Wednesday, February 8, 2017

Navere, Whose Bones Sing of The Mountain

Is it whose or who's? I dunno. Whatever.

The following is a background for my wild elf druid Navere that I am currently playing in the Curse of Strahd 5th Edition module. It's the first background I've created for a character in literal years, so it didn't exactly exit my brain hole easily and I am a little rusty, which I think shows. It was written as a sort of fireside conversation. As if Navere and the other characters were seated around the fire and started asking each other for their life stories and how they became adventurers and whatnot. Some of Navere's defining characteristics are that he was raised by wolves, not elves, and that he is very focused on flight or flight instincts and predator vs. prey relationships. Here it is:

“My first memories have always been of blinding white snow beneath a glaring sun, glittering coldly like frozen gems. These memories are swiftly followed by ones of cold, a cold like a frost-rimed metal fist gripping my bones. This makes sense, as I grew up on a mountain called Cold Mountain in the Spine of the World. A cold, but beautiful place. Full of stormy winters full of thunder and lightning. I always loved the storms, the howling wind, the thunder rumbling in the distance, thumping in my chest like a second, stronger, heartbeat.”

“I was the youngest of six. My father was the head of our fairly large and extended family, he was strong and harsh, but a good father. My mother, the fiercest and strongest hunter of our people, ruled at his side.”

Navere smiles briefly, his lips quickly returning to their normal stoic flatness.

“I was a small and sickly child. Weak and pale and slow. Nearly blind, half deaf, not only the youngest of six, but the weakest. My siblings were always faster and stronger and tougher. Even as small children I could barely hold my own against them, and that was only because they pitied me and feared our mother’s wrath. I briefly knew an uncle that thought I was too weak to survive life in our harsh land and should be cast out to die on the side of the mountain. I say briefly because one winter, she dragged him by the scruff of the neck out to the side of the mountain and he never returned.”

Navere smiles sadly and says, “In his defense, his points were of merit. I was a burden to my family. But. I was family, and I was loved, and as I grew older I was occasionally useful. I could barely speak, but I could still make my family smile.”

Navere grins as he says, “I remember when I was still young, but no longer a child, the seasons had changed and ice was melting and the snow was heavy but still solid enough to pack. Snow perfect for snowballs. I had a cousin, big for his age and willing to throw his weight around, even if he was just throwing it at a cripple. We got into it and my father broke us up. I was of course the worse for it, black and blue and scratched up from head to toe. But I would not lay down in defeat and pain, and when my cousin turned to return to his siblings puffed up with pride for knocking me down, I hurled the perfect snowball right up his asshole. He yelped and bolted into the forest, and my antics and fine aim garnered a single bark of a laughter from my father.”

Navere shrugs, “Perhaps it is not so funny now, but at the time I thought quite well of myself.”

“I couldn’t fight or hunt well, but I was tricksie and that entertained many of my family members, especially the youngest of our people. When my siblings and parents hunted, I would care for the younger members of the family and make sure they stayed in our home where it was safe. I rarely hunted, but when trespassers came to our lands and my people went to war, I would distract them with my crude noises while my family encircled them and herded them away from our home and dealt with them.”

“Our lands were fairly secluded, so we had few trespassers, but all of them, save one, were met with bloodshed.”

“The one exception that my father allowed to live in our lands was an old thing. He’d lived on our lands as long as I could remember. My mother told me once he’d been on our lands since her own mother was young. He was small and bent, his skin wrinkled like a walnut and burned from wind and sun. He made his home in a broken down circle of stone. He dwelled in a crude lean to set up between the ancient monuments, a drafty thing of snow and ice and hides and damp timbers We had very little to do with him, and he never sought us out, but my father allowed him to remain on our lands because he was a healer. When I was at my sickest, my parents would take me to this bent old trespasser and he would use herbs and very occasionally magic to help me survive another season of poor hunting or bad weather.”

Navere pauses, thoughtful and quiet, before saying, “As a youth that was almost an adult, I was foolish and took risks with little care for consequences. My siblings, though stronger and faster and older, were cursed with the same youthful behavior. We were troublesome to the old healer. He was a trespasser, strange and alien to us. That fact that he had saved my life several times over and was under the protection of my father and mother had little impact on our behaviors.”

