to hyperoxegenate blood so they can exert themselves for longer without breathing, etc, etc. Fallen and Rankethlek have no ability to use biokinesis because they are unliving creatures.

Esp is extra-sensory perception. This is the ability of psionic creatures to expand their senses and consciousness. To set their mental energy bouncing around the world to see what their eyes cannot, etc. It also incorporates things like sensing other living beings, having a sixth sense ability to dodge, and that sort of thing. It cannot predict the future or see the past. I am kinda unsure how to implement it right now. There are a few ways that work, but I don't know which one to settle on beyond the Detect and Clairsentience advantages. I also envision esp having a lot of passive effects like Enhanced Block or Combat Reflexes, rather than ones that are activated on the fly. Since esp is a purely mental psionic ability (mostly), all the previously listed psionic creatures can utilize to the same degree.

Psychokinesis is basically using psionic energy to influence matter and the world around you. You can create a wall of telekinetic force or bind your crystalline flesh together with telekinetic energy to make it harder to penetrate, stab with a telekinetic dagger, paralyze by wrapping bands of telekinetic force around someone, or give a person the equivalent of a hyper fast hyper strong rug burn by dragging telekinetic force across their body. Psychokinesis is also the place where teleportation type effects sit. Psychokinesis can be used by all of the psionic races except Fallen.

Teleportation effects are only usable by Elduman. Teleportation effects are also not instantaneous when used long range. Elduman are the only psionic race that can teleport because they are the only race that possesses a psionically energized body at every level. Every molecule of pale faux-skin, crystalline dermis, and liquid crystal blood is psionically charged. This is what allows Elduman to so drastically alter their physical capabilities with biokinesis, their bodies are as psionic as their minds are.

Elduman teleportation effect involve temporarily separating their physical molecules (which hurts, mind you, and in a very bad way), flinging them in a direction with telekinesis, and then reconstituting them (which hurts, but in a good way). Technically speaking, teleportation effects are a combination of psychokinesis and biokinesis.

Telepathy is mind to mind interface and whatnot. It represents anything involving mental communication or tricking the mind of another creature into doing something. With telepathy psionic characters can paralyze by poking the target's brain and telling it to halt all movement, they can communicate, they can convince you that you're dying of suffocation, they can convince your heart to stop, probe minds for secrets, make a slave of you, etc, etc, etc. Like esp and psychokinesis, telepathy can be used by all of the psionic races.

So looking at that, you'll see that there's no ability to fling fireballs and lightning bolts. Which is intentional. Don't get me wrong, you can grab lightning or fire (assuming you grab fuel for it too) with telekinetic hands and fling it at someone, but it has to already exist in the environment (thus requiring the Environmental limitation). The goal here is not to make psionics more limited than sorcery, though that ends up being the result. At least partially.

My ultimate goal here is to make them different. Psionics is going to end up more limited, but I want it to heavily surpass sorcery in certain areas, mainly telepathy type stuff. It's going to be tricky, but we'll see what we can do here.

So the first step is to talk about what kind of modifier psionics are. In regular GURPS psionic limitations are -10% modifiers. This value assumes that there are effects and technology that can impede or prevent the use of psionics. The same goes for sorcery. In Hekinoe there isn't any technology or chemical that really prevents the use of sorcery or psionics (aside from blackstone). Sorcery gets to keep its -10% value because of all the misfire shit. Psionic limitations in GURPS are only worth -5% to the cost of an advantage because there is no equivalent to misfires for them and no technology that fucks with them (aside from blackstone, which isn't really tech and is on the rare side). Psionics also has the benefit of working in the middle of the fucking ocean.

There are also four talents related to psionics: Biokinesis Talent, ESP Talent, Psychokinesis Talent, and the Telepathy Talent, each costing 5 character points per level and having a maximum level of 4 (with ancient Elduman able to purchase a 5th level). Talents apply a +1 bonus per level to effective skill levels with things related to the talent. So every psionic power will have one of the following limitations: Biokinesis, ESP, Psychokinesis, or Telepathy, all as a -5% modifier.

For complex powers, when applicable (which is subject to GM approval), you may apply multiple psionic limitations, but their combined value cannot exceed -10%. You may add the appropriate Talent modifiers to the power as well, but add the total bonus from your talents together and divide by how many talents are involved and round up to get the bonus. So a telepathic power that incorporates elements of esp would have a ESP/Telepathy, -10% limitation and would add ESP Talent 2 and Telepathy Talent 3 when appropriate, but you would use (2+5)/2 for a Talent modifier of 3. Wee, math!

I plan on allowing the use of the alternative powers rule. So you could conceivably lump all of your psychokinetic powers together and pay the full cost for the most expensive and 1/5 of the cost for the rest. That's pretty good for reducing costs, but it does pose certain risks. It restricts you to using only one of the abilities at a time and forces you to take a ready maneuver to switch between modes. It also means that if one is disabled, all are. I don't see it being a universally taken option, but it can be of benefit in some instances and I leave it up to the player.

Psionics is something that comes purely from your mind, so all psionic characters must purchase an Energy Reserve (Psionics) of at least 1. This represents the base energy necessary to power psionic abilities.

All active uses of psionic power, like when you use a mental blast to stun foes or probe a target's mind, or manifest a shield of telekinetic force, etc requires an expenditure of the psionic character's mental energy. So they all (probably) have the Costs 1 ER, -5% limitation. This means you have to spend one ER to activate the power for each use or 1 minute duration, depending on the nature of the ability. Because Elduman are the perfect integration of psionic crystalline flesh and psionic energy, they have the option of applying the Costs FP, -10% limitation (which still allows you to use ER to pay for the ability) or the Costs HP, -20% limitation. Elduman descended Uncout may apply the Costs FP, -10% or Costs HP, -20% limitation to their Biokinesis abilities to reflect the fact that they are using psionics to augment their body and push it beyond its normal capabilities, causing increased strain on their physiology.

Just as a random note, there is a way to make an Innate Attack do a variable number of damage dice that increases based on the ER/FP/HP expenditure in GURPS Power on page 101.

Another modifier psionic abilities must have is the Low Signature enhancement. All abilities are assumed to have some sort of sensory effect that is as noticeable as the sound of a gunshot or the muzzle flash of one. Psionic abilities are almost purely mental and when used the only sign is a barely seen shimmer similar to a heat haze in the air. Because there is no act of throwing or cursing or wiggling fingers to direct psionic powers, if the use of the Innate Attack skill is needed, it uses the Gaze variant, replacing DX with Will as the controlling attribute. Low Signature does not have any effect on a target's ability to defend against an attack or effect, it merely means that the nature of the attack is harder to notice.

Alright, so there are a few tweaks for each race due to their unique natures. I know I've mentioned a few of the racial options already, but I'm going to hash out a few more.

One ability shared by all psionic characters is the ability to detect and analyze psionics. This is done using the Detect advantage. Psionics are considered an occasional substance (sorcery is common and Gifts are rare, fyi). It would also have the ESP, -5% limitation and Costs 1 ER, -5% limitation. As psionic characters grow in power they could modify it to be more discerning and could learn to detect other sorts of things like sentient minds, living creatures, metals, etc.

Elduman
Elduman have access to all four types of psionics. Elduman are also the only psionic characters that can use psychokinesis to teleport.

As previously mentioned, when applying limitations to activated abilities, Elduman may apply Costs ER, -5%, Costs FP, -10% (which may also be activated by paying ER), or Costs HP, -20% to those abilities. I supposed you could in theory apply all three to the same ability, meaning it would take 1 ER, 1 FP, and 1 HP to activate, but you'd get a -35% to the cost. So maybe it's worth it? Pro-Tip: It's totally not.

