some variant magic systems

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this is all stuff from my world, so bits of it are campaign sensitive
and won't make much sense, but it's just for entertainment, anyway. i'm
posting the stuff i like best first. there's not actually enough game
mechanics to make most of this work, but you get what you pay for....
 
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Witchcraft

Witchcraft is a type of Black Magic that deals with Quintessence. It is
practiced both in the DragonsCrypt area, mostly by Hyenas and Leopards, and
also by the Assassins. In the Language of Celenes, helpful practitioners of
Witchcraft are called Inyanga (plural - Minyanga), and the evil ones are
Mchawi (plural - Wachawi). Elsewhere, they are Witches, Witchdoctors and/or
Warlocks, regardless of their inclinations. Inyanga have their own brand of
magic, Uyanga, which is more concerned with Healing.

Witches often have familiars, either demonic monsters like Chemosits and
Uxium or the Undead they have created, especially Jujus. Witchcraft and
Necromancy are deeply intertwined - Necromany is the art of manipulating
the soulless beings created through Witchcraft.

The Powers of Witchcraft are too severe to be treated as mere skills.
Rather, they are considered something akin to superpowers or natural
attacks. Before acquiring any Hexes, a Witch must have the Evil Eye, and
the only way to get the Evil Eye is to have a Hex cast on you. Thus the
vicious cycle of Witchcraft continues.

How It Works

In this Myth, most Beings are either Faeries or Celenes, and those that are
not Beings are Monsters or Animals. Faeries have Spirits, which die when
their bodies die, whereas Celenes have Souls, which reincarnate. Animals
have a different kind of Soul, an Animus, which is part of a collective
Essence. A Being may (and most often does) have more than one Soul - the
Aseelie and Celenes have Twins, the Unseelie have shadows, and Celenes also
have a part of the Animus. Witches have the ability to alter, steal and/or
destroy these Essences. A Witch *must* have a bit of the victim's body (a
Binding) before performing any Hex - this may be blood, hair, nail
clippings, semen, etc. The difficulty roll is based on an ability, and
cannot be improved. Using a Hex is a Contest of that ability between the
Witch and the Victim. If the Witch loses the roll, the Victim is
automatically aware of what happened. If the intended Victim is also a
Witch, and knows the Hex that was attempted, he may chose to send the Hex
back on the caster, even though he does not have a Binding.



Crucibles and Wax Doll

Crucibles is a means of hold an Essense, where waxdolls, aslo called
Katchinas, personify it. Cruicibles are most often baskets made from
perfectly woven cane, but anything with a complicated pattern will do. In a
few situations, hard or soft clay is used. Katchinas are dolls that hold
the Essense, and can thus be manipulated.


What Witchcraft Can Do....

The Basic Hexes of Witchcraft are SpiritJar, SoulJar, AnimaJar,
EssenceGift, the Seeming, the Tasting, AnimaWarp and TwinBind. Different
societies have different rituals associatate with the use of such
abilities, and Witches are notorious superstitious and phobic.

The ShadowSins

Addiction, Bad Temper, Berserk, Bloodlust, Bully, Compulsive Lying,
Cowardice, Fanaticism, Gluttony, Greed, Intolerance, Jealousy, Laziness,
Lecherousness, Megalomania, Miserliness, Pyromania, and Sadism
 
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Palo

Palo is the magic of the ancestors. Its practioners are called Mayome
among the JustFolk. Iboga Dryads, amoung the SpiritFolk, also have their
tricks. Palo centers about a huge silver cauldron, called the Nganga, set
on a bed of guinea hen eggshells. When a villager dies, his skull and the
bones of his right hand traditionally go into the Nganga, whereas his
Family Bone goes in an Ancestor Urn.(Dryads give seeds, the Little People
their shed exoskeletons, the Elands the horns of their dead). The skulls go
in the pot, the fingerbones are marked and become Knucklebones. Using Palo,
a Mayome can summon Ancestors spirits invisible form. The host of Spirits
is called Vinyamkela. For the most part, Palo is about divination, but
Mayome do have the power to summon and release Dzedzeta ghosts (which have
individuality). Some of these Ghosts, such as the Ombwiri, are guarding
spirits for their relatives, even though the are invisible and incorporeal.
Owmbwiri often communicate via dreams. There are also Wajini and the
Majini, which are the ghosts of violent men. Palo can be practiced alone
or with Unyanga or BlackMagic, meaning it has potential for causing harm.
A second kind of cauldron, the Prenda, made of Bone, can be use to
control animals and plants. Finally, a !Kubwitsi cauldron made of Moridur
or Dryadwood will make a limited kind of Palo for Faeries.
The Crucibles used by Witches resemble Cauldrons in many was, but a
Crucible can house only one Essence.