“When we were bored and he was away doing whatever it was he did with his time, we would rifle through his belongings, knock about his furniture, dig at his garden of herbs and roots. Childish things that did little harm and only served to annoy an elderly healer living far beyond the edges of civilization.”

“It was on one such immature excursion to the healer’s icy shanty that I discovered my magic. We had nosed around in his personal belongings, gnawed on the tasty roots her grew in his root cellar. Two fallen stones made up the sides of his small dwelling. The stones were grey, darker than the other stone of the mountain, and ancient beyond reckoning. They were chipped and worn and frosted over, and vague designs could be seen on them, too obscured by grime and the slow march of time to be legible.”

“Standing close to the stones, you could sense their power, a vibration you could feel in your bones. We would dare each other to stand close to them, the one that got closest and stayed there longest was proven brave to our adolescent minds.”

Navere smirks as he speaks, “This was one game I regularly won. For whatever reason, I could stand closest to the stones for the longest. So close my nose almost touched them. Once I did so for so long it was the old healer that forced me to leave with bellows of rage and an oaken stave.”

“The story is simple, we had had our fun among the healer’s possessions and began are feats of daring. I slipped and broke my nose upon the cold stone. My siblings said I flailed wildly and screamed and fled to find our parents. All I felt was lightning. Like a bolt had speared me from the sky and ground its way through my spine down into the ground, chewing through every nerve in its path, leaving them ragged and torn in its wake.”

Navere shivers a little as he recalls the pain, but he continues, “I woke to my mother dragging me away from the stone. When I became aware enough that I could stand, I found I could sense something. It wasn’t anything I could see or hear or smell, it was more subtle than that. I found that I could sort of feel the undercurrent of life flowing through everything. I could sense it in the rapid and worried breathes of my mother as she kissed my head. I could sense it in the way the river flowed over rocks. I could sense it in the way the wind howled as it wound its way across the face of our mountain and the way it whirled through the leaves of the trees of our forest.”


A note of pride begins to creep into Navere’s voice as he speaks, “Once I could sense this energy, this pulse of life, and feel how it moved through the world, I learned to manipulate it and reshape it. I could heal, I could command fire, I could speak to my family in a way I never could before. I could shake the earth and call the wind to my aid. For the first time in my life, I could hunt with my people and help them fight off trespassers.”

By the end of it, Navere is smiling almost smugly. But it is short lived and his expression flattens and he continues.

“I am an elf, and we are long lived, and eventually my brothers and sisters and parents and even my younger cousins passed away. My father slunk away from our lands to die alone and in peace. My mother died hunting a bear, refusing to bow to the wearying grip of age and death and instead dying in the heat of a fight, with a foe’s blood steaming on her face in the cold air, her death serving to strengthen the pack.”

Navere smiles as he says, “My mother was, as I said, fierce.”

“I continued living among my people for a decade or so, slowly feeling myself growing more and more distant from them, until I decided to make my home between the old stones where the healer had lived, for he too had passed away at this point. I hunted with my people, made war with them against those that trespassed upon our lands, but they had no real purpose or need for me and my time was mostly my own. There came a time when I found youths in my tiny cave of packed ice and ancient stone, rummaging in my few meager possessions and stock of foodstuffs. They scampered off quickly, clearly delighting in their mischief, and I realized that I had become as much a tolerated trespasser as the old healer had been. I was more involved with my people than he had been, but I had become little more than a tolerated fixture of their lands, rather than a contributing member of our people.”

Navere pauses for a moment, his eyes distant, before refocusing and saying, “For one raised always among family, this was a terrifying realization. Living life as we did, fear was a constant friend, its prickly fingers constantly caressing your neck. We fight or flee, that is our life upon the mountain, and fear is there to remind us of the consequences of choosing wrongly when deciding which course to take. This fear that fell upon me, this fear was not an ally guiding my actions, this was a brutal foe paralyzing me with indecision.”

Navere pauses and looks away from the fire before returning his gaze to you all and saying, “There is no shame in fear. If we did not fear, we would foolishly spend our lives on pointless battles or hunting prey far beyond our skill. But this crippling fear, this alien dread that I felt so long ago, it is shameful and not something I wish to ever experience again.”

Navere pauses to take a swig from his waterskin before continuing.