Elduman are sort of solar powered so they can have Regeneration of any strength with the ER Only or FP Only (not both, but they could buy it once for their Energy Reserve and once for their FP) limitation for +0% and the Accessibility: Only In Direct Sunlight, -10% limitation. Normally, ER and FP heals by 1 every 10 minutes (every 5 minutes for FP if you have the Fit advantage). So taking Regeneration (Regular) with these limitations would cost 23 points and would restore an additional ER once an hour for a total of 7 ER restored each hour.

Elduman Descended Uncout
Elduman descended Uncout have access to a more limited form of biokinesis, a more limited form of esp, psychokinesis, and telepathy.

As previously stated, the more limited form of biokinesis that Elduman descended Uncout have does not allow them to manipulate their bodies the way it does Elduman. Elduman can bind their crystalline flesh and faux skin together to resist damage, but their descendants cannot. In theory, Elduman can use their psionic energies to fuel rapid muscle and bone growth to increase their size and strength, their descendants could not.

What Elduman descended Uncout could do is buy Damage Reduction with the semi-ablative or ablative limitation and a temporary disadvantage like Ham-Fisted or Numb to simulate their psionic abilities turning off their pain receptors and that sort of thing. What they could do is fire off all of the adrenaline in their bodies at once and override the biological restraints on their muscles to hit with greater force and move faster to dodge blows better. 

Elduman descended Uncout also have a more limited form of esp than Elduman. They are basically restricted to using the crystalline chunk of their brain to process information quicker. So they can't displace their senses with Clairsentience. They can augment their reaction times with psionic versions of things like Danger Sense, Enhanced Defenses and Combat Reflexes though. They can also augment their preexisting senses with advantages like Acute Senses and other sense based advantages.

As previously mentioned, Elduman descended Uncout may apply Costs ER, -5%, Costs FP, -10% (which may also be activated by paying ER), or Costs HP, -20% to their biokinesis abilities.

Fallen
Fallen do not normally have access to psionics, but can purchase an Unusual Background at character creation to gain access to them.

Fallen do not have access to biokinesis or psychokinesis. This is because they are dead things with no functioning biology and the crystalline material of their bodies is inert in terms of psionic energy. They do not possess psychokinesis because the innate talents of psionics that Fallen possessed prior to being transformed by The Bleak Tyrant burnt themselves out during the transformation from Elduman to Fallen. As the essence of the Elduman was bound irrevocably to existence, their psionic talents sort of fused their bodies together to maintain their physical presence and allow them to retain their physical body. Without this extinguishing of their psychokinetic abilities, the bodies of the Fallen would have crumbled instantly to bluish crystal dust and they would have become incorporeal spirit creatures. Which is the eventual fate of all Fallen.

Fallen may purchase a version of the Leech advantage. This version of the Leech advantage only functions against sentient creatures and has the Malediction 1, +100%; Ranged, +40%; Steal IQ, +300%; Reduced Range: 1/5, -20%; Telepathy, -5%; Only Heals ER, -20%. The cost comes out to 124 points for level 1 + 20 points/level. Super expensive. But also super fucking cool. They can literally eat your mind to fuel their psionic abilities.

Fallen, being undead creatures, have no FP. So to use psionics, they must have an Energy Reserve (Psionics). They, unlike the Elduman, may apply the Special Recharge: Leech, -70% limitation to their Energy Reserve, reducing the cost of their Energy Reserve to 1 character point per point of ER. Woo! This restricts it to being recharged only by the use of their Leech ability though, so it may or may not be worth it. Probably not. That version of Leech is super expensive.

Rankethlek
Rankethlek, being creatures of unliving metal, do not have access to biokinesis. They also must use an Energy Reserve to power their powers, so any activated abilities need the Costs ER, -5% limitation.

Rankethlek only have one unique ability. They can use their psychokinesis to wield electricity themed psionic powers. To do so, such a power must have the Environmental: Only When Electricity Is Already Present, +0% limitation. This is a zero value limitation because the lightning heart of the Rankethlek is always present wherever they are. They would be dead if it weren't. Such lightning powers may have the Costs HP, -20% limitation applied to them. This is used to reflect that the Rankethlek is fueling the power with the equivalent of their lifeforce and is possibly damaging their lightning heart by putting abnormal stress on it. It isn't mandatory, but it's an option.

So that's pretty much psionics and stuff, or at least the rough draft of this version of psionics. I still need to hash out a thing or two about esp nonsense, but I'm sure that will be quickly resolved.

There's one issue left to figure out, how to make psionics better at something than sorcery and to determine what that should be. How to make them better though. Should it be something innate, or an option. Oh. Cary is going to like this. Maybe. Probably. Hehe.

Psionic characters that achieve a talent level of 4 or higher with psionic powers may apply the Cosmic limitation to some of those powers. So an Elduman with Psychokinetic Talent 4 could apply Cosmic (No Active Defense Roll, +300%) to simulate telekinetic strikes moving at the speed of thought and not allowing targets to dodge them. If you wanted to be nasty, you could throw on Cosmic (Ignore DR, +300%) as well. You could also apply Cosmic (Irresistible Attack, +300%) to Mind Control, so it wouldn't be protected from by Mind Shield. All kinds of nasty and unstoppable options.

GURPS Hekinoe Psionics tl;dr
  • The Known World psionic races are Elduman, Elduman descended Uncout, Fallen, and Rankethlek.
  • Psionics breaks down into four types: biokinesis (manipulation of the psionic character's body), extra sensory perception (using psionics to gain sensory input normally unavailable to the character), psychokinesis (using telekinetic force to interact with the physical world), and telepathy (using the psionic character's mind to affect or communicate with the minds of others). 
  • Psionic abilities are directed by willpower and use Will as their controlling attribute when appropriate. When an Innate Attack is needed for a power, it uses the Gaze version but replaces DX with Will as the controlling attribute. 
  • Each type of psionics has an associated talent that costs 5 points/level. Maximum level for normal characters is 4, ancient Elduman can possess up to 5 levels of each talent. 
  • Psionic modifiers are -5% limitations, not 10% like in the GURPS Basic Set. Multiple psionic modifiers may be applied to a power, with GM approval, but the total limitation value cannot exceed -10%. Talent bonuses apply as normal, but add the value of the Talents together and divide the result by the number of applied talents and then round up for the applied modifier. 
  • Psionic abilities with the same type limitation (esp, psychokinesis, etc) may be folded together as alternative abilities (GURPS Powers pg. 11) if the player wishes to do so.
  • Psionic characters must have an Energy Reserve (Psionics) advantage of at least 1. 
  • Most psionic powers will have the Costs ER, -5% limitation. Elduman may instead apply the Costs FP, -10%, or Costs HP, -20% limitation to their abilities. Elduman descended Uncout may apply Costs FP and Costs HP to their biokinesis abilities to reflect that they are pushing their bodies beyond their normal capabilities and it hurts and stuff.
  • Unless it would be patently ridiculous (whatever that means), psionic powers must have the Low Signature enhancement. 
  • Detecting psionics is done with Detect (Occasional: Psionics; ESP, -5%; Costs 1 ER/minute, -5%) [9]
  • Psionics cannot interact directly with sorcery. Psionics could be used to detect fire and by extension sorcerously created fire, but not sorcery or sorcerous fire specifically. Psionics could protect from fire damage and by extension fire spell damage, but not specifically from fire damage from spells. 
  • Each of the psionic races has some unique things they can do that nobody else psionic can. Hekinoe, now with 200% more unique snowflakery for players!
  • At Talent level 4, a psionic character may apply certain versions of the Cosmic limitation to certain psionic abilities with GM permission and for the normal character point cost. 