Ancestor Urns

Each family has a special golden urn containing the bones of the
families ancestors. The Urns are offer sacrifices of beer and chili pepper
incense regularly. Upon becoming an adult, a young RealPerson must select
his bone, and only that bone can enter the jar. This can lead to many
problems, including meddling witches and restless Undead. if the Urn is
lost, the eldest most family member must commit suicide, else the family
itself will die. Having an Urn stolen by a Witch is a terrible thing.

Osteomancy or Kujamputu

Ancestor bones are used for divination. In the simplest manner, a
single bone is drawn from the Urn blindfolded, and the characteristics of
that ancestor are considered. In an Inyanga or Mayombe led ceremony, the
Ancestors must first be entertained by song and dance, and then the whole
Urn is overturned and the patterns read.

Ubwanga

One skill possessed by Minyanga and Mayombe is the ability to work
the bones of ancestors into protective charms. These charms offer
protection again specific witch attacks and certain Monsters and Undead .
Miyanga use bones from the Ancestor Urns, Mayombe use Knuckle Bones.
 
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The Quintessence of Worldstree

There are five basic kinds of Lifeforce present in WorldsTree. All Faeries
have Spirits. Aseelies also have Twins and Unseelies have Shadows. Celenes
have a Soul, an Animus and may have a Twin. Most Monsters have a Twin, a
Shadow and/or an Animus. Animals have only an Animus. The word "Essence" is
often used as a synonym for Lifeforce in Arcane contexts, as opposed to the
Elements that make up physical matter. The types of Magics dealing only
with Essence are called Witchcraft and Sorcery.

The Spirit is the lifeforce present in Faeries. It is strong and resilient,
despite being tied to the body. It comes into being when the creature is
born and dies when the body dies. Matter has Spirit, as does Energy -
Spirit is the dimensional shadow of the Conjoining of Matter and Energy.

The Soul is the lifeforce of the Celenes. Unlike the Spirit, it is not tied
to a physical body. Rather the Soul goes through a cycle of birth, life,
death and rebirth in a different body, throughout the WorldsTree's Ages.
The thing about Souls is that when they take up residence in a Being, they
do so by transforming Spirit - leaving none left. There are Beings that
have both Spirits and Souls - particularly, the Centaurs, but they are
rare.

The Anima is the lifeforce of the Animals, including Birds and Mollusks. An
individual Animus is drawn from the Ancestral Well for each life, and
returns to it after that life ends.

Some beings have a lifeforce association called a Twin. Twins are born at
the same instant and die at the same time, though they never meet. Often
their lives are oddly parallel. This is the basis of the odd Gri'ilklo
alliance between the ArticWeres and the Snow Elves. Having a Twin is a 5
point Advantage, as it makes one immune to certain forms of Witchcraft.

Other beings have a Shadow, a selfish and often evil version of their
primary lifeforce. Shadows can persist after the death of the body in the
form of a ghost, or be enslaved to form some kind of Undead. Beings with
Shadows must have one of the following disadvantages: Addiction, Bad
Temper, Berserk, Bloodlust, Bully, Compulsive Lying, Cowardice, Mischief,
Fanaticism, Gluttony, Greed, Intolerance, Jealousy, Laziness,
Lecherousness, Megalomania, Miserliness, Pyromania, or Sadism. The opposite
of a Shadow is a Conscious, which is a type of Spirit.

Metaessentiosis

Metaessention is the act of changing essence type or mixture.
Enlightenment, Transendence, Assencion, Unification, etc are all examples
of metaessentioses. Generally, the grass is always greener on the other
side. Celenes give up their Immortal Souls for magical power and Ephemeral
Spirits, Enlightenment turns Faerie pseudobiology into Nature - since even
Matter has Spirit, Enlightenment is the process of turning matter/energy
into Immortal Soulform.
 
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Spellsong or Bardery

The Art of Spellsong is musical Magic, through instrument and/or voice. It
is the particular specialty of Birds, Satyrs, Grigs and other Little
People, though some Spellsongs are known by entertainers of all Races. Most
of this Art is involved in entertainment, and the Songs are those of
Illusion and Charm. Spellsinging is not as structured an Art as Lorecraft,
and Impromptu Songs are possible, though rare. Spellsingers cannot create
Enchantments, not even the Magical Instruments so beloved of its Artists.

How does it look?

Despite the name, voice is not used (or required, at least). A brief (5
seconds or so) Song is played on a stringed or woodwind instrument. The
effects are much less dramatic than those of Lorecraft. A simple segment (5
seconds) is called an Aire. A strings of Aires is a Tune. There is an
arcane symbolic language used to encode the Melodies and Keys of Spellsong,
called the Glyphs Harmonic, but this is not necessary to be a spellsinger.
When Bards play to entertain an audience, there is an effect similar to
Ritual Magic wherein the observers donate most of the energy.