“I overcame my dread and decided I would leave the lands of my people. I knew little of the lands beyond the mountain we made our home upon, but the old stones and the forest and the mountain whispered to me of life and magic and I knew I would either find my way or find death. With that sense of dread still fresh in my heart, I was unsure which would be more welcome.”

“In short, I gathered a few provisions, including some armor and a blade that had belonged to the old healer, and I came down from the mountain and found civilization. The first few years were...awkward. But I survived.”

“I learned of money and other races and peoples of the land. I lived among them being of use as a hunter and healer.”

He smiles as a self-deprecating tone creeps into his voice while he says, “I discovered what currency was and immediately discovered what gambling was and that it was not something I was talented at. I also discovered that liquor was a fine thing that led to many poor decisions regarding currency and gambling.”

“I survived though, and the shine of civilization wore away after a time and I realized that the fringes of civilization were more suited to me, so there I stayed. I continued my trend of wandering and gaining work as a healer and hunter. As I grew more competent I began finding work hunting more dangerous beasts, and occasionally men. This eventually turned into the life of an adventurer, and only a few short years later I find myself here at this fire with the five of you.”

So there it is.

Wednesday, February 24, 2016

GURPS Hekinoe Racial Templates: Elduman

Alright, so this one is just another one I've previously completed. The Elduman.

Elduman
Origin: Elduman originally came to The Known World due to their empire of Kaleshmar being destroyed by a sorcerous cataclysm and partially crashing into The Known World when it fell from the sky.
Favored Regions: Haven, The New Empire, The Old Empire.
Appearance: Superficially, the Elduman resemble their descendants of The New Empire and The Plains of Dust that were born from Elduman and Uncout interactions. Like their descendants, Elduman have a humanoid appearance. The most obviously different feature of the Elduman race is that their eyes appear to be uncut gemstones.
The hair on Elduman bodies is actually composed of thin crystalline fibers that appear to be pale shades of normal hair colors such as brown or blonde. This fibrous hair only grows on the face and head of Elduman. Elduman flesh also appears paler than the skin of Uncout and does not tan or burn when exposed to the sun. Aside from this oddity, the flesh of Elduman is fairly normal. It sweats and bleeds and heals. However, it feels somewhat waxy to the touch.
Racial Characteristics: The most well known trait of Elduman is their ability to wield psionic powers. This trait is possessed by some of their descendants as well. These powers are varied in nature and do not appear to be linked to sorcery in any way, despite being able to perform similar effects.
Because the eyes of the Elduman are living crystal, there is no need to keep them moist or protect them with eyelids. While Elduman do have eyelids of flesh, they do not need to blink to moisturize their eyes or protect them from grit. This endless, unblinking gaze has been described as unnerving.
While their flesh appears to be somewhat unnatural in nature, the oddest quality of the bodies of the Elduman are that this flesh is merely a thin covering. Beneath this faux-flesh is a body composed entirely of bluish crystal. This crystal flesh is somewhat flexible, though somewhat stiffer than that of flesh and blood creatures, and flesh-like and contains crystalline versions of muscles, bones, and internal organs.
In addition to their various advantages their psionics and crystalline bodies provide them, Elduman are well adapted to the hot climate of The Known World. The Old Empire is a scorching desert of gleaming sands utterly devoid of shade and Elduman bodies have adapted to survive in similar environments.

Elduman Racial Traits
0 points
Mandatory Traits
Basic Attribute Ranges At Character Creation
ST 8 - 14
DX 8 - 14
IQ 8 - 14
HT 8 - 14
Secondary Characteristics
SM +0 (5’ 6” - 6’ 6”)
Advantages [46]
Alternative Sustenance: Doesn’t Eat or Drink [10]
Crystalline Flesh: Temperature Tolerance 2 (Cold 1/Hot 1) [2]
Elduman Resilience: Damage Reduction 5 (Biokinesis, -5%; Active Defense Roll, -40%; Costs 1 FP/Use, -10%; Requires Attribute Roll: Will, -5%) [10]
Groinless: Injury Tolerance (No Groin) [2]
Immortal: Unaging [5]
Psionic: Energy Reserve 3 (Psionic) [9]
Reduced Sleep: Less Sleep 4 [8]
Disadvantages [-45]
Crystalline Flesh: Fragile (Brittle) [-15]
Shatter Prone: Vulnerability (Occasional Substance: Sonic Damage; Damage Multiplier x2) [-20]
Strange Biology: Unusual Biochemistry [-5]
Vulnerable To Gifts: Revulsion (Occasional Substance: Gifts) [-5]
Quirks [-1]
Stiff Limbs: Stiff Limbs (-1 on Climbing, Escape, and Erotic Art rolls) [-1]

