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Old 11-03-2013, 02:32 PM   #1
Raekai
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Default [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

Perussinexian Magick: Ritual Path Magic
When the Creators gave substance to the void by creating the planet Perussinexus, they did so with the four Primary Elements: Air, Earth, Fire, and Water. When the Creators gave the gift of the Elements to the Perussinexians, their curiosity allowed them to explore the Elements further. Chemical was born of Fire and Water, Crystal was born of Air and Earth, Lightning was born of Air and Fire, Metal was born of Earth and Fire, Sound was born of Air and Water, and Wood was born of Earth and Water. Each Perussinexian is born to two elements that cannot be changed or altered. Furthermore, each Perussinexian is born with a dual-soulspirit. An Eidolon soulspirit can control positive energy, a Weidolon soulspirit can control negative energy, and a Neidolon soulspirit, of which there are only twenty-six, can control the Nothing. Perussinexian magick also allows control over the Flux and Mana of the universe as well as control over their Soulspirit, which allows them to alter their body and mind. In addition, there are two special Perussinexians that are descended directly from the Creators that can control one of Light and Darkness. Last but not least, there is also the secret Creatorian magick of Song, but that can only be accessed by a Perussinexian with direct Creatorian lineage or Creatorian infusion.

This elemental structure comes from my own setting from the series of novels that I am working on. While I am happy to take critique on mechanics, I will likely not be altering any of the raw ideas here. The way that the Primary Elements interact in the combination of the Secondary Elements is my own unique creation from way back when; it is not traditional.

Alright! That's all my stuff!

Last edited by Raekai; 11-03-2013 at 02:40 PM.
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Old 11-03-2013, 02:35 PM   #2
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

The Primary Elements

Path of Air
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Air includes air, wind, and some gases. Lesser Air effects can manipulate normal forms of air, wind, and gases in simple or rough ways; it allows the caster to interact with air in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Air effects can cause air to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of air.

Path of Earth
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Earth includes dirt, stone, and some ores. Lesser Earth effects can manipulate normal forms of earth, stone, and ores in simple or rough ways; it allows the caster to interact with earth in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Earth effects can cause earth to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of earth.

Path of Fire
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Fire includes flames, heat, and some explosions. Lesser Fire effects can manipulate normal forms of flames, heat, and explosions in simple or rough ways; it allows the caster to interact with fire in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Fire effects can cause fire to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of fire.

Path of Water
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Water includes water, ice, and some liquids. Lesser Water effects can manipulate normal forms of water, ice, and liquids in simple or rough ways; it allows the caster to interact with water in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Water effects can cause water to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of water.

Last edited by Raekai; 11-05-2013 at 06:43 PM.
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Old 11-03-2013, 02:37 PM   #3
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

The Secondary Elements

Path of Chemical
IQ/VH
Default: Path of Fire-3; Path of Water-3
Prerequisite: Path of Fire; Path of Water; Thaumatology (Perussinexian Magick)

Chemical includes acids, bases, and some other corrosive substances. Lesser Chemical effects can manipulate normal forms of acids, bases, and other corrosive substances in simple or rough ways; it allows the caster to interact with chemicals in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Chemical effects can cause chemicals to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of chemicals.

Path of Crystal
IQ/VH
Default: Path of Air-3; Path of Earth-3
Prerequisite: Path of Air; Path of Earth; Thaumatology (Perussinexian Magick)

Crystal includes crystals, polycrystals, and some amorphous solids. Lesser Crystal effects can manipulate normal forms of crystals, polycrystals, and amorphous solids in simple or rough ways; it allows the caster to interact with crystals in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Crystal effects can cause crystals to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of crystals.

Path of Lightning
IQ/VH
Default: Path of Air-3; Path of Fire-3
Prerequisite: Path of Air; Path of Fire; Thaumatology (Perussinexian Magick)

Lightning includes lightning, electricity, and some radiation. Lesser Lightning effects can manipulate normal forms of lightning, electricity, and radiation in simple or rough ways; it allows the caster to interact with lightning in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Lightning effects can cause lightning to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of lightning.

Path of Metal
IQ/VH
Default: Path of Earth-3; Path of Fire-3
Prerequisite: Path of Earth; Path of Fire; Thaumatology (Perussinexian Magick)

Metal includes metal, magma, and some magnetism. Lesser Metal effects can manipulate normal forms of metal, magma, and magnetism in simple or rough ways; it allows the caster to interact with metal in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Metal effects can cause metal to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of metal.