Edit After The Effect: Yeah, Cary was right. There is a financial cost for using reality revision (psionic wish). Whoops. Evidently I only read the discipline, casting time, display, etc statblock and didn't actually ever reading the description of the power. Whoopsie. 

Monday, May 25, 2015

GURPS Hekinoe Sorcery: The Eighth Time Is The Charm Continued

We're making pretty good progress here with the sorcery basics. So now I think we've got to establish some variations on the themes of sorcery. So what little subtypes of sorcery have cropped up in the background material? Shadow sorcery, that's a thing. We've got gun sorcery. It hasn't really been spoken of or seen, but totemism is a thing in The Beast Lands. There's also intuitive sorcery, which is rare because it is kind of stupid. It is definitely not the same as Pathfinder spontaneous casters. There's also astral sorcery. 

In the previous post we were working on something called major sorcery. It's the "normal" kind of sorcery. There are various types and schools with little quirks and bits and pieces and fiddly bits (Common, Emboderel, Shamanism, Wizardry, etc, etc), but they're all fundamentally the same in the mechanics of how they work and what they do. Astral sorcery, gun sorcery (which we're calling weapon sorcery from now on), intuitive sorcery, shadow sorcery, and totemism are in some cases extremely different and all fall into a category known as minor sorcery. Each of these minor sorcery types requires an Unusual Background to be accessed, so they're all a bit points heavy at times. 

Astral Sorcery
Astral sorcery is sorcery that kind of uses the movements and positions of celestial bodies as its core concept. Spoiler alert: it's mostly bullshit. But sometimes it works. Unless it doesn't. Mechanically, it amounts to an Unusual Background that allows you to buy an Energy Reserve that represents a stable supply of energy for spells. Spells still misfire, but you have a small amount of energy that does not factor into calculations for increased chance of misfire. 

Ok, this next part consists of non-player information that kind of spoils things.

Back in the day, there were these three ships of the Elder Races, they were in Hekinoe's solar system because reasons. They were destroyed just prior to Kaleshmar's destruction, because reasons. The engines of these spaceships broke open and they ended up kind of fused together, giving rise to the planet now known as Gorelon. Gorelon isn't really a planet, despite looking like it. It's a very luminescent perfect sphere of energy containing the ruins of these three ships and their engines. The energies of these engines, as stated in a previous blog post from ages ago, have turned the interior of this "planet" into this realm of fleshy pseudopods and fanged mouths. It's the closest approximation Hekinoe has to a DnD Far Realm. The energies of these engines are very similar to sorcerous energy, but they're different, and can only be called on when Gorelon's position in the sky gives it a direct line of sight to Hekinoe's surface. There are also sentient creatures in the infinite layers of warm, sweaty, fanged flesh mass that are Gorelon. Opening your mind to Gorelon allows them to enter yours, leading to literal voices in your head.

I have all of the mechanics for astral sorcery pretty hashed out in my head. Practitioners contemplate the void of space a lot. The best way to describe it is telepathic communication. The sorcerer kind of stares up at the void deep in meditation listening in a telepathic way until he forms (or believes he formed) a bond with one or more celestial bodies and then he draws energy from them. Successful, non-bullshit snake oil salesman practitioners tend to be a bit bat shit crazy and often believe they can hear the voices of the stars. 

So what does that look like in GURPS terms? First you need at least the Sorcery 0 advantage, which allows you to purchase the Unusual Background (Astral Sorcerer) [10] advantage. Which is required because you're doing something most people can't do and buying advantages in a way most people on Hekinoe can't.

This allows you to buy one of the following advantages: 
  • Energy Reserve 1 - 10 (Sorcery, Cosmic: Does Not Count As Energy For Misfire Purposes When Use, +50%; Accessibility: Only When The Stars Align, -20%; Required Disadvantage: Phantom Voices: Annoying, -5%; Sorcery, -10%) [4 - 40]
  • Energy Reserve 11 - 15 (Sorcery, Cosmic: Does Not Count As Energy For Misfire Purposes When Use, +50%; Accessibility: Only When The Stars Align, -20%; Required Disadvantage: Phantom Voices: Disturbing, -10%; Sorcery -10%) [44 - 60]
  • Energy Reserve 16 - 20 (Sorcery, Cosmic: Does Not Count As Energy For Misfire Purposes When Use, +50%; Accessibility: Only When The Stars Align, -20%; Required Disadvantage: Phantom Voices: Diabolical, -15%; Sorcery, -10%) [64 - 80]

So what does all this mean? Energy Reserve is an advantage used to power things like psi abilities and superpowers. It's like an extra reserve of FP. The Sorcery designation means that it is used for sorcery related abilities, like spells. The Cosmic enhancement does exactly what it says, the energy from this Energy Reserve does not count as sorcerous energy when you pay for a spell or whatever, so it can lead to a slight decrease in the unreliability of a spell. The Accessibility: Only When The Stars Align limitation that there will be times where this advantage is unavailable to you due to the movements of planets and other celestial bodies. Required Disadvantage means that your character must also have the Phantom Voices disadvantage at the Annoying, Disturbing, or Diabolical level, depending on how large your Energy Reserve is. You get the normal character points for the disadvantage, which leads to a slight reduction in the cost of the advantage. The Sorcery limitation means that this particular Energy Reserve is sorcery and as affected by anti-sorcery effects. So if you are deprived of your access to sorcery, you're deprived of the Energy Reserve. 

Intuitive Sorcery
Intuitive sorcery is similar to major sorcery in how it functions. Kind of. The gist of it is that some people don't really learn sorcery, they guess and get lucky. Or they know a little bit and fucking fake the shit out of the rest of it. Some people are very intuitive and can make leaps of logic or shockingly perceptive guesses or do stunning feats of math without paper that shock normal folks. That's kind of what intuitive sorcery is. It only functions because a big component of sorcery is symbolism and having the willpower to create mental constructs that force this vast and chaotic energy into a specific form to achieve a specific effect. 

There will be a little more that goes into the description in the campaign book, so we'll move onto the actual mechanical rules. First things first, you can't have a character that has both major sorcery and intuitive sorcery, and I'm not sure why anyone would want to. That's a ridiculous point sink. You also need Sorcery 0 and Unusual Background (Intuitive Sorcerer) [10].

Because intuitive sorcery does not stem from learning recognized forms of rituals and incantations, it relies on Will alone as the base attribute for spells, as well as misfires. Resisting misfires is still done at Will-3 in The Known World. Because it is so off the cuff and lacks any formalized training (which exists and functions well for a reason), the Intuitive Sorcery advantage must have the -30% version of the Radically Unstable Sorcery limitation (the version that doesn't allow any stabilization rolls, so every failed check to cast a spell results in a misfire). Intuitive sorcerers don't really need to or want to write things down, their whole skillset revolves around casting spells on the fly, so they don't need grimoires. Intuitive sorcerers still gain mutations as other sorcerers down. They also follow the previously established rules for how their check to resist misfire is affected by energy use and such. 

So here is the major difference between intuitive sorcery and major sorcery: instead of buying spells individually, an intuitive sorcerer buys colleges as wildcard skills. Wildcard skills are treated as very hard skills, but at triple the cost. So buying Air College! at Will+Sorcery+0 costs 24 character points. But your intuitive sorcerer can cast every air spell without buying them individually. There is one big penalty though (aside from the exorbitant cost). For every prerequisite the spell has, you take a -1 to your effective skill level when attempting to cast the spell. 