Optional Traits
Advantages
  • Enhanced Elduman Resilience [+2/1 DR]: The Elduman may increase their Elduman Resilience up to Damage Resistance 15 and may do so at any time.   
  • Passive Resilience [10 - 30]: Some Elduman possess a passive form of Elduman Resilience that functions at all times, this form of the resilience ability replaces the active ability and because it requires more effort and psionic energy to maintain, it is weaker. Passive Elduman Resilience is purchased as Damage Reduction 2 - 6 (Biokinesis, -5%).

Features
Feature: Elduman are psionic creatures and my use all five types of psionics and may purchase a wide variety of advantages as psionic powers.

Feature: Elduman may not purchase sorcerous advantages or access sorcerous energy in any way.

I'm not going to bother with Elduman Descended Uncout. They would normally be next, as these are going alphabetically. Basically they're human, but they have a longer lifespan and a feature that allows them to use some forms of psionic powers. Specifically they have access to a more limited form of biokinesis than Elduman, a more limited form of esp than Elduman, as well as psychokinesis and telepathy. They can also use sorcery, making them one of two races in The Known World that can use both psionics and sorcery.

The next race is the Fallen. They're always where I typically get stuck when doing GURPS versions of Hekinoe's races. This is partly because they're somewhat difficult to craft, as they are completely immortal and that and their transformation to their spirit form is somewhat complicated to craft. We'll see how it goes.

Friday, February 19, 2016

GURPS Hekinoe Racial Templates: Dwenoren

Next up, we've got the Dwenoren, who have appeared on the blog here several times. So once again, we're just going to copy and past without really getting into the nitty gritty of everything. Again, please excuse any formatting or font oddities. 

Dwenoren

Origin: The Dwenoren are native to The Known World and have existed here since before the fall of Kaleshmar.
Favored Regions: Kusseth, Volungshemle, Whurent.
Appearance: The Dwenoren are a relatively short race of humanoids, typically only reaching around five feet in height. They have pale, perpetually moist, hairless skin, no finger or toenails, and though their heads appear normal, relatively speaking, they completely lack eyes and eye sockets.
The fluid coating their skin is not sweat, it is an oil they secrete that insulates them from the cold temperatures in their lightless caves. Instead of empty eye sockets they have a bone plate above their nose that provides further protection to their brains. Their ears are large and wrinkly and are decidedly bat-like in shape. Along their jaws and chins they have thick grey spines, almost like a beard, that are a sensory organ that is able to detect minute shifts in air current and pressure.
Racial Characteristics: Dwenoren possess the ability to emit a form of ultrasonic noise that allows them to sense their environment similar to the noises emitted by bats. Their highly developed hearing and unique ear structure allow them to sense the echo of these normally imperceptible noises as they strike objects. This allows them to form a mental picture of their surroundings. Though completely blind, these noises coupled with their sensory spines allow them to navigate their surroundings.
The Dwenoren race does not have a male/female gender distinction, though they can perceive and understand the difference in other races. Most Dwenoren accept being referred to as male by other races, though they have no gender prefixes in their own tongue. Their method of reproduction is primarily unknown, but the Dwenoren are supposedly related to some manner of worm or grub.
Because of the cold temperatures found below the surface, Dwenoren are resistant to cold temperatures. This is a byproduct of the oils secreted naturally by their skin. This oil is somewhat thick and also serves to make them rather slippery, giving them an advantage when grappling with foes or attempting to escape bonds.

