Sorcery: Bio-Tech Spells I
GURPS Bio-Tech has a small section with several spells. Accelerate Pregnancy is useful when a king needs a heir very fast. Alter Nanovirus is useful when you find a lousy old nanovirus container in ancient ruins, but want to make it better. Analyze Heredity is useful when the father of a child is unknown. Create Chimera is perfect for mad wizards and druids.
Accelerate Pregnancy
Keywords: Buff.
Full Cost: 47 points for level 1 + 20
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent (until baby is
born).
This spell speeds the safe
development of an unborn child. At level 1, this spell doubles the rate of
development, at level 2 the unborn baby develops thrice as fast, and so on.
Statistics:
Affliction 1 (HT; Advantage, Accelerate Pregnancy 1, +200%; Extended Duration,
Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature,
+20%; Sorcery, -15%) [47]. Additional levels add further Accelerate Pregnancy
to the Advantage enhancement (+200%) [+20]. Note: Each level of “Accelerate
Pregnancy” is Altered Time Rate 1 (Accessibility, Only to accelerate pregnancy,
-80%; Magical, -10%) [20].
Alter Nanovirus
Keywords: Buff.
Full Cost: 89 points or more.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.
This spell alters the nature of a particular
nanovirus that is either dormant and contained or is within a host but has not
yet finished transforming its subject. Each casting of this spell allows the
caster to transform a nanovirus into another nanovirus of the same point cost
or lower, or add a 0-point feature to the nanovirus. If the caster wants to
improve nanoviruses with this spell, he must buy a more powerful version of
this spell. For example, if the caster wishes to make the nanovirus grant a +1 bonus
to ST in addition to its normal effects, he would have to pay 10 more points to
purchase this spell (99 total).
Statistics:
Affliction 1 (HT; Accessibility, Only on nanoviruses, -80%; Advantage, Alter
Nanovirus, +700%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [89]. Note: “Alter
Nanovirus” is Morph (Accessibility, Only nanoviruses, -100%; Reduced Time 4,
+80%; Magical, -10%) [70].
Analyze Heredity
Keywords: Information.
Full Cost: 13 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Touch.
Duration: Instantaneous.
The caster can discern the
concentration of generic material of the subject with a Per roll. A follow-up
IQ roll can determine if some hereditary defects will pass on to the subject’s
children, if the subject is a blood relative of another subject the caster has
cast this spell upon, or provide information equivalent to genetic profiling on
high TLs.
Statistics:
Detect (DNA; Analyzing, +100%; Melee Attack, Reach C, -30%; Nondirectional,
-25%; Sorcery, -15%) [13].
Create Chimera
Keywords: Obvious.
Full Cost: 37 points.
Casting Roll: IQ.
Range: Touch.
Duration: Truly Permanent.
This spell allows the caster to fuse
together two or more very early embryos (no more than week-old if human) of
different species into a single organism. The subject may be a living host or a
growth tank, and all the embryos must be implanted into the subject surgically
or magically. The process of fusion is identical to the process of enchanting
(see Chapter 3 of GURPS Thaumatology: Sorcery), but the enchanter must imbue the subject with the traits of the
mixed racial template instead of spells. The GM may assign a penalty to the IQ
rolls, if the embryos are not very close crosses, and if there are many
embryos.
Statistics:
Affliction 1 (HT; Accessibility, Only to create chimeras, -50%; Based on IQ, Own
Roll, +20%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%;
Limited Use, 1/day, -40%; Melee Attack, Reach C, -30%; Sorcery, -15%; Special
Enhancements, see GURPS Thaumatology: Sorcery, p. 31, +1,080%) [36] + Extra Option (Limited access to meditative
study for chimera creation) [1]. Note: The actual cost of 177 points is divided
by five due to this ability being character-point powered.
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