So if you have a Will of 14 and Intuitive Sorcery 2 and know Air College! at attribute+0 your skill with air college spells is 16. If you want to cast the lightning spell (an air college and weather college spell) to fling a bolt of lightning, your effective skill level would be 10. Lightning has a prerequisite of Sorcery 2 (which this character has via Intuitive Sorcery 2) and any six other air college spells, leading to a -6 penalty to effective skill level. 

Shadow Sorcery
Shadow sorcery is something I really really like. It's actually one of my favorite things from Pathfinder. Which is why I have an unnaturally raging nerboner for Shadowdancers and shadow dragons. One complaint I have about shadow magic in Pathfinder is that it's treated like illusion magic, which is fucking stupid. Most of the spells describe you pulling shadow stuff from The Plane of Shadow to create creatures and effects. To me, it is no more of an illusion than pulling fire or fire elementals from The Elemental Plane of Fire. There's nothing to disbelieve about it, it is physical stuff that exists. It's only semi-solid, and that should have an effect on its physical traits, but you shouldn't be able to just disbelieve in the fireball of shadowstuff coming at you to reduce it to 20% effectiveness. 

Anyway. 

There is a Plane of Shadows in Hekinoe. It's not really a plane as we define them, well, it is, but whatever. Anyway. I like the Plane of Shadows, so it exists in my game world. It's super fucking cool that there is an amazingly appropriate Secret GM Background Info reason for it to exist. I mean, I'd still have it even if there weren't, but I'm tickled by the fact that there is. There are lots of names for this place: The Land of Shadows (Goebleen), The Shadowlands (Fallen), The Realm of Falsehoods (Elduman), to name a few.

It's an adjacent realm, similar to the Hound's neverending moonlit forest or a Nel holding, that exists as a dusky copy of the real world. Colors are subdued, light is poor and unchanging, etc. It is full of cities and continents and people that match the real world. However, cities are in different places or have different names or are in different states of condition. Distances and sizes fluctuate. It's also on the cold side. It also has no Builders, Elduman, Nel, or Rankethlek shadow people within it. A few other races no one has encountered yet are absent from this place as well. 

Shadow sorcery requires the Sorcery 0 advantage and the Unusual Background (Shadow Sorcerer) [10] advantage. Beyond that though, it does not follow the majority of the rules of sorcery we've already established. Instead of using the regular GURPS system of magic, shadow sorcery uses advantages. This is because shadow sorcerers basically only use sorcerous energy to poke a hole into the membrane between the real world and this place of shadows and then grab at shadowstuff from within it to create effects. 

These effects are fairly similar to what you've seen from Pathfinder. Shrouds of darkness and such. Jumping from shadow to shadow. Creating constructs built from shadowstuff. Transforming into a shadow. Etc. But it does have some more offensive and defensive uses. Shadowstuff is soft, but you can layer it about yourself for Damage Reduction (albeit with the semi-ablative limitation) or fling thick clouds of it at foes to blind, suffocate, and/or freeze them. It's pretty mutable stuff so what you can do with it is pretty flexible. It would be impractical to list every little itty bit of mechanical meat to the capabilities of shadow sorcery, so I'm not going to do that.

Because shadow sorcery is based on using sorcery to access this shadow realm, it does misfire using the normal Will-3 check to resist misfire. However, it only misfires in a very specific way. This  is because of the nature of the shadow realm. It's basically a vast space with a lot less stuff in it, and the stuff in it doesn't have as much weight to it as the stuff from the physical world. It's kind of a sort of metaphysical equalization of pressure. Basically, when the sorcerer pokes a hole from the real world to the shadow realm, the sorcerous energy is kind of getting sucked into it instead of running around all crazy like.

Basically what happens during a shadow sorcery misfire is that the sorcerer's willpower isn't focused enough to keep shoving sorcery into the hole between worlds and it cuts out and the shadow realm kind of sucks on the closest source of energy for a moment before it snaps shut. That's the sorcerer, fyi. So when shadow sorcery effects misfire, the shadow sorcerer takes FP or HP damage as a bit of his lifeforce gets shunted into the shadow realm (and totally doesn't feed his shadow double and give him the ability to pass from the shadow realm to the real world to hunt down his double and devour him).

There are two main advantages that are used to mechanically represent shadow sorcery. The first is Shadow Talent [5]. Shadow Talent isn't mandatory, but it helps. Every level of Shadow Talent offers a +1 bonus to effective skill level on rolls with shadow sorcery. This means attacks with shadow sorcery abilities, defense checks while using shadow sorcery powers, and so on. It does not affect your check to resist misfire.

The other main advantage is Modular Abilities. Modular abilities is a very versatile advantage that lets you purchase a reserve of character points to alter your capabilities. It's good for representing a more traditional prepared spellcaster like in Pathfinder, AI's that can delete and download skillsets as needed, and deity-like beings that can just wish themselves new capabilities. Because shadowstuff is so flexible, I feel like using Modular Abilities is a great way to represent it.

So how does it work? We need to base it off of Modular Abilities with the cosmic enhancement. This means that the shadow sorcerer has an infinite number of "slots" for abilities, rather than a limited number like the other versions of the advantage. It also means he can change his current modular abilities by concentrating for one second each. This costs 10 character points per character point in the reserve. That's fucking expensive.

The first two limitations for the Modular Abilities is Environmental: Only With Access To Sorcerous Energy, -5%. So the shadow sorcerer can only access the shadow realm if he can use sorcerous energy to open up a hole to get it. Luckily, sorcerous energy is everywhere (except the middle of the oceans and in the nonexistent blackstone pyramid prisons beneath Serethnem that Kusseth totally does not have). The second limitation is Sorcery, -10%, which means that any effect that stops or negates or effects sorcery (such as Sorcery Resistance or Neutralize) also affects shadow sorcery effects. It also has the Advantages Only, -10% limitation because it's not capable if granting you new information (skills) or improving your attributes or that sort of thing. It has the Physical Only, +50% enhancement because normally Modular Abilities is about granting yourself mental and social advantages and skills. Finally, it has the Limited: Shadow and Darkness, -10% limitation which means you can only use it to create effects tied to shadow and darkness.

Well fuck. That's super fucking expensive. That's 12 character points per character point in the reserve. So something as basic 5 DR semi-ablative cloak of thick shadowstuff shrouding you using Damage Resistance (20 character points base cost) could run into the hundreds of points. There's gotta be something else to do with this.

There's something called alternative abilities, it's like alternative attacks. You take several abilities that stem from the same source, pay for the most expensive one and pay 1/5 the cost for the rest. The only issue is that you have to use a ready maneuver to switch modes and if you switch modes, an effect like Damage Resistance or Allies would turn off. There's also the risk of if one ability is disabled, they all are, but the kind of goes along with Modular Abilities.

The other option is to create my own Modular Abilities. I don't know what I'll call it, but we'll use the rules in GURPS Power and create a slot system. We'll break it down into three branches ("slots") of shadow sorcery: Shadow Sorcery Attacks, Shadow Sorcery Defenses, and Shadow Sorcery Constructs. Shadow Sorcery Attacks is very broad, it could be a blast of FP damage dealing cold, clinging shadows that blind (Obscure) or weight you down (Binding), as well as various forms of the Affliction advantage. I'm going to say that slot has 5 base points since it is a pretty broadly focused. Shadow Defenses is a little bit more limited, since it will primarily deal with defending yourself from attacks or effects, stuff like Damage Resistance. Fuck it, we'll go with two.