What can it do?

Spellsong is not useful in Battle, at least not in the down and dirty. It
is best with non obvious or subtle effects, less so at gross physical
alterations. Spellsong is also very unpredictable - the same Song may have
different effects in different environments. Spellsons is subject to the
same Limitations on Creation and Transformation as Lorecraft.

How does it work?

Songs are created by combining Keys and Melodies. There are relatively few
Keys, which are treated as skills and represent the verbs in spell
descriptions (examples: Key of Shaping, Key of Moving). There are MANY
Melodies, which are advantages. "Major" Melodies include the Melody of
People, the Melody of Light and the Melody of Plants. There are lesser
Melodies that consist of parts of the great, such as the Melodies of
Celenes, Individual Celene Clans, Faeries, Little People, Elves, Each Elf
Tribe (3 pts), etc.

A spellsong Aire is consists of playing a Melody in a selected Key, the
exception being the Key of Shaping, which must require two Melodies and
twice the time, though it is still counted as a single Aire. The effect is
largely determined by situation and effort.

How much energy can be committed to a spellsong is dependent on the degree
of Mastery achieved in that Key.

The Keys:

Communication, Healing, Finding, Knowing, Weakening, Strengthening, Moving,
Protecting, Warning, Creating, Controlling and Shaping (Transforming).

The Major Melodies:

Air (8), Fire (8), Water (8), Earth (8), Beasts (8), Monsters (13), People
(10), the Body (10), Food (5), Light (5), Darkness (5), Mentalism (10),
Sound (5), Death (10), Plants (8), Illusions (8) and Magic (8)

Spellsong in Combat: Quickies

A basic Melody takes 4 seconds, and is thus of little use in combat. There
are several ways to speed things up, however - by rushing and by being very
quick. Grigs have natural Spellsong ability, without having to use
instruments (though most do), and furthermore can, if they wish, sing in
the Ultrasonic. An Ultrasonic Melody knocks off one second, but will be
ineffective if a)the target must hear the Song for it to work, and b)the
target cannot hear in the Ultrasonic. Beings whose Move is 9+ may also
deduct a second, as may those affected by Haste (-1) or Great Haste (-2).
Otherwise, the penalty for a rushed Melody is (number of seconds skipped
squared). Thus for a regular Bard, a 2 second Spellsong is at -4, a 1
second Song is at -9. Beings who have the ability to Spellsing without an
Instrument, but use an Instrument as an accompaniment (this does not have
to be a complex Instrument, as would normally be required), or have an
especially complex Instrument designed to take advantage of an extra bit of
Full Coordination (that is, it takes more than two hands to play) may also
deduct a second. Thus a Grig, using a Tettiphone and warbling in the
Ultrasonic can do a 1 second Song at a mere -1 (4 seconds, -1 for
Ultrasonic, -1 for using an Instrument, 2 second base, -1 second squared =
-1 penalty).

Aires versus Tunes

Tunes are much more complex, involving a string of Aires to create a much
more specific effect. Only one skill roll is made for a Tune - the skill of
the least mastered Key minus the total number of Aires (more than one) in
the Tune. A Bard might make a Tune like Communication (12) in Beasts and
Control (15) Mentalism and Warning (13) of Monsters to get a guard
dragonette to faithful watch and guard him from monsters. GM says it will
cost total 3 points (he can spend one per Key) and his roll must be 12
(lowest) - 2 (2 additional spells) for 10. He makes it, and the dragonette
guards him throughout the night.

Cantrips

Cantrips are another way of narrowing down the effect of an Aire. In
addition to a Melody in a Key, the Bard creates ON THE SPOT a two line
poem. This requires another roll on the Spontaneous Poetry skill. A failed
Poetry roll means the poem doesn't rhyme. The PC must think of the poem,
but thanks to a successful roll, he get a minute to think about it. Even if
the poem flops, the original Aire happens, but with results modified by the
bad poem, often in a humorous way. An Example: A Bard wants to make a
light, but he wants it to be blue. He plays Melody of Light in the Key of
Creation. He makes that roll them makes his poetry roll. The PC thinks and
says: The stars are lights too few, gimme a glow, and make it blue!". One
who specializes in Cantrips is called a Cantrix, and are a favorite as
court entertainers (especially since their failures are amusing). If the
Cantrix uses an instrument that is played by mouth, he speaks the poem
afterwards (but casting time is doubled).