Dwenoren Racial Traits

25 points
Mandatory Traits
Basic Attribute Ranges At Character Creation
ST 8 - 14
DX 8 - 14
IQ 8 - 14
HT 9 - 15
Secondary Characteristics
SM +0 (4’ 6” - 5’)
Advantages [75]
Echolocation [51]: Scanning Sense (Sonar; Extended Arc: 240, +75%; Targeting, +20%; Increased Range: 2x, +10%) [41], Ultrasonic Speech [10]
Excellent Hearing [2]: Acute Senses (Hearing) 1 [2], Ultrahearing [0]
Eyeless [5]: Injury Tolerance (No Eyes) [5]
Groinless [2]: Injury Tolerance (No Groin) [2]
Sensory Spines [12]: Vibration Sense (Universal +50%; Limited Effect: Front 120 Degree Arc, -30%) [12]
Skin Oils [3]: Slippery 1 [2], Temperature Tolerance 1 (Cold) [1]
Disadvantages [-50]
Eyeless [-50]: Blindness [-50]

Optional Traits
Advantages
Enhanced Echolocation [+2]: Some Dwenoren possess a greater ability to emit and receive the frequencies of their race’s echolocation. These Dwenoren replace the Increased Range: 2x, +10% enhancement of their Scanning Sense (Sonar) advantage with Increased Range: 5x, +20%.

Features
Feature: Dwenoren may purchase Acute Senses for their Scanning Sense (Sonar) and Vibration Sense advantages.

Alright, so that's the Dwenoren. Weee.

Monday, February 15, 2016

GURPS Hekinoe Racial Templates: Children of Volung

Alright, here goes. Forgive any font/formatting oddities here, I'm basically going to be typing these in the main Google Drive document and pasting them here. I've already completed the Children of Volung racial template before on the blog, so I'm just going to copy and paste that into the post instead of getting into the what and why of the various advantages and disadvantages and whatnot. Once I get into some races I haven't finalized before I'll take longer and discuss things as I figure out the precise components of each race.

Children of Volung

Origins: The Children of Volung originally came to The Known World in the year 5006 DK from the distant homeland they refer to only as The North.
Favored Regions: Kusseth, Volungshemle, Whurent.
Physical Appearance: Volung's Children stand head and shoulders above other races, with the majority of them reaching at least seven feet in height when their bodies mature. Their bodies are composed of very tough hide-like skin, lean and wiry muscles, and thick bones that are evidently more durable than the bones of other races. It is said that beneath their skin, their ribcages have an additional layer of protection in the form of bony overlapping plates similar in structure to that found in dragon scales and archaic forms of scaled armor.
Their hair is universally raven black, as are their eyes. The eyes of Children appear to be orbs of solid black with no sign of white or iris. Their lips are thin and like their skin they have a leathery appearance and behind them are the pointed teeth of a carnivore. The ears of their race are long and taper backwards to points.
Like the Uncout and the other humanoids of The Known World, they have the standard collection of humanoid features, two arms, two legs, a head, ears, a nose, etc. Like other races, they require food, water, and air to live.
Racial Characteristics: One of the main characteristics of the Children of Volung is that they are physically immortal. Once they reach maturity, their bodies cease to age. Barring injury, their lives seem to extend indefinitely. They also appear to have an innate resistance to poisons and diseases. This resistance to ailments is fortunate as common treatments and elixirs found in The Known World often work unexpectedly on Children unless specifically designed for them.
Perhaps due to their origins in the distant north of Hekinoe, the Children of Volung possess an increased tolerance for cold temperatures. This advantageous adaptation is unfortunately of little use in the warm climate of The Known World.
Children of Volung also appear to be incredibly durable. Whether this is merely a side effect of their tough skin, muscle, and skeleton, or a separate adaptation is unknown. Regardless, they tend to be more difficult to kill outright or knock out than other races.
The most iconic characteristic of the Children of Volung is their rage. Admittedly, popular culture and gossip makes the rage of Volung’s children out to be more than it is, but as a species, they do possess what might be called a racial rage or bloodlust, though how vulnerable they are to this innate aggression is of course down to the individual.

Children of Volung Racial Traits

8 points
Mandatory Traits
Basic Attribute Ranges At Character Creation
ST 9 - 15
DX 8 - 14
IQ 8 - 14
HT 9 - 15
Secondary Characteristics
SM +1 (6’ 6” - 7’)
Advantages [33]
Hardiness [10]: Resistant (Common: Diseases; +3 HT To Resist, x1/3) [5], Resistant (Common: Poisons; +3 HT To Resist, x1/3) [5]
Immortal [5]: Unaging [5]
Northern Blood [1]: Temperature Tolerance 1 (Cold) [1]
Plated Rib Cage [5]: Damage Resistance 1 (Partial: Torso, -10%) [5]
Tough Bones [5]: Injury Tolerance (Unbreakable Bones; Limited Effect: x1.5 Damage To Cripple Limbs, -50%) [5]
Tough Hide [3]: Damage Resistance 1 (Tough Skin, -40%) [3]
Tough To Put Down [4]: Hard To Kill 1 [2], Hard To Subdue 1 [2]
Disadvantages [-25]
Strange Biology [-5]: Unusual Biochemistry [-5]
Volung’s Rage [-20]: Berserk (Self Control: 12, x1) [-10], Bloodlust (Self Control: 12, x1) [-10]