Path of Sound
IQ/VH
Default: Path of Air-3; Path of Water-3
Prerequisite: Path of Air; Path of Water; Thaumatology (Perussinexian Magick)

Sound includes sound, silence, and some molecular vibration. Lesser Sound effects can manipulate normal forms of sound, silence, and molecular in simple or rough ways; it allows the caster to interact with sound in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Sound effects can cause sound to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of sound.

Path of Wood
IQ/VH
Default: Path of Earth-3; Path of Water-3
Prerequisite: Path of Earth; Path of Water; Thaumatology (Perussinexian Magick)

Wood includes wood, paper, and some living plants. Lesser Wood effects can manipulate normal forms of wood, paper, and living plants in simple or rough ways; it allows the caster to interact with wood in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Wood effects can cause wood to do complex, unnatural things on larger scales, or very precise and controlled things, and it allows the caster to interact with any weird forms of wood.

Last edited by Raekai; 11-05-2013 at 06:44 PM.
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Old 11-03-2013, 02:38 PM   #4
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

The Universal Paths

Path of Flux
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Flux incorporates the effects of the standard Path of Chance and the standard Path of Crossroads. Basic Perussinexians have an inherent penalty of -4 to this path, Merged Perussinexians have a -2 to this path, and Perfected Perussinexians remove the penalty.

Path of Mana
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Mana incorporates the effects of the standard Path of Magic and the standard Path of Spirit. Basic Perussinexians have an inherent penalty of -4 to this path, Merged Perussinexians have a -2 to this path, and Perfected Perussinexians remove the penalty.

Path of Soulspirit
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick)

Soulspirit incorporates the effects of the standard Path of Body and the standard Path of Mind. Furthermore, outside of affecting themselves, an Eidolon may only use positive effects on other subjects and a Weidolon may only use negative effects on other subjects in order to represent their control over their respective dual-soulspirit energy. Basic Perussinexians have an inherent penalty of -4 to this path, Merged Perussinexians have a -2 to this path, and Perfected Perussinexians remove the penalty.

Last edited by Raekai; 11-05-2013 at 06:48 PM.
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Old 11-03-2013, 02:39 PM   #5
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

The Special Paths

Path of Darkness
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick); Unusual Background (Creatorian)

Darkness includes the control over darkness in all of its forms including treating darkness as if it were a physical substance. Lesser Darkness effects can manipulate darkness in simple or rough ways; it allows the caster to interact with darkness in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Darkness effects can cause darkness to do complex, unnatural things on larger scales, or very precise and controlled things.

Path of Light
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick); Unusual Background (Creatorian)

Light includes the control over light in all of its forms including treating light as if it were a physical substance. Lesser Light effects can manipulate light in simple or rough ways; it allows the caster to interact with light in a natural manner on large scales, or an unnatural manner on a very small scale. Greater Light effects can cause light to do complex, unnatural things on larger scales, or very precise and controlled things.

Path of Nothing
IQ/VH
Default: Thaumatology (Perussinexian Magick)-6
Prerequisite: Thaumatology (Perussinexian Magick); Unusual Background (Inspired Experiment) or (Creatorian)

Nothing incorporates the effects of the standard Path of Nonexistence. In a campaign where the Path of Nonexistence is not used, the GM may consider allowing it to use normal RPM rituals including the Path of Nonexistence as if they were one Greater Effect higher for balancing purposes. Thus, a ritual with a multiplier of 3 due to a single Greater Effect would have a multiplier of 5 instead if it included this path, and so on.

Path of Song!
IQ/VH
Default: None
Prerequisite: Symbol Drawing (Perussinexian Glyphs); Unusual Background (Creatorian)

Song is a special path. It is a Wildcard Skill for all of the Perussinexian Magick paths. Furthermore, it breaks the limitation of the Path of Soulspirit which normally restricts its magic affecting others to certain dual-soulspirit. However, it does not break the limitation on which elements can be used by a certain Perussinexian unless they have the Unusual Background (Eresekai-Touched) advantage which allows them to control all of the paths completely.

Last edited by Raekai; 11-05-2013 at 06:49 PM.
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Old 11-03-2013, 02:39 PM   #6
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

Enhancing Magick and Unusual Backgrounds

Traditional Trappings Stuff
-2% for foot motions
-4% for dancing in place
-5% for dancing all over the place

-2% for gestures with one hand
-4% for gestures with both hands
-5% for extravagant gestures with both hands

-2% for softly spoken incantations
-4% for conversation-volume spoken incantations
-5% for shouted incantations

Unusual Background (Inspired Experiment) [5]
You are one of the Neidolons that resulted of the experiments of Nerova and Collorus. There are only ever twenty-six of these at a time, and this includes two with the Unusual Background (Creatorian Advantage). This advantage includes the Unique disadvantage. This is a plot device in the Zeta Series.