The Works of the Masters

Long ago the Bardic College (which is a very loose organization usually
based in Commons) set about recording all the great Songs and Ballads of
the various Peoples and Nations. There are at least twenty such recognized
books, each with many variations and quiet a few more unofficial books, not
to mention the oral literature that has not yet been recorded. Some
examples: Songs of the Seasons (Naelathe), Call of the Forest Wilds
(Fauns), Grig Sonatas as Recorded by Re'shion (Grig in Old Elven), and
Collected Songs of the Thrushes (in Thrush and Elathe). Throughout these
books, the Melodies of spellsongs are used, but not usually the Keys. The
books, however, provide lyrics to go with the Aires and Tunes. They are
often sang, hummed or just thought out silently as an aid to concentration.
Recording a selection of oral literature previously unknown is a great
accomplishment for a bard, who may thereafter take the title Bard-Sage.

What about the Instruments?

Having skill with an instrument is a prerequisite for learning any Key. It
can be a string or woodwind or a combination, but percussion instruments
lack the range (unless very large and complex). Exotic instruments are
known, and birds can sing Spellsongs, but these are exceptions. A
Spellsingers skills are instrument specific - a Melody can be hummed or
tapped out on anything, but Keys require much more.

The Instrument must be made by a Master Craftsman. Instruments are VERY
valuable and are often made of weirwood with High Metal inlay or strings.
Most favored are the Lyre/Lute and the Panpipes, though Flutes and Guitars
with or without bows are common. Spellsong instruments are much more
complex than regular instruments, reflecting the need for extended range.
They often seen to have an inordinate number of holes and strings.

Natural Spellsingers

Only Birds, Grigs and Werefins in Animus form can Spellsing without
Instruments. Some of the AmphibianLittlePeople can Spellsing a sing Melody
and Key, rather like Birds, but this is always involved with calling to
their Mates.
 
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Lorecraft

Lorecraft is the traditional Magic of the Elves, but is also practiced by
some Celenes and Dryads. Lorecraft is a highly literary art: the recording
of Spells in SpellBooks is of great import. Like Alchemy, this Art uses
Ingredients and Components, but they are not as rare as those needed for
Greater Alchemy and lesser amounts are used. Lorecraft is a difficult and
obtuse Art, created by Elves after eons of Civilizations, and its students
tend to devote their lives to it alone, in the quest for Archmagery -
Lorecraft is a solitary Art. Lorecraft is powerful in battle and very
flexible, but it is not the easiest Art for Enchantments. The High Metals
are an integral part of Lorecraft, and the Race of the Mage is of defining
importance.

How does it look?

Casting a spell involves a few seconds of speech in a highly inflected and
tonal language, gestures using both hands and the manipulation of
Ingredients and/or Components. Ingredients do not have to be held and are
often stored in pouches, but Components may be an integral part of the
gesticulations involved in the spell. Ingredients vanish when the spell is
completed, usually with a flash or puff of smoke. Practitioners of
Lorecraft may not work together to combine their Powers, as Bards often
do. Lorecraft is subject to certain Limitations, mostly involving Creation
and Transformation.

Who uses Lorecraft?

The origin of Lorecraft is part of the Eocene Mythology. It is supposedly
the product of the first Conclave of Mages, who later founded the Academie.
Certainly the Naelathe, and Damethear were part of it's creation, as were
the Houses of the Elathe and the commoner Clan Nightengale and perhaps
certain representatives from the Court of Ehlondiel. It was the powers of
Lorecraft, and the abuse of those powers, that led to the Sundering of the
Elves and the formation of the Savants, who eschew Lorecraft in all its
forms. In later Ages, the Alathae also produced Mages of note. The Socerian
Academie remained silent throughout the Rebellion of the WindLord, despite
their desire to learn the secrets of the Gates.

Spellbooks and Memory

Lorecraft spells are simply too complex to be remembered perfectly for
long. The written form of the spell (which includes Glyphs to be
visualized, phonetics for the Words to be spoken and encoded movement
patterns for the Gestures, plus a list of Ingredients all written in a
Secret Language), must be studied periodically or the Mage will begin to
loose skill in that spell. The decline is rather steep, especially for
Immortals. Without a Spellbook, a Mage can expect to completely forget a
spell within a year. Frequent casting helps retention, or a Spell can be
written down from memory (though the chance of error is high), assuming a
Book is unavailable.

Most Spellbooks within the Centrality are Booknuts. There are two generic
types of Spellbooks: Librams and Tomes. Librams are portable Books that
contain only the bare bones information related to spell (2-5 pages per
spell). Tomes have all that Librams have, plus details for sources for
components, history, simple variations, advanced techniques and personal
notes and are MUCH heavier (10-20 pages per spell). Librams are
interchangable, but Tomes are personal. A Mage must have access to a
personal Tome (and a writing implement) to improve his Lorecraft skills.

