Character: Celebros Thallien, Jungle Elf Shaman
After writing a setting document for my kitchen sink fantasy setting, I came to a conclusion that it would be a good idea to create some sample characters to explore the possibilities of all my Sorcery-based magic subsystems. This should help me see flaws, inconsistencies, and make tweaks. Today we have Celebros Thallien, a jungle elf shaman.
Jungle elves (an ethnicity of the wood elves) in the setting live in Sitaril - an isolated land polluted during a past biological war with the alien neogi. Jungle elves as an ethnicity are known to be adept at wilderness survival and poison use. In addition, their tribes usually live in old neogi ruins, so many jungle elves possess at least some knowledge of ultra-tech artifacts brought by the neogi in the ancient times.
The character is a shaman. In the setting, many of the spirits are quite tangible and able to interact with material beings, making Channeling and Medium much less useful. Spirits (undead, fey, elementals, some other beings) are still revered by the shamans, and this reverence grants them their powers. Mechanically, their powers work as following:
- Use Druidic Magic as the system.
- Remove the Limited Scope, Druidic, -10% limitation. The shaman’s magical scope covers not only the traditional druidic spells, but also spells that deal with spirits (for example, Sense Spirit, Bind Spirit, etc.) This expands the scope enough to justify the removal of the limitation.
- Apply the Pact, -10% limitation to the Sorcerous Empowerment advantage, to spells, but not to advantages granted by Buff spells. This limitation requires you to take a -10-point disadvantage that will represent your reverence of the spirits. This might be a major Vow, Disciplines of Faith, or Code of Honor. Should you transgress, your powers will be instantly revoked, but you can get them back by completing a minor quest.
- When rolling a critical failure on a casting roll, use the Spirit-Oriented Magic Table (GURPS Thaumatology, p. 260).
The character was created with adventures in mind and has only basic backstory. To be honest, I rarely get a chance to be a player, so my character-making skills need some work. I will consider this practice, and I'm sure many of you would be able to make something better.
One of the challenges I encountered during character generation was the restriction to TL 0 and Pyrophobia. I thought that this disadvantage is flavorful, but it is quite crippling.
Here's the character sheet in PNG and GCS-Compatible formats.
SHAMANIC SPELLS USED FOR THE CHARACTER
Affect Spirits
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
This spell allows the subject to
interact with incorporeal spirits as if they were solid. Any weapon the subject
wields has the ability to harm spirits.
Statistics:
Affliction 1 (HT; Advantage, Affect Spirits, +120%; Costs 1 FP, -5%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; Nature, -20%; No Signature, +20%; Requires
Gestures, -10%; Requires Magic Words, -10%) [21]. Notes: “Affect Spirits” is Blessed
(Ghost Weapon; Nature, -20%) [12].
Forest Defense
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three minutes.
This spell animates plants near the
subject to place themselves in harm’s way. This increases the subject’s DR,
cumulative with that from actual armor, but only when the subject stands in a
hex with some vegetation. DR is 2 in sparse vegetation, 3 in normal vegetation,
4 in dense vegetation, and 5 in impenetrable vegetation. See Density of Vegetation rules in GURPS Magic – Plant Spells, p. 6.
Statistics:
Affliction 1 (HT; Advantage, Forest Defense, +130%; Costs 1 FP, -5%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; Nature, -20%; No Signature, +20%; Requires
Gestures, -10%; Requires Magic Words, -10%) [22]. Notes: “Forest Defense” is Damage
Resistance 5 (Environmental, Vegetation, -40%; Force Field, +20%; Nature, -20%;
Nuisance Effect, Strength is based on vegetation density, -10%) [13].
Sense Spirit
Keywords: Information.
Full Cost: 18 points or 23 points.
Casting Roll: Per. Use IQ for
analysis.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest spirit,
undead, or a similar supernatural entity. The basic (18-point) version of this
spell takes standard range penalties. The improved (23-point) one uses
long-distance modifiers. If successful, the caster knows the exact distance and
direction to the spirit, and may make a follow-up IQ roll (at no penalty) to learn
basic details about it (e.g., “it’s a ghost” or “it’s a dryad”).
The caster may, at the time of
casting, limit the spell to a specific type of entity, or exclude a given type
or any known spirits.
Statistics:
Detect Spirits (Costs 1 FP, -5%; Nature, -20%; Precise, +100%; Requires
Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%) [18]. The
improved version adds Long-Range 1 (+50%) [+5].
Tangle Growth
Keywords: Area (Fixed).
Full Cost: 23 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 10 seconds.
You can direct existing vegetation
to entangle and restrain everyone within an eight-yard-radius area. On land
this requires nearby tree branches, vines, or tall grass; in the ocean it works
if there’s dense seaweed. It requires a roll against Innate Attack (Gaze) plus
Talent; if you miss, see Scatter (p. B414). The binding has ST 5 and lasts for
10 seconds, continuing to entangle new people who blunder into it. Those
already caught grow more tightly entangled, with +1 to the ST of their bonds
for each additional second they remain grappled.
Statistics:
Binding 5 (Area Effect, 8 yards, +150%; Costs 1 FP, -5%; Environmental, Dense
vegetation, -40%; Nature, -20%; Persistent, +40%; Requires Gestures, -10%;
Requires Magic Words, -10%; Underwater, +20%) [23].
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