Optional Traits
Advantages
Secret Access [25]: At character creation, Children of Volung characters may take Unusual Background: 24 [25]. This advantage grants you access to a special selection of equipment available only to Children of Volung. You may not know what this equipment is before taking this Unusual Background, and neither the player nor the character may speak of what is available to other players or characters. Doing so will cause the advantage and the purchased gear to be removed with no refund of character points or marks.

Features
Feature: Children of Volung may purchase up to 3 levels of Hard to Kill and Hard to Subdue (4 levels for player characters) rather than the normal maximum of 2 levels (3 levels for player characters).
Feature: Volung’s Rage is a longstanding biological trait of the Children of Volung, and the Self Control numbers to resist their Berserk and Bloodlust disadvantages may be modified, but the disadvantages themselves may never be completely bought off.

Alright, so that's the Children of Volung. Woo!

Friday, February 12, 2016

GURPS Hekinoe: Racial Templates

I need to kick it into gear here. This campaign for The Known World is taking stupid long. It's been in the works for over a year. I keep slacking and losing focus and getting distracted by shiny things (or ugly pixelated things in the case of Minecraft). Need to focus up. Magic is about where I want it, so it's time to move my ass along. I have an introduction and character creation chapter that's mostly complete. At least until I figure out what else needs to go in there. Heh. Those sections are followed by a section on optional rules and that sort of thing.

My thought is that following that stuff should be the races and nations of The Known World. The people and places are so integral to the setting, for obvious reasons, so they should come next. From time to time I've worked on the racial templates and gone back and altered them as I've become more familiar with the system. I feel like the time has come to finalize them. For reals. So let's do that.

The first thing we need to do as part of finalizing the racial templates is establishing a format for the entries. This isn't difficult, I've mostly already done it in the various entries. One thing I really truly want to hammer home in these racial templates is separating biological and cultural traits. So each racial template will consist of the actual racial template, a physical description of the race, and any noteworthy biological traits that are common to them. That's it. Anything else like attitudes and relations with other races, like you see in DnD race entries, is cultural information. Which will go in the cultural template section.

We're going to break the rules section into a fairly normal arrangement of parts: mandatory traits, optional traits, and features. Mandatory traits will contain the biological advantages, disadvantages, quirks, and perks of the race, as well as the character creation attribute ranges. Optional traits will govern special biological advantages, disadvantages, etc, etc, that some, but not all of the members of the race have. For instance, some Sereth retain the innate resistance to sorcery that their ancestors had when the Sereth and Vyanth were just the Vyanth. Features are special options and allowances that the race has. For instance, Rankethlek and Soulless have no FP, so they are immune to most effects involving FP, but they also can't use FP.

Before I get into the racial templates, I want to establish a sort of player character template. GURPS is a very very deadly game, especially with things like magic and firearms added into it. I like this aspect of GURPS. There's a reasonable chance for characters to die or be seriously injured in any combat. It's a design focus they had, because combat is typically deadly, so they made combat deadly. GURPS is a game where you're not throwing combat encounters at the players simply to wear away 10% of their resources. Which is the design intent of many DnD combat encounters. Even though I like this, I'd like player's to have an edge, because I like players to grow attached to their characters and for those characters to not drop like flies. 

First off, we give the template Weirdness Magnet [-15]. This is a disadvantages that I have re-purposed from what it exists as in the rules. I forget what it normally does. What it means in my campaigns is that as player characters, there are going to be things that happen to the players because they are player characters. There are going to be lots of unforeseen consequences to their actions. Some random mook they kill will end up having a extra powerful witch as a mother. Some random mook they maim, but don't kill, will end up surviving and swearing vengeance. Ancient supernatural entities will decide they are interested in the players. Etc. Weirdness Magnet is me recognizing that and granting you extra points because of it. 