In ideal circumstances, Spells are cast directly from the book, which must
be on a pedestal or otherwise supported as both hands are required in the
casting. Flunkies (Corporeal or otherwise) to turn the pages are also
highly recommended, if not using a Booknut. It is difficult to flub a
casting in such circumstances.

Familiars

One of the Hallmarks of Lorecraft is the use of Familiars, which are small
usually Monstrous companions which are bound to the Mage. Dragonettes are
the classic Familiars. Reptiles, rodents and giants insects are also used,
as are a few less common Monsters.

The High Metals and Lorecraft

A Mage may use the energy in a High Metal compatible with her Nature
instead of her personal Mana. The Metal must be within her aura and either
vanishes or shrinks, depending on how much is used. Generally, 50 grams of
Gold, Silver or Iron is 1 Mana.. One would expect Mages to be walking
treasure vaults, but this does not work. In fact, it is highly inadvisable
for a Mage to have any Metal in his aura unless he plans to use it
immediately. Unfortunate side effect, of, say, mithril armor, include
having a spell spontaneously retarget itself on the armor instead of the
intended target, and a chain reaction that converts all of the metal into
mana and supercharging the spell (and usually incinerating the mage). Mages
are much more likely to use Weirwood, Vitredur or one of the alloy metals
(Electrum or Adamantril), which cannot be converted to mana. The process of
drawing Mana from Metal is skill called Transmution, which is affected by
the amount of Metal to be converted and the amount of excess Metal in the
Mage's Aura (one per 50g). The only users of Lorecraft who cannot use
Transmutation are the Macaws and Monsters that lack a Faerie or Celene
Heritage. Aseelies can draw power from Iron or Gold, but only Weres can
transmute Silver.
 
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UrchinInk or Uu'aeshlo

UrchinInk is the Art of magical tattoos. To inscribe a tattoo, a certain
rare sea urchins must be found (different ones for each rune), which is
then force fed certain magical weeds and corals. The spines of these
urchins (which may not be killed) are used to scribe the tattoo. The
process is rather painful, and must be done underwater. The dyes come in
every color imaginable. The Art of creating these tattoos is Uu'aesh and
one who does it is an Uu'aeshlolae and a practitioner of the art is
Uu'aelae. Uu'aesh is two separate skills: preparing the urchins is M/H.
Actual tattooing is P/H.

There are two types of tattoos (uu'aels) , abstract geometric shapes
(Glyphs) and images of aquatic animals (Animas). Glyphs are rather like
the Keys of Spellsongs - representing "verbs". Example: A spiral of three
loops starting in red and fading to orange with a sky blue dot in the
center represents Perception. A green circle made of smaller loops
overlaying a violet Maltese cross represents Healing. Glyphs must be
placed along the arms. Each Anima represent both it's literal image, a
general abstract and a specific abstract dependent on its placement. Thus
an Octopus (which can be any color or style) on the left shoulder blade
represents octopi, Darkness in general, and specifically the Hide spell
(Magic pg 50). Such a InkMage with Perception on his left forearm could
cast DarkVision by touching his left hand to the Octopus Anima and his
right hand to the Perception Glyph or the Hide spell by touching the
Octopus Anima with either hand. If the Octopus had been on his right
breast, the specific spell would have been DarkJet (new spell?). A Trigger
fish on the left shoulder is generally Movement and specifically Haste. The
same Trigger fish on the sternum would be Apportation.

There is one Glyph unlike the others: The Glyph of Intensity. It is a two
dimensional representation of a cube, each line a different color. Once the
ability of using multiple Glyphs is obtained, this can be used to
strengthen spells. Thus a touch to the Cube and another to the left
shoulder blade Trigger fish would be Great Haste. Alternately, an
Arch-Uu'aelae could simultaneously twitch his right arm muscle for
Intensity, his left forearm muscle for Creation and his right pect Octopus
for a super strength DarkJet.

Using each tattoo is a P/H skill - NOTE, these are NOT mental skills. When
casting a Glyph-Anima spell, the lowest skill is used. When using a simple
Glyph, only that skill is used. At skill levels below 11, the Inkings must
be touched simultaneous and held there for a few seconds. At levels between
12 and 15, the touch can be very brief. At 16 through 19, the touches need
not be concurrent, allowing multiple Glyphs to be used in casting. At skill
levels above 20, no touch is necessary, the Uu'aelae need only twitch his
muscles. Casting time is always very short, and energy cost are determined
by the GM.

