Sorcery: Fate Spells
Here we have three fate-related spells. Sever Fate Line makes the subject's life short and miserable. Shared Doom is a useful spell in hostage situations. Touch of Bad Luck forbids the subject from using Luck or Super Luck.
Sever Fate Line
Keywords: Resisted (Will).
Full Cost: 50 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
This spell curses the subject,
making his life short and fate miserable. As soon as the subject reaches his
aging threshold (age 50 for a normal human), his organs and immune system begin
to fail. He starts to age rapidly, making aging rolls every day at -3 to HT.
In addition, things go wrong for the
subject – and usually at the worst possible time. Once per play session (or one
day of game time), the GM will arbitrarily and maliciously make something go
wrong for the subject. He misses a vital die roll, or the enemy (against all
odds) shows up at the worst possible time. If the plot of the adventure calls
for something bad to happen to someone, it’s the subject. The GM may not kill the
subject outright with “bad luck,” but anything less than that is fine.
This cannot be undone via Dispel
Magic (GURPS Thaumatology: Sorcery, p.
21); countering it requires Remove Curse (GURPS
Thaumatology: Sorcery, p. 21).
Statistics:
Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage,
Self-Destruct, +10%; Disadvantage, Unluckiness, +10%; Extended Duration,
Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [50].
Shared Doom
Keywords: Resisted (Will).
Full Cost: 50 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
This spell binds the fate of the
subject and the caster. If the caster dies, the subject begins to lose 1 HP per
minute until this spell is lifted or the caster is resurrected! This cannot be
undone via Dispel Magic (GURPS
Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21).
Statistics:
Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage,
Dependency (Caster’s Life; Constantly), +25%; Extended Duration, Permanent,
+150%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [50].
Touch of Bad Luck
Keywords: Resisted (Will).
Full Cost: 118 points.
Casting Roll: Will. Use DX or
unarmed combat skill to hit.
Range: Touch.
Duration: Permanent.
This spell lets the caster neutralize
all of the subject’s luck-manipulation abilities, such as Luck and Super Luck.
He must touch the subject. This requires an Attack maneuver in melee combat. On
a hit, roll a Quick Contest of Will.
If the caster wins, he neutralizes his
victim’s luck powers, until the spell is dispelled or the subject makes a
critical success roll. If the caster loses or ties, there’s no effect – but
critical failure on the caster’s Will roll cripples this spell for 1d hours.
Once the caster has neutralized a
given subject, he can’t affect him again until his powers recover. Multiple attackers
can use Touch of Bad Luck or similar neutralizing abilities on the same target.
Use only the longest duration; their abilities don’t “add” in any way.
Statistics:
Neutralize Luck (Extended Duration, Permanent, +150%; Sorcery, -15%) [118].
Note: By default, Neutralize affect a power source. I think it is reasonable
to allow it to affect a class of abilities instead.
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