Unusual Background (Creatorian) [10]
You are either the direct soulspirit descendent of Raekai or Emikai. There are only ever one of each of these at a time. This advantage gives the same benefits as the Unusual Background (Inspired Experiment) and includes the Unique disadvantage. This is a plot device in the Zeta Series.

Unusual Background (Eresekai-Touched) [25]
You are either the direct soulspirit descendent of Raekai or Emikai that has managed to learn the secrets of music from Eresekai, the first Creator. This advantage can only be earned via the Improvement Through Study rules under the guidance of Eresekai, and points in Unusual Background (Creatorian) can be used in acquiring this advantage. Contacting Eresekai is far more difficult than contacting any other deity, and persuading it to relinquish the secrets of the music of the universe is a far more challenging task that would make for an excellent quest. Not to mention that Eresekai would only ever share such secrets with a Transcendental Perussinexian. This advantage gives the same benefits as the Unusual Background (Creatorian) and includes the Unique disadvantage. This is a plot device in the Zeta Series.

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Old 11-03-2013, 02:40 PM   #7
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

The Perussinexian Race

Perussinexian – Basic
103 points
This basic Perussinexian is nothing special. His compartmentalized mind is a result of his dual-soulspirit, but being able to tap into it is not one of his strong suits; it tends to flare up when his life depends on it because that other soulspirit inside him doesn’t want him to die. His split personality is also a result of said dual-soulspirit, and those pesky soulspirits are usually antagonizing.
Basic Perussinexians look strikingly similar to humans. However, they have stark black skin if their dual-spirit is an Eidolon, they have pure white skin if their dual-spirit is a Weidolon, or they have some variation of grey skin if their dual-spirit is a Neidolon. The color of their heterochromic irises depend on the two elements that they are born with: red for fire, blue for water, green for air, yellow for earth.

Attribute Modifiers: IQ +2 [40].
Advantages: Compartmentalized Mind (Perussinexian, -5%; Unconscious Only, -20%; Uncontrollable, -10%) [33]; Hard to Kill [2]; Hard to Subdue [2]; Magery (No Accessories, -25%; Perussinexian, -5%) [7]; Ritual Adept 2* (No Accessories, -25%; Perussinexian, -5%) [53].
Disadvantages: Perussinexian Incompetence** [-10]; Social Stigma (Minority Group) [-10]; Split Personality [-15].

Perussinexian – Merged
119 points
This merged Perussinexian is slightly better off. He and his other soulspirit have more or less made peace. While tapping into the compartmentalized mind is still not very easy, the other soulspirit is no longer trying to take over the body in times of stress. The two soulspirits can switch control almost freely.
Merged Perussinexians are the same in looks as basic Perussinexians. However, when the other soulspirit has the reigns over the body, Perussinexian glyphs appear on its surface.

Attribute Modifiers: IQ +2 [40].
Advantages: Compartmentalized Mind (Emergencies Only, -30%; Perussinexian, -5%) [33]; Hard to Kill [2]; Hard to Subdue [2]; Magery (No Accessories, -25%; Perussinexian, -5%) [7]; Ritual Adept 2* (No Accessories, -25%; Perussinexian, -5%) [53].
Perks: Controlled Disadvantage: Split Personality [1].
Disadvantages: Perussinexian Incompetence** [-10]; Social Stigma (Minority Group) [-10].

Perussinexian – Perfected
137 points
The perfected Perussinexian has built a strong relationship with his other soulspirit. Tapping into the compartmentalized mind is a lot easier, but still tricky at times. The other soulspirit is now represented as an ally, but it still only exists as a soulspirit.
Perfected Perussinexians are the same in looks as merged Perussinexians. However, the Perussinexian glyphs always show on the skin of the Perussinexian.

Attribute Modifiers: IQ +2 [40].
Advantages: Ally (Soulspirit) (125% CP; Frequency: Constantly; Sympath: Death) [20]; Compartmentalized Mind (Perussinexian, -5%; Uncontrollable, -10%) [43]; Hard to Kill [2]; Hard to Subdue [2]; Magery (No Accessories, -25%; Perussinexian, -5%) [7]; Ritual Adept 2* (No Accessories, -25%; Perussinexian, -5%) [53].
Disadvantages: Perussinexian Incompetence** [-10]; Social Stigma (Minority Group) [-10] Unmistakable Power (Concealable) [-5]; Unnatural Features (Runes) [-5].