Normal Glyphs simply cost money and time, provided a skill Uu'aeshlolae can
be found. Animas cost money and each specific power must be paid for in
character points as if it were a Knack. The Intensity Glyph is a 10pt
advantage. Uu'aelae must have Magery 1 to be able to do anything, this is
reflected by a tattoo on the center of the forehead. Magery 2 and 3 and
inscribed (oddly enough) on the soles of the feet. They do have to be
touched in spell casting.

If an Uu'aelae is exposed to sunlight or other burning damage enough to
cause his skin to peel, he must make a HT for each uu'ael or it is too
damaged to be used. Magical healing prevents this, and the damage can be
repaired for half the time and money it took to create the original.

The Mother of Pearls and Queen of the Alathae is covered from head to toe
with uu'aels.
 
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SoulJar

SoulJar is a difficult contest of Strength. SoulJar is the basic Celene Hex.
Like SpiritJar, the Essence is contained in a crucible, which may take any
form. A SoulJarred Celene gets the LongDying disadvantage (-5 points). The
Victim cannot die from disease or old age, but can certainly suffer from it.
Though his hits remain the same, HT is reduced by half immediately. If infected
with a disease for which no cure is available, the Victim will literally rot
alive, eventually becoming an immobile but still sentient postule. Even is
disease is avoided, the Victim will live forever, losing ST, IQ, DX and HT at
the normal rate until he becomes a withered husk, his IQ fixed at 5 (just
enough to be aware). SoulJarred Celenes can be killed, but they return as
Undead, slaves to the Witch who owns their Soul.
 
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TwinBind

TwinBind is a difficult contest of Strength. This Hex works only on Beings that
do not already have a Twin - namely, Seelie and Unseelie Faeries, most Celenes
and Animals. The Binding is placed in a crucible that must either be shaped
like a person or have an image of a person painted on it. Usually, this means
cloth, wax or clay dolls with a hollow cavity where the heart would be. The
doll effectively becomes the victim's Twin, and can be used to cause the victim
harm - these dolls are generically called Katchina.. Anything done to the
crucible will be reflected on the victim, including death. There are no limits
on this, but the Hex does work both ways, providing a bit of hope for victims
thus cursed. The classic folk tale told throughout the DragonsCrypt involves a
victim who had been TwinBound by an Mchawi using a wax doll. The victim built a
circle of fires around himself, and thus generated enough heat that his doll
melted, while he received only minor burns.
 
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Floramauturgy

Floramauturgists are Beings with the special gift of Plant Telepathy. They
can summon Floryds, talk with them - and Floryds natually love and help
Floramauturgists.

Floramautury is a psionic power, at 3 points per level. It uses the same
power/range table as telepathy.

Know Plant

Gives the seeker knowledge of the health of the plant, plus any needs that
are not being met - rather like Diagnosis Plant Problem

Understand Plant preq: Know Plant 12+

This powers gives full knowledge of the life cycle of the plant, all about
it's needs, even it's habitat. Will also tell if fruits, etc are edible or
poisonous and what effects they might have.

Heal Plant preq Know Plant 14+

The power of healing, a direct transfer of life energy, with a brief surge
in growth rate. Will cure injuries and diseases, but will not supply needed
nutrients, unless those are directly offered, in which case they will be
absorbed and used at maximum speed.

Shape Plant preq: Understand Plant and Heal Plant 12+

This ability does NOT increase the growth rate or immediately change the
shape of the plant, but rather fixes a long term grown pattern. This
ability can, for instance, cause a shrub to grow into a topiray shape, but
this will still take months. This can also be used to slow growth - Shape
Plant can stop grass from growing at a certain height. This is an area
effect, reaching all plants of a given species within a one cubic meter
area/power level.

Plant Growth preq: Heal Plant 14+

As per Plant Psi: monthly growth rate of a number of cubic meters of
plants equal to 1/3 power level by an amount of power x 5%, one
application per month limit.

Stimulate Plant: preq: Plant Growth 14+

This power causes the plant to enter into a growth or dormancy phase out of
season. Leaf shedding or budding or flower production are the normal
possibilities. This can be fatal for a plant in the wrong season.

Floryd Speech preq: Floramautury 12

This allows the psi to communicate with Floryds, which are a kind a small
plant spirit. Only one roll is needed to start a converstation, with no new
rolls until a significant lapse.

Wither Plant

Find Plant

Florempathic Scan

Gate, Kingdom Horn
 
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Floryds

Floryds are plant Faeries, which are very unlike most Faeries. Floryds are
rarely seen, as they spend most of their time in a parallel myth called the
Kingdom Horn. Unlike Dryads, who have an exclusive Homespace, Floryds have a
connected space, a kind of floral Mind World. To Floryds, Worldstree is the
spirit world, which they call Gaea, and their World, the Kingdom Horn, is Her
consort, and the Floryds themselves are Their children.