...Dammit.

See, I keep getting confused with what I want to do. There's nothing that fits super well in my head. I think the least frustrating thing to do is going to be outlining the sort of things shadow sorcery can do, as well as saying all shadow sorcery powers must have the Environmental: Only Functions With Access To Sorcerous Energy, -5% and Sorcery, -10% limitations and then allowing players to use the whole alternative attacks/abilities option. That's a lot easier than getting complicated with Modular Abilities. 

I didn't mention it earlier, but once you take Unusual Background (Shadow Sorcerer) you can purchase Dark Vision or Night Vision 1 - 9 at any time. 

Totem Sorcery
Yeah, I just renamed totemism. Totem sorcery is actually a poor name choice, as you don't have to be a sorcerer to use it. It does require sorcery to function, but the amount of sorcerous energy is so minor that misfires amount to a flash of light or a loud noise. We have to talk about the great (dire) beasts of The Beast Lands for a moment.

The great beasts are typically huge predators, and in rare cases herbivores, that have existed forever in The Beast Lands. These creatures are massive, ill tempered, and continually grow in size and strength as long as they live. They also live indefinitely, like dragons. Some of these beasts are ancient. They're extremely rare and extremely powerful and they are terrifying. They're still animals, but their IQs tend to be 6 - 8 instead of 2 - 4. They're still animals, though. Just like dragons, whose IQ can get up to 10. If I remember right, there's one with an IQ of 11 somewhere in my notes. But she's special.

Anyway. One of the talents of the shamans of The Beast Lands is using sorcery to deal with the great beasts. There is also a very rare practice that involves communicating with these ancient great beasts and gaining some of their strength. This practice is extremely rare, and the first part of it is finding a shaman that can do it (likely requiring a quest in and of itself) and convincing him to do it (probably need to perform a quest to get him to even consider it). Then you have to find one of the beasts and convince it not to kill you (usually by presenting it with the corpse of a slightly smaller great beast as tribute and using the beast speech spell to communicate with it). The other route is to get the shaman to use sorcery to force the ancient beast into compliance with your wishes, but that offers some risks. If the ancient beast is amenable, the shaman casts a secret spell that has beast link as a prerequisite and sort of binds the beast to someone, allowing the someone to gain aspects of the beast's power.

Dammit, totem sorcery and totemism are really stupid names for this thing. But I can't think of another one. I suppose a made up name works. Irehontism. Irehontism, yeah, I like it. It means haunted by the rage of beasts in ancient Uncout.

Back to game stuff. So once you're bonded to this creature, you can gain some fairly standard abilities. ST, HP, HT above and beyond the norm. Enhanced senses. Claws, fangs, scales or hide. Etc. Each advantage must be purchased with the Environmental: Only Functions With Access To Sorcerous Energy, -5% and Sorcery, -10% limitations. They also have Required Disadvantage: Bad Temper and/or Berserk, and/or Bestial.

There are further restrictions, and they are why I have not opted to include an Unusual Background requirement in this stuff. The advantages and attributes purchased must be in keeping with the particular beast you are bonded to. So if you are bonded to a great viper, sure give yourself Teeth and an Innate Attack modeled after its venom and some Damage Resistance as scales. But you can't give yourself Claws. Additionally, the points spent on these abilities cannot exceed more than 50% (round down) of the value of Bad Temper, Berserk, and Bestial.

I might change that to 75% (round down). Dunno. Or I might just make the disadvantages prerequisites and not restrict the points you can spend on the ancient beast traits. Who knows!?

Bad Temper and Berserk are both mental disadvantages that allow for a Self Control check. Their base value is 10 and that's with a Self Control of 12 or less. So if you are bonded to an ancient wolf and have Bad Temper (Self Control: 12) [-10], you could spend up to 5 points and gives yourself Claws (Blunt) [3] and Teeth (Sharp) [1]. If you wanted to double your pleasure you could take Bad Temper (Self Control: 9) [-15] and Berserk (Self Control: 9) [-15] and have Claws (Blunt) [3], Teeth (Sharp) [1], ST+1 [10]. The points values of the advantages would play out slightly different due to the previously mentioned Environment and Sorcery limitations. So the ST+1 would really be 9 points, not 7 (Required Disadvantage applies a cost reduction as a limitation based on the value of the disadvantage in question, -15% in this instance). Claws and Teeth have points costs too small to really be modified by only a -30% value of limitations.

It should be noted that Irehontism is an extremely sketchy practice and shamans willing to perform these rites tend to be bad dudes. Dudes that hang out in the forest will all the beasts because they killed and ate their tribe. It will also lead to some social issues with folks in The Beast Lands that recognize what has been done to you and where you draw your power from.

That said, the Niht tribe practices Irehontism extensively. Primarily they use it on outsiders and criminals to create berserkers.

Weapon Sorcery
Weapon sorcery is pretty basic, it uses sorcery to enhance weapons temporarily. This is pretty standard sorcery here. Most of the misfire information and such will translate from major sorcery to weapon sorcery.

The first way to do it is to treat it precisely like sorcery, but using only spells like flaming weapon/missile/armor spells. The flaming weapon spell has four other spells as prerequisites, as well as Sorcery 2. The other route is the Imbue advantage, which allows you to buy skills that allow you to wrap your weapon in energy and that sort of thing. The first way feels kind of pointless, you know? Sorcery already exists and if a sorcerer wants to specialize in using weapon effects, he can. So I guess we're going with the Imbue advantage to represent weapon sorcery.

Instead of an Unusual Background, you're going to need Gunslinger, Heroic Archer, or the Weapon Master advantage (all of which are on the expensive side, hehe). Whichever is the most appropriate to your specific weapon. Additionally, you'll need Sorcery 0. After that, you can buy the Imbue advantage. It has the following limitations: Environmental: Only Functions With Access To Sorcerous Energy, -5%; Sorcery, -10%. So you have to be able to access sorcerous energy to use Imbue skills and anti-sorcery effects work as anti-Imbue effects. It'll also have the Radically Unstable Sorcery limitation at the -30% value, so just like a spell there is a chance of misfiring if you fail to successfully use an Imbue skill. Because the energy amounts are so small compared to regular spells, Imbue skills only misfire due to failing to properly activate the Imbue skill you are using. If you fuckup an activation, you'll be able to resist the misfire with the Will-3 resist misfire roll. The effects of misfires are determined by the nature of a spell and how much energy was spent on it. The more energy put into a spell, the more potent the misfire. Since Imbue skills don't take energy, I think I'm going to have to base the strength of their misfires on the penalty you apply to your skill when using them. Most Imbue skills have the ability to apply a negative modifier to their effective skill for an increased effect, so that's the closest translation to putting more energy into a spell. I'll figure it out. 


Once you have the Imbue advantage, you can start buying Imbue skills and do sorcery with your stupid fucking weapons and whatnot. The Imbue skills are pretty standard: burny weapons, acidy weapons, poisoned weapons, hard hitting weapons, ammo that bounces and ricochets, and so on. 