Perussinexian – Transcendental
[Redacted]

*The second level of Ritual Adept: Gathering Mastery -- Improved Path Caps 4 (Only for faster energy gathering) [4] + Natural Caster 4 (Only for faster energy gathering, -50%) [30] + Rules Exemption (The Natural Caster in this ability can stack with normal Natural Caster) [1]. Your attempts to gather ambient energy take only one second (or one minute for non-adepts), at no extra penalty. 35 points. Credit goes to PK.
**This disadvantage prevents Perussinexians from learning standard RPM paths.
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Old 11-03-2013, 02:46 PM   #8
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

Sample Perussinexian Magick Rituals

Kindle the Flames
Spell Effects: Lesser Strengthen Fire.
Inherent Modifiers: None.
Greater Effects: 0 (ื1).
This is an example of manipulating fire in a simple or rough way. This ritual will allow a caster to start a fire from sparks or relight a dying fire. It is an instantaneous effect and does not call for a duration; however, a dying fire made fade again quickly if not tended to.
This Casting: Lesser Strengthen Fire (3). 3 energy (3ื1).

Spread the Burning
Spell Effects: Lesser Control Fire + Lesser Strengthen Fire.
Inherent Modifiers: Area Of Effect + Range.
Greater Effects: 0 (ื1).
This is an example of interacting with fire in a natural manner on a large scale. This ritual will allow a caster to shape or move a fire within an area over a distance, the flames traveling along that distance. It is an instantaneous effect and does not call for a duration; however, the fire will not last on inflammable material.
This Casting: Lesser Control Fire (5) + Lesser Strengthen Fire (3) + Area Of Effect, 3 yards (2) + Range, 10 yds (4). 14 energy (14ื1).

Burst of Fire
Spell Effects: Lesser Control Fire + Lesser Create Fire.
Inherent Modifiers: Damage.
Greater Effects: 0 (ื1).
This is an example of interacting with fire in an unnatural manner on a very small scale. This ritual will allow the caster to lob a projectile with the same effect as a standard fireball. Since it normally uses what is considered a Greater Effect, the Lesser Control Fire effect is mandatory because the caster is dealing with fire in an unnatural way.
This Casting: Lesser Control Fire (5) + Lesser Create Fire (6) + Damage, 3d burn (external) (0). 11 energy (11ื1).

Scorching Aura
Spell Effects: Greater Create Fire.
Inherent Modifiers: Damage.
Greater Effects: 1 (ื3).
This is an example of manipulating fire in a complex, unnatural manner. This ritual will allow the caster to wreathe himself in an aura of fire that does 2d of damage per second for 6 seconds.
This Casting: Greater Create Fire (6) + Damage, 12d burn (external) (12) + Extra Energy, +10, Aura; Melee: C (10). 84 energy (28ื3).

Relight the Torches
Spell Effects: Greater Restore Fire + Lesser Sense Fire.
Inherent Modifiers: None.
Greater Effects: 1 (ื3).
This is an example of manipulating fire in a precise or controlled manner. This ritual will allow the caster to relight torches, lanterns, fires, etc. that have recently been lit in the area around the caster. It is an instantaneous effect and does not call for a duration; however, the fire will not last on inflammable material.
This Casting: Greater Restore Fire (4) + Lesser Sense Fire (2) + Area Of Effect, 100 yards (20). 78 energy (26ื3).

Last edited by Raekai; 11-05-2013 at 06:54 PM.
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Old 11-03-2013, 02:50 PM   #9
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

Out of curiosity, are the elements Prussinexians are born to fairly evenly distributed through the population, or is there some bias, based on where they're born (such as being near the sea being less prone to fire, etc)?
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Old 11-03-2013, 03:04 PM   #10
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Default Re: [RPM] Perussinexian Magick - Homebrew Rules for a Homebrew Race

Quote:
Originally Posted by Nereidalbel View Post
Out of curiosity, are the elements Prussinexians are born to fairly evenly distributed through the population, or is there some bias, based on where they're born (such as being near the sea being less prone to fire, etc)?
They are fairly evenly distributed throughout the populations that they live in. They aren't limited to their planet of Perussinexus. The setting involves reincarnation after death, and the elements are tied to the soulspirit of the Perussinexian. However, I must admit that your idea of elemental bias is certainly interesting, and I wish I had thought of that when I first created the setting. However, I'm content with the way it stands now.
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