The Magic of Worldstree that deals with Floryds is called Floramauturgy, which
by and large refuses to work within the bounds of the Centrality.

Floryds exist on a different scale from most of Worldstree's Races. Most
Floryds are between one half and two centimeters tall. Although all have the
ability to grow and shrink when bathed in Sunlight and in contact with the
Earth, in their natural state they are tiny, more on the scale of seeds than
plants.

Floryds are naturally mute Telepaths. They have access to some of the powers of
Mind, with a "bandwidth" that allows them to contact Faeries and Animals.

There are many Families of Floryds: Flowers, Vines, Grasses, Ferns, Cacti,
Carnivores, etc.

Floryds get along best with Animals (esp Elephants and Macaws), Weres and
Dryads. Although they are allied with the Savants, Floryds, as a rule, distrust
and avoid Them. Floryds especially dislike the Biotech of the Naelathe -they
Presents Themselves as Monsters in the KingdomHorn, especially Computers, and
the Floryds righteous hunt them down and slay them. The Naelathe pride
themselves on their Incluciveness, but they cannot communicate with the tiny
Beings who maim their computers in a dimension they are not allowed to access.
Nor are the Florids fond of Birds (or Elathe).
 
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Ubwanga Charms: Vibwanga

Making any Vibwanga requires two skills: Jewelrycraft (JustFolk), P/A and a
specific skill just for that Kibwanga, ie - SoulJar Kituo, M/A or Ibwutembo
Mto, M/H.

The most basic charms protect against Witchcraft. Simple ones defend against
one type of Hex, full amulets defend against any type of attack. One Hex charms
are called Kituo (stopping place), and take the form of a anklet woven with a
specific toe bone and sacred Khola nuts, along with silver bells. They work
against: AnimusJar, SoulJar, SpiritJar and TwinBind. Multihex charms are
called Kitega (catchers), which use a specific vertebrae along with an
assortment of nuts, seeds and ostrich shell bits. All of the antihex charms are
reusable and simply add 1d to the victim's resist roll.

Another type of charm defends against magical attacks from a specific type of
monster or undead. This involves the breastbone of an infant, which is some
rarer (infant mortality is actually rather low). These are called Mto (plural,
Mito, pillows). The amulet also requires bones from the monster to be resisted.
Mito work in two ways: the breastbone, which must be painted and inscribed,
adds a generic +whatever to dodge or resistance rolls, whereas the monsterbones
absorb specific attacks, then crack and fall off.

Specialists may learn the Ubwanga skill itself (M/VH), with deals with the
underlying theory. A successful Ubwanga roll allows the Inyanga to learn a new
Kibwanga skill at (Ubwanga-4), which creates a new type of charm. The
limitation on what can be done with Ubwanga is that all the charms must the
passive, and most come from the protection and warning college, along with
passive, on need, healing.

Trancedancing: Kucheazi Ngoma

There are two magic workers in trancedancing, the dancer, Mcheazi, and the
drummer, Mngoma. A spell is called a Kwimbu (pl Vyimbu), and there are 256 of
them. The dance part is a physical skill, the drumming is mental. Both the
Mcheazi and the Mngoma must make their skill rolls, but both may contribute
energy. Vyimbu follow the same pattern of prerequisites as normal spells.
Depending on the complexity, Vyimbu can take between five minutes to several
hours to cast. Group efforts are normal: subsidiary drummers do not have to
know the Kwimbu, they just provide normal background beats, making a simple
Drumming (P/E) skill roll at -2, then contribute mana as per Magic. iIf they
know the Kwimbu, following a more skilled Mngomai gives a +2 to the roll,
providing the modified skill level is less than that of the lead Mngoma-2.
Secondary dancers follow the same pattern. If the lead Mcheazi and Mngoma are
brother and sister, +1 mana is added automatically, +2 is added if they are in
love.

The generic skill of trancedancing is Uyimbo, which is either P/VH (just
extrapolate) or M/VH. A master of this Mcheazi or Mngoma Kweli. He or she can
improvise Vyimbu they do not know, so long as they know all the prerequisites
or the Kwimbu has none. For each level of Magery beyond the first, s/he make
take this one level further OR add a +1 per level to the skill roll. For
instance, Lawlyi and Rumpo are married Mcheazi Kweli and Mngoma Kweli. Both
have Magery 2. Since they both know the Fear Kwimbu, they can attempt the
Beserker Kwimbu or the Bravery Kwimbu at +1.