Minor Sorcery tl;dr
  • Astral Sorcery: Commune with planets, gain a special Energy Reserve that doesn't increase misfire chance when used, as well as voices in your head.
  • Intuitive Sorcery: Uneducated sorcerers that don't bother learning things, uses Will instead of (IQ+Will)/2, very unstable, have no need of book learnin' or grimoires, buy colleges as wildcard skills instead of buying spells individually. 
  • Irehontism: Bond with ancient great beasts, gain some of their strength and characteristics as advantages, as well as some of their rage as disadvantages.  
  • Shadow Sorcery: Draw extremely flexible shadowstuff from another realm to craft effects with. Uses Shadow Talent. All advantages must have the following limitations: Environmental: Only Functions With Access To Sorcerous Energy, -5%; Sorcery, -10%. Taking Unusual Background (Shadow Sorcerer) allows the purchase of Night Vision 1 - 9 or Dark Vision. 
  • Weapon Sorcery: Uses the Imbue advantage, only misfires when you fail to successfully active an Imbue spell. 

After all of that, I think we're done with sorcery. I've made a lot of experimental builds, but I think this one (this post and the previous one last week) is a good balance of matching the campaign's background material and not bogging down gameplay with excessive extra mechanics and rolls. We'll see though.

Next up, psionics, and Gifts. And the Nel. Not sure which one I'm going to do next quite yet. We'll see. 

Monday, May 18, 2015

GURPS Hekinoe Sorcery: The Eighth Time Is The Charm

For ages an epic battle has been waged. The armies change and territory shifts, everything is constantly in flux. New contenders enter the fray, old leave. Etc. 

That epic battle is sorcery in Hekinoe and how precisely I should represent it, which is something I struggle with. Once again I find myself wanting to burn everything I've written to this point regarding it to the ground. Which is unfortunate. 

The problem is that so far, I've found things that work, but aren't perfect. Or things that work, but only fit the background material if you squint. There's no simple and easy X% per spell level, roll a d100 every time you cast a spell or use an item. That right there does everything I want it to. It's also a simple one line house rule and doesn't bog down gameplay with half a dozen additional rolls in the middle of combat. I have no problem whatsoever with the way the unreliability of sorcery is represented via Pathfinder's rules. Which sucks, because everything else about Pathfinder is fucking stupid. 

I want and need to finalize this before I can ever move forward with the GURPS Hekinoe/The Known World campaign book. Sorcery is too important to Hekinoe for me to leave it till the end. Additionally, I need to know what sorcery looks like before I can set down any concrete rules for Gifts and psionics as they are kind of defined by how they are different from sorcery. 

This is partly a stream of consciousness experiment and partly a notepad for ideas. I'd normally talk this shit out with a friend like Fred or Eric, but they don't know enough about GURPS for that to really be at all functional as an idea. So here goes. Yippee ki-yay.

What is sorcery? It's the act of using sorcerous energy to cause effects outside of the normal laws of physics and whatnot. 

What is sorcerous energy? It's a chaotic and super powerful external source of energy that living creatures (or at least creatures that were at one time living) can tap into.

How do they make it do stuff? It's guided by their willpower and training in various incantations and gestures and symbolic components.

What have we established so far? Sorcery uses IQ and Will as components of its casting. We've also established that it is not intuitive, so Pathfinder style sorcerers with magical bloodlines based on their undead lifeforce ability score have no place in Hekinoe. Cool. We've also established that it is an external energy source, so sorcerers don't use their FP or an Energy Reserve to pay energy for spells. This means that Sorcery (the Magery advantage) has to be bought with the External Sources Only limitation from Thaumatology. We've also established that spells require training and that sort of thing, so Hekinoe sorcerers need grimoires to study, but their spells are not based on spell slots or temporary memorization like Pathfinder is. Grimoires are more like reference documents. Spells and sorcery in general are complicated and full of calculations and preparations and that sort of thing. I'm thinking that going without your grimoire for a long as time probably incurs the effects of the Incompetence quirk. Since the grimoires are a reference document, having Eidetic Memory/the ability to memorize written information with perfect recollection negates the need for a grimoire.

Lets analyze this material a little further. External Energy Only, specifically. Ok. Ambient sorcerous energy is everywhere, except oceans, apparently. A sorcerer just has to concentrate and begin an incantation or what have you and the energy kind of appears in a swirling cloud of limitless potential around his head. Since external energy is everywhere and is easily accessible, the limitation value for External Sources Only needs to be low. I'm thinking -5% or 10%. Sorcerers can be cut off from ambient sorcerous energy, but it's rare and most of them are educated enough to know how to avoid that. 

Kusseth totally does not have a secret prison complex beneath Serethnem in the ruined pyramids of the Builders accessed via an underground rail system that they use to store all their sorcerers.

Sorcery is unreliable, why is that? Because it is infinite energy that a sorcerer is trying to guide and control with his mind and in the time it takes to shape a specific effect, there is a chance it will overpower his will and burst into existence through a partially or poorly shaped spell. 

How does a spell become more stable? Sorcerers bleed off excess energy by absorbing it into their bodies or by dispersing it through complex gestures and incantations and by focusing on and incorporating symbolic components into their spellcasting. The level of competence a sorcerer possesses also has an affect on a spell's unreliability. 

One thing worth mentioning is that in GURPS, if you don't succeed on the check to cast a spell, it fails and can critically fail and cause something disastrous. These critical fails in the regular GURPS rules are essentially the same concept as my misfires. Since misfires are such a big element of Hekinoe sorcery, I want to have Sorcery always be modified by the Radically Unstable Sorcery limitation.

Those two sections tell us a few things. Willpower (Will) has an affect on how unreliable spells are, as does the amount of energy put into them. It also establishes that sorcerers are taught to bleed off energy into their bodies and through incantations and various components of spellcasting. So those aspects are already factored into the baseline unreliability of a spell. We also see that skill level has an affect on the unreliability of a spell. So more energy equals more chance of misfire, higher Will reduces it, and skill level reduces it.

Part of the difficulty of managing spells and sorcerous energy and unreliability stems from the fact that a sorcerer has a limited amount of attention to spend on doing the various things in the process of casting a spell. I feel like if a sorcerer had the ability to focus multiple minds on a spell, it should make it easier to maintain a spell's integrity. One of the issues with having limitless energy for spells available is that the value of ceremonial sorcery (a bunch of sorcerers get together and pool their resources) is limited in the GURPS rules. I feel like group castings and rituals and that sort of thing have a place in Hekinoe. I want them in Hekinoe. So I think having multiple casters managing a spell would reduce its unreliability. I also think having a familiar to aid you in concentrating on a spell would reduce its unreliability. Basically this amounts to multiple spellcasters and the Compartmentalized Mind advantage reducing a spell's unreliability. 

I guess I don't say it outright, but absorbing sorcerous energy into your body is how sorcerers end up with mutations. The mutation aspect has taken a variety of forms in my campaign. The current version, which I really like, simply states that a sorcerer must have mutations value at the same value as their Sorcery advantage. The mutations can be disadvantage, quirks, perks, and advantages, but their value must also meet that of their Sorcery advantage. They still pay and gain the normal character points for their mutations.

Ok, I think we've kind of sort of hit upon the key component of misfires all of a sudden. I've always treated it as a skill check determined by location with a few situational modifiers. But I think it needs to be an attribute check, Will specifically, modified by a few situational modifiers. In the most recent incarnation of GURPS Hekinoe sorcery I've fucked about with mana levels and such, which isn't really appropriate and I kind of only did because I could kind of sort of make an argument for it. A sorcerer can access as much energy as he wants, it's all over the place. Saying he can only draw 10 energy to him per second is kind of dumb in retrospect. If this energy is truly limitless, once a sorcerer begins casting a spell it should all just be accessible to him. It's not like it has mass or there's a take a number queue where all the little infinite energy molecules are hanging out waiting to be called to go up to the counter. 

