|
|
|
#1 |
|
Join Date: Sep 2016
|
I was asked to post this stuff to get a wider review.
Idea I’d like certain advantages and power abilities (see GURPS Powers for how to create powers) to be skills instead of advantages like Magery spells. I call these Ability Skills. I got the basic idea for this from a 4chan post. To create an Ability Skill first build the advantage as normal. For power abilities one would typically make the ability an alternative ability of a certain level of the power talent. Next, make a new Power Skill for the advantage just like in the (Skills for Everyone option in GURPS Powers.) If the advantage does not already require a skill roll add the Required (Skill) Roll limitation for the new Power Skill specifically made for this advantage. If the advantage already requires a skill or attribute roll modify the roll to use a new Power Skill specifically for it. Next combine the power skill with the advantage ability that relies upon the power skill. To make a roll to use the advantage at Stat+0 one would have to buy the cost of the advantage plus the cost of the Hard power skill (which is 4.) When we combine the power skill with the advantage we want to make the costs to reach a roll of Stat+0 the exact same as previously. Buying up a Very Hard skill roll to +0 costs 8 points which is the same cost as buying up a Hard skill to +0 (4 points) and a 4 point advantage. So we can convert any 4 point advantage that uses a Hard skill into a single Very Hard skill and have the same point costs. Note that for alternative abilities: • A 4 point advantage must be an alternative ability of a 15 point or higher advantage. • A 3 point advantage must be an alternative ability of a 15 point or higher advantage. • A 2 point advantage must be an alternative ability of a 10 point or higher advantage. • A 1 point advantage must be an alternative ability of a 5 point or higher advantage. Examples Goetia The calling on upon the demonic for power. Theurgy (calling upon angels) and necromantia (calling upon spirits of the dead) could be stated up in a similar way. Vis It is well known that demons like to acquire souls. What is less well-known is that one of the major uses of souls is transforming them into vis, a magically powerful substance very useful for creating magic items and casting powerful spells. The basic unit of vis is the soul which is equivalent to the amount of vis extractable from one average human in one quick go (as opposed to over a very long and painful eternity in hell.) Demons are always willing to accept the raw resource, live humans, instead of vis. Advantage: Goetia Talent 0 [8] You are in tune with the demonic and receive the benefits of Empathy when dealing with them. As well, you can Channel demonic spirits. Use of Empathy with demons gives 1 corruption point. Channelling demons gives 1 corruption point. Advantage: Goetia Talent [5/level] This magical Talent adds its level to Ritual Magic (Goetia) and to skill rolls for Theurgy skills. This talent is not the same as Magery and should not be confused with it. All Goetia skills are limited by the following power modifier: Note that demons are jealous and may squabble and fight with other demons under your service. Summoning more than one demon at a time is not advisable. Many demons are scary and terrible in appearance and require a Fright Check when first summoned. PM Goetia [-20%]: • Corrupting [-20%] Skill: Imp IQ/Very Hard You know the rituals to channel and summon an imp, a specific class of cowardly and weak demons who are most useful for scouting. Once the imp has been summoned and an appropriate sacrifice has been given (a small bowl of pig blood) you can ask it to perform one favour for you. At the end of the service you can bargain with it for a new task. You can bargain with an imp for different tasks but results are not guaranteed and the imp may become angry with you and attack. These favours are: • Serve you as a familiar for 30 days. Manoeuvre Time: 1 hour Prerequisite: Goetia Talent 1 Corruption: 0 Total [1] • Alternative Ability (Goetia Talent 1) [1/5] • Allies (imp, 50%) [1] • Constantly [*4] • Summonable [+100%] • Conjuration [+0%] • Takes Extra Time [-120%] • Requires (Skill) Roll [-10%] • PM Goetia [-20%] Skill: Mage Devil IQ/Very Hard You know the rituals to channel and summon a mage devil, a specific class of cowardly but magically powerful demons who are most useful for learning arcane lore. Once the mage devil has been summoned and an appropriate sacrifice has been given (1 soul of vis) you can ask it to perform one favour for you. At the end of the service you can bargain with it for a new task. You can bargain with a mage devil for different tasks but results are not guaranteed and the demon may become angry with you and attack. Some research into Hidden Lore (Demonology) may be required to find out which specific mage devil needs to be summoned to teach which specific piece of information. Some skills mage devils never teach: if you want to learn Erotic Arts summon a Succubus. These favours are: • Tutor you for 30 days in a skill. If you have not learned the skill in 30 days you need to pay again or find a new tutor. Manoeuvre Time: 10 minutes Prerequisite: Goetia Talent 2 Corruption: 2 Total [2] • Alternative Ability (Goetia Talent 2) [1/5] • Allies (mage devil, 100%) [5] • Constantly [*4] • Summonable [+100%] • Conjuration [+0%] • Takes Extra Time [-90%] • Requires (Skill) Roll [-10%] • Trigger (Rare, Illegal) [-60%] • PM Goetia [-20%] Astrology Astrology is the ancient means of divining information from the stars. Advantage: Astrology Talent [5/level] This magical Talent adds its level to Soothsaying and to skill rolls for Astrology skills. This talent is not the same as Magery and should not be confused with it. All Astrology skills are limited by the following power modifier: PM Astrology [-5%]: • Accessibility (must know date and star map of area of interest) [-5%] Skill: Astrology IQ/Very Hard Requires Specialization Use astrological calculations to make predictions about one specific subject or skill of expertise. Take at least 10 minutes to make appropriate calculations that ask for the answer to one question. On a successful roll your question is answered as if a completely reliable supernatural Contact with an effective skill of 21 tells you the answer. Manoeuvre Time: 1 minute Prerequisite: Astrology Talent 1 Total [1] • Alternative Ability (Astrology Talent 1) [1/5] • Contact (nonhazardous, quick, skill 21, supernatural, completely reliable) [15] • Takes Extra Time 6 [-60%] • Requires (Skill) Roll [-10%] • PM Astrology [-5%] Last edited by preteriteeggnog; 09-17-2016 at 04:35 PM. |
|
|
|
| Tags |
| homebrew powers |
|
|