The power of Kucheazi Ngoma lies in the ability to generate large abouts of
Mana (N/um). Spells begin taking effect the instant the dance starts - a
critically injured person will not crash and die before a healing Kwimbu and be
finished. On the other hand, once a dance starts, it is very dangerous to stop
early or be interrupted. The N/um must be released in some form, and
interrupting the dance can actually cause severe involuntary energy drainage
from all participants, followed by a misfired spell.

If the correct Libation is taken by all dancers and drummers, the sum about of
energy produced is DOUBLED - with the caveat that most libation are mildly to
totally incapacitating and last up to 8hrs. Generally, one must sleep between
Libations, or their is either no effect, or a health risk.
 
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This only partially based on real world Palo - the fantasy version is a hash of
that, east african ancestor veneration and !Kung mythology.

Palo Mechanics

The Path of the Ancestors

All Mfumbe must be channeled to communicate. Initiation is necessary to
learn any Palo magic. Mayombe never learn to work without their Cauldrons, but
at higher level can dispense with much of the ceremony and trappings. Mayombe
often use a special Libation, the Kilaleusi, which contain atropine and other
alkaloids and makes a the imbiding very open to possession or channeling. NB -
Mjini is a single angry ghost, the plural is Wajini. Majini is the collective
of such, a totally different spiritual entity.

Mastery
Allows the Mayombe to compel tasks of certain spirits. This does NOT work on
Vinyamkela or Nisiki, and rarely works on the Majini, due to it's intensely
powerful will.

Banish Mfumbe
This ritual will banish, but not actually harm, any Mfumbe, from the
Vinyamkela to a Nikisi. It is a simple contest of will, +1 per level of
initiation.

Invoke Vinyamkela
The Vinyamkela is the Host of Ancestors. It appears as a cloud of smoke in
which hundreds of faces appear, shift and reform. The Vinyamkela, given
sacrifices of beer, incense and libations, is friendly if strange, and may
answer questions or give advise. It cannot leave the Nganga nor take on
material form.

Invoke Dzedzeta
Dzedzeta are the ghosts of specific ancestors. The Mayombe must know the
full name of the ghost, and have present one of it's descendants. Dzedzeta are
often willful and difficult - they have high expectations for their families.
If sacrifices are made and the family is doing well, the Dzedzeta will
cooperate voluntarily. If compelled through Mastery, it may abandon the family
and never be summoned again, or even stay around and curse them. Dzedzeta are
incorporeal, but can communicate. Their most common use is in voluntary
possession - a descendent possessed by a Dzedzeta will gain the ghost's skills
and some limited knowledge. This is accomplished by giving the descendent the
Kilaleusi Libation during the ceremony. Dzedzeta possession works much better
with young adults than mature descendants - these have more "room" in their
minds for the new abilities. The problem is getting rid of them: Dzedzeta
possession is often permanent, the two personalities fusing, while the probably
young possessee tries to claim Family Elder status. This is socially messy,
thus the ritual is avoided.

Invoke Ombwiri
Ombwiri are mostly incorporeal guardian spirits. They are the Far
Ancestors, those whose names are lost, but still protect their families. Once
an Ombwiri is attached to a person, that person must them learn to communicate
with it. Sense Ombwiri (M/E) detects it's presence and vague emotional state,
Ombwiri Speech (M/A) allows full communication, Channel Ombwiri (M/H) allows
the spirit to speak with others directly, and Ombwiri Possession (M/VH) allows
real control. Channeling and Possession are tiring for the spirit - when it is
exhausted, it must return to the SpiritWorld to rest.


Invoke Mjini
Wajini are the ghosts of murderer and other criminals. Since all Cauldrons
of Palo are connected and shared, inevitably there are bad ghosts included in
the mix. Like Dzedzeta, they must be called by name. When criminal are executed
or otherwise die, it is common practice to take their skulls and seal them in
lacquer before they are added to the cauldron, while the Mayombe keeps their
fingerbones strung on gold wire, all in an effort to control them. Mjini are
more powerful than other spirits, they can directly affect living being through
spiritual attacks. Whoever hold a Mjini's fingerbone charm (the Kifupachuni)
cannot be harmed by that Mjini, and can attempt to master it as per the ritual,
even if the Mastery ritual is not known. If the Mastery ritual is known, having
the Kifupachuni gives a +4 to the roll.


Invoke Majini
The Majini is the Host of Angry Dead. Summoning it is VERY dangerous - if
Mastery fails, it will immediately possess the Mayombe. If it chooses, it may
hide in the Mayombe, erasing his memory of the failed ritual, biding it's time.




Invoke Nikisi (Grandfather Mantis, Kwaku Ananse, Porcupine, Rainbowserpent,
River, Honeyguide, All-Devourer)
Each of these is a different ritual. Each allows involves a special
sacrifice, which rather costly.
 
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