Even if Will is the key to maintaining stability in spells, it doesn't mean it's not part of the casting attribute anymore. Even if learned incantations and proper forms are a key component of casting a spell, willpower still helps a sorcerer shape it. So in addition to Will being a component of the sorcerer's attribute for spells, it is the attribute used for misfires as well.  

Since we're calling Will the misfire attribute, that means misfire is checked by a 3d roll. This presents problems because it is a very narrow margin for determining success, failure, and applicable modifiers.

Misfires occur when a spell is cast (when a sorcerer finishes the process of casting) and the longer a spell persists, the more unreliable it becomes. This means that when you are casting an instantaneous effect (like a fireball) the misfire is checked for when you finish casting it and throw the fireball at something. This also means that short term duration spells and permanent enchantments become unstable the longer they exist, but they only misfire when their effects are actually used. So being unused for years can make an enchanted sword very unstable, but it will only misfire when used to attack (if enchanted for accuracy) or it deals damage (if enchanted for increased damage), etc, etc.

This is how it always starts. I get a solid core concept I like, then we have to account for enchantments and high energy cost spells. A spell is more unstable depending on how powerful it is. If we're looking at the explosive fireball spell cast by a character with a Sorcery of 4, he can put between 2 and 24 energy into a spell. If he wants to create a a wand of fireball, that is going to run 1,200 energy to create.

In the past, I've made the argument that the base amount of energy to cast a spell (2 for explosive fireball, 1200 for enchanting a wand to use explosive fireball) has no effect on base misfire chance. The reasoning here is a bit of a handwave on my part, I admit. The reasoning is as follows: a spell wouldn't exist if someone didn't figure out a way to make it work, despite its energy cost.

Additionally, I kind of hit upon an idea last night (we've reach the second day of me working on this post, by the way). With low energy spells, you've got this infinite potential of energy trying to rush into the coffee cup sized outline of the spell you're creating. With high energy spells and enchantments, you've got a much larger vessel for the energy. You're trying to achieve a bigger or more widespread effect, so this vast infinite energy is trying to rush into a lake sized vessel rather than a coffee cup. Squinting slightly and saying because game, I think I am ok with this justification.

So on this topic, enchantments and how they degrade is tied to the length they have existed. It's also tied to the physical strength of the material the enchantment sits in. Fragile materials have more unstable enchantments than tough materials. Unlike regular misfires, enchantment misfires just cause the enchantment to explode in a burst of flame, sometimes rupturing the item.

I envision this happening because there is no conscious will shaping the effect. When a sorcerer casts a spell he is focusing his will and using it as forceps to grab a hold of sorcerous energy. I envision enchanted items in Hekinoe as very runic in nature. Using symbolic runes, the sorcerer makes it so that the energy stored in the weapon is guided by the ruins when the weapons enchantment is activated. Similar to the way sorcerer's use sorcerous energy guided by their spells, the runes on an enchanted item form a shape and the energy of the item's enchantment just flows into those shapes when the enchantment activates. So when an enchanted item is used and misfires, there's no real shape to the energy, and that energy is trapped within something, so it just kind of explodes as heat and light and pressure.

So these explosions will do burning damage, because fire. They'll also do crushing damage because blast wave. They'll also do cutting damage because shrapnel. I definitely want the strength of the explosion to be dependent upon how much energy goes into the enchantment. The shrapnel damage is purely from the physical remains of the enchanted object exploding, so that only happens if the object is destroyed and it shouldn't be too excessive as its not like its going to split apart like a suitcase full of tiny ball bearings.

So at its most base level the explosion damage from an exploding enchanted item looks like: 1d cr ex +1 burn [1d cut]. The crushing and burning damage are dealt directly to the object and if the object is destroyed, the shrapnel damage also occurs. I've seen item enchantments as high as 25,000 energy, so if we do something like every 200 energy in an enchantment increases the crushing and burning damage by 1d/+1 we can conceivably go as high as 250d6 crushing plus 250 burning damage. An explosion's radius extends out to two times the damage dice of yards. So we'd be looking at a radius of 500 yards for that 25,000 energy exploding enchanted item. The damage gets reduced based on the number of yards you are from the point of origin, but still. Yeesh.

Major Sorcery tl;dr
  • Spells use (IQ+Will)/2 (round down) as their attribute.
  • Misfire uses Will as its attribute.
  • It is a learned skill, not an intuitive one based on magical lineage.
  • Must have External Sources Only limitation at -5% or -10%.
  • Must have the -10% or -30% version of the Radically Unstable Sorcery limitation.
  • Sorcerers write down their spells and such in grimoires, which are basically large reference documents. They must be referenced to keep information fresh and clear, but going without them only incurs the effects of the Incompetence quirk for spells they cast. 
  • If a sorcerer has the Eidetic Memory advantage, he no longer needs a grimoire as a reference document. 
  • A sorcerer must have a number of physical mutations with a points value equal to the points value of their Sorcery advantage. 
  • Misfire chance is increased by the amount of energy used to cast a spell. 
  • Misfire is unaffected by the base amount of energy used to cast a spell. 
  • Misfire chance is affected by skill level of the spell in question. 
  • Misfire is checked for when a sorcerer finishes casting a spell. Non-instantaneous spells and long term enchantments become more unstable the longer they exist and such spells only misfire when their enchantments are used, but they don't check for misfire more than once per minute. 
  • Misfire chance is reduced by having familiars/Compartmentalized Mind and having multiple participants in ceremonial sorcery.  
  • Misfiring enchantments do 1d cr ex +1 burn [1d cut], but only do shrapnel damage if the item is destroyed. The misfire explosion deals damage directly to the item, ignoring DR. 
So that's our tl;dr of sorcery. You'll see it is titled Major Sorcery. That'll make more sense tomorrow. Let's see if we can further finalize them. The first bullet points, spells use (IQ+Will)/2 as their attribute doesn't get much simpler so we can move beyond that. 

Misfires using Will as an attribute needs to have a pin put in it. We can establish right now that misfire checks will be based on Will so you'll be rolling against your Will to prevent a spell from misfiring. We'll need to hash out situation modifiers and that sort of thing before we can establish a baseline value for misfires. Remember though that sorcery in The Known World is very deep in the unreliable section of Hekinoe's sorcery spectrum and Orcunraytrel is very deep in the reliable section. 

Learned skill, not intuitive lineage based one is pretty self explanatory. 

The External Sources Only limitation is going to only be -5%. It's almost no limitation on a sorcerer's ability to access their sorcery. 

The Radically Unstable Sorcery limitation is pretty self explanatory. Doesn't really need to be hashed out that much.

The grimoire thing feels like it could be a decent gadget based limitation to the Sorcery advantage, but I'm not sure. Typically applying gadget limitations means you lose the advantage if the object tied to it is lost or broken, which is not really my intent here. Rather than the Incompetence quirk, I think I'm going to go with just a -1 to effective skill level. So if you lose your grimoire it's just a -1 to the skill level of your spells. I'm going to say that it's a cumulative -1 per week (ten days) a sorcerer goes without his grimoire. I'm also going to say that the sorcerer can make an IQ check with a -1 per week without his grimoire to avoid that penalty. Since sorcery depends so much on learned and memorized mechanisms, I'm going to say that grimoires may be reconstructed from memory at a rate of one spell per day. 