The first two features are going to allow players to increase their HP and FP to 40% of their Strength and Health, rather than the normal 30%. So a normal character with a 10 in Strength and a 10 in Health can have 13 HP and 13 FP, but a player character could have 14 and 14. It's a small modification, but it is recognition that players are special. 

The second two features are going to allow players to purchase up to three levels of Hard to Kill and Hard to Subdue, rather than the normal two levels. Again, a small boon, but still one that definitely sets PCs apart from mooks. 

Player Character Template
0 points
Disadvantages [-15]

  • Weirdness Magnet [-15]

Feature: Player characters may purchase HP up to 140% of their Strength, rather than the normal 130%.
Feature: Player characters may purchase FP up to 140% of their Health, rather than the normal 130%. 
Feature: Player characters may purchase up to three levels of Hard to Kill, rather than the normal maximum of two levels.
Feature: Player characters may purchase up to three levels of Hard to Subdue, rather than the normal maximum of two levels. 

Alright, so that's the player character template. We'll move on to the races next week. Hopefully. Maybe. 

Friday, February 5, 2016

GURPS Hekinoe Magic: I'm Bloody Fucking Brilliant

So one of the reasons I switched to the college skills for casting spells instead of having characters buy spells was because I wanted to represent the fact that there are not individual spells with specific incantations and uses in Hekinoe. You're just using fire magic and shaping it with your will. This style of magic is normally called wildcard magic and you typically purchase a very hard skill called magic at triple the cost and apply penalties to your effective skill level for each prerequisite spell the spell has. I split it into very hard college skills for two reasons. The first was to reduce the cost of magic, at least for specialists that don't want to cast all types of magic. The second reason was so I could associate a skill with each college that allowed you to buy it higher than the normal cap on purchased level, in addition to certain advantages granting that permission.

Those advantages were Unfazeable, Versatile, and Visualization. This coupled with the skills associated with each college allowed the college skills to be purchased at up to attribute+5. The reason I capped the college skills was because there is only so much you can do to get better at making magic in a certain way. It's not something you can endlessly get better at. I also increased the Magery cap of The Known World to 10. The reason I did that was because of the prerequisite spell modifier to effective skill level issue. 

I had discussed adding a technique that allows you to negate the prerequisite penalties, but I felt that that was not in keeping with the intent of techniques, which is to modify specific uses of a skill, not every use of the skill. 

Last night (two weeks ago) I think I hit upon a solution that balances all of my goals and desires here. 

The first step is to switch the college skills back to one very hard magic skill that is triple the normal cost. The next step is to cap that skill at attribute+2, with having the Unfazeable, Versatile, and Visualization advantages each increase the purchase cap by +1, allowing you to potentially purchase the Sorcery/Magic wildcard skill at attribute+5.

The second step is to drop the Magery advantage cap back down to 7 (with the one individual on Hekinoe with the highest Magery having a 7, not a 10). 

The next step is to add a technique associated with each college of spells that allows you to negate part of the prerequisite spell penalty for that college. So there will be a technique associated with the fire college, air college, technological college, etc, etc, etc. This fits more with the design of techniques, instead of modifying every use of a skill, you're modifying using the skill to cast air spells or fire spells, or whatever. 

Now the issue becomes representing the fact that knowledge of a certain type improves your ability to shape magic of a certain type. My thought is that each of these techniques, regardless of how high you buy them, only negates 1/3 of the prerequisite penalties to effective skill level with a spell. So with fireball having three prerequisite spells, regardless of how much of Fire College Better Yeah technique you had, you would only negate a -1 penalty to effective skill level with fireball. My thought is that having a skill level of 15 with a college's associated skill would allow your technique to remove up to 2/3 of the prerequisite penalty for spells of that college, and having the associate skill at 16+ would let your technique remove all of the prerequisite penalties for spells of the associated college. 

With this system, I'd separate the colleges of spells again to be closer to the way they appear in GURPS Magic. Metal would still get lumped in with earth and weather would still cease to exist. The whole purpose of reducing the amount of colleges was to reduce the amount of points it would cost to be a generalist sorcerer, and switching it to one wildcard skill for magic instead of one skill for each college already does that.  

So yeah, I'm brilliant and whatnot and that works pretty nicely for my tastes and purposes and allows the prerequisite penalty issue to be handled. 

Wee!