It might be way simpler to just get the Eidetic Memory advantage. Heh,

You have to have a mutation points value equal to your Sorcery advantage points value. These mutations can be advantages/perks or disadvantages/quirks and you pay and gain the normal values for them. When figuring out the value of your mutations for these purpose, just treat them as whole numbers. So 5 points of the Sorcery advantage could be equaled by a 5 point advantage or disadvantage or by 5 quirks or perks or some combination. It's wonky and slightly complicated. Get over it. 

Misfire chance is increased by the amount of energy used to cast a spell. As we've previously said, the base cost of a spell does not have any effect on the misfire chance of a spell, regardless of its cost. So I think what I want to do is say that every full multiple of the base cost by which you exceed the base cost (returning to my fireball, that would be 4 energy for the explosive fireball and 2400 for the wand) you apply a cumulative -1 to the effective skill level of your check to resist misfire.  

Skill level reduces the risk of misfire of a spell. Originally I was going to apply modifiers to misfire chance based on skill level, but that is actually already factored into skill level with spells. See, as your skill level with a spell increases in GURPS you reduce to amount of gestures and incantations you need to make, as well as the amount of energy you have to spend on the spell. This reduction of energy costs already handles reducing the chance of misfire. 

Misfire is checked for when a sorcerer finishes casting a spell. That seems pretty simple right? Kind of. The specific issue I'm thinking of is created sorcerous creatures. I call them sorcerous constructs in my campaign book. Technically speaking, they are using the sorcery that created them every moment they exist. With enchanted items, I don't really want them checking for misfire more than once per minute and I think I feel the same about sorcerous constructs. 

With multiple casters/Compartmentalized Mind, I think I want to grant a +1 to effective skill to resist misfire for every doubling of casters/compartments. So two casters/compartments increases the effective skill level to resist misfire by 1, four casters/compartments by 2, eight by 3, etc. Familiars enter into this because I plan to describe an option for sorcerers with familiars that grants them the Compartmentalized Mind advantage while in the presence of their conscious familiar. 

Back to Will as the misfire attribute. So we have your Will score as how you check for misfires, specifically how you resist them. So we've established a few ways to modify how easily you resist misfire. If we hop back to our explosive fireball example, the base cost is 2 energy for a 2d explosive fireball. Doing something like a 6d explosive fireball (which is about how much damage a mildly deadly lightning bolt does) costs 12 energy and incurs a -5 penalty to resist misfire. If we're dealing with a Will score of 14 (Will is based on IQ, but only costs 5 character points to increase, so it's not hard to imagine a Will of 14 for a sorcerer), that's needing a 9 or less on 3d to throw that ball of fire. Which is only a 37.5% chance of successfully resisting misfire. 

My goal here is to make the check to resist misfire in The Known World use Will-3 as its default with Orcunraytrel as a straight Will check as its default. If we use Will-3 as the default and apply the additional -5 from energy usage we are now looking at a character with a Will of 14 (which is an exceptional Will for a human) throwing that explosive fireball and resisting misfire on a 6 or less, which is a 9.3% chance of resisting misfire. In Pathfinder Hekinoe, a fireball spell only has a 12% chance of misfire, which is an 88% chance of not misfiring. 

Hmm. Maybe if we do something like for every 5 or 10 energy beyond the base cost it applies a -1 to effective skill to resist misfire. That would equate to a -2 or -1 and using 14 from our example we'd resist on a 9 and 10. Hmm. I think I might have something. What if the base cost does not modify misfire at all, but every multiple of your Will by which you exceed the base cost of the spell incurs a -1 penalty to effective skill when resisting misfire? So with a Will of 14, one to fourteen energy beyond the base cost gives -1, fifteen to twenty-eight is -1, and so on. I actually kind of like that. It goes along nicely with Will/willpower being extremely important to sorcerers keeping their spells and sorcerous energy reined in. So jumping back to our explosive fireball, we have a base chance to resist misfire of 11 or less, and spent ten energy beyond the base cost of two for the spell, which falls in the -1 range for our Will of 14, leaving is with a 10 or less on 3d to resist misfire when casting this explosive fireball. 10 or less on 3d is a 50% chance of success, and 6d of damage is a pretty good shot at killing or incapacitating humanoid creatures in GURPS. 

With misfiring enchantments, I think I'm going to stick with a base of 1d cr ex +1 burn [1d cut] damage when they misfire. I'm also going to base it on multiples of 250 energy. So 1 - 250 is 1d cr ex 1 burn, 251 - 500 is 2d cr ex 2 burn, etc, etc, etc. The base skill to resist misfire for enchanted items is going to be as normal (Will-3 for The Known World, with normal modifiers for energy beyond the base cost and such). The skill level of the item to resist misfiring will take a -1 penalty for every year the enchantment persists, but will also be modified by the material enchanted. I'm thinking a fairly small range -2 or -3 to +2 or +3 with iron and steel being the 0 range and wolf-iron and paper being the extremes of the range. 

Major Sorcery tl;dr v2.0
  • Spells use (IQ+Will)/2 (round down) as their attribute.
  • Resisting misfire is done at Will-3 in The Known World. 
  • It is a learned skill, not an intuitive one based on magical lineage.
  • Must have External Sources Only limitation, -5%.
  • Must have the -10% or -30% version of the Radically Unstable Sorcery limitation.
  • Sorcerers write down their spells and such in grimoires, which are basically large reference documents. Every week a sorcerer goes without being able to reference his grimoire he gains a cumulative -1 to his effective skill level with all his spells. He may make an IQ check with a -1 per week he has gone without his grimoire to negate this penalty for one week.  Grimoires may be reconstructed at a rate of one spell per day. 
  • If a sorcerer has the Eidetic Memory advantage, he no longer needs a grimoire as a reference document. 
  • A sorcerer must have a number of physical mutations with a points value equal to the points value of their Sorcery advantage. Mutations may be advantages/perks or disadvantages/quirks and you pay and gain the normal points values for them. When totaling the value of your mutations up to compare to the value of your Sorcery advantage, treat your mutation points values as whole numbers, not negatives and positives. 
  • Misfire is unaffected by the base cost of energy necessary to cast a spell. Base cost is the smallest amount of energy necessary to cast the spell.
  • Energy spent to cast a spell beyond the base cost of a spell incurs a -1 cumulative penalty to effective skill level to resist misfire for every multiple of the Sorcerer's Will spent. 
  • Misfire chance is affected by skill level of the spell in question due to the effects of skill level on the energy costs of a spell. 
  • Misfire is checked for when a sorcerer finishes casting a spell. Sorcerous constructs, non-instantaneous spells and long term enchantments become more unstable the longer they exist and such spells only misfire when their enchantments are used, but they don't check for misfire more than once per minute. 
  • Effective skill to resist misfire is increased by 1 for every doubling of casters or compartments for the Compartmentalized Mind advantage involved in the casting (2, 4, 8, etc). Sorcerers with familiars will have a special option to gain the Compartmentalized Mind advantage. 
  • Misfiring enchantments do 1d cr ex +1 burn [1d cut] per 250 energy spent on the enchantment, but only do shrapnel damage if the item is destroyed. The misfire explosion deals damage directly to the item, ignoring DR. The item's chance to resist misfire when used is based on the normal chance to resist misfire with normal modifiers. The skill level to resist misfire decreases by 1 for every year the enchantment persists and is also modified by the durability of enchanted materials with iron and steel being the normal range, wolf-iron by a +3 to effective skill level to resist modifier and paper being a -3 to effective skill level. 

Holy fucking monkeytits. That's it. I'm done. I have been working on this for hours now and there's still another section I need to do. And I still need to proofread it. And I still need to do the same fucking shit for Gifts and psionics. 

Fucking a.