Wednesday 5 December 2018

Powers: Outsider Channeling

Powers: Outsider Channeling

Here is a worked example of a divine magic tradition that is based on loa from GURPS Horror – Madness Dossier and corruption from GURPS Horror. While it has some similarities to Pact Magic, it has both flavor and mechanical differences.


Channelers are akin to summoners, but instead of summoning an extraplanar creature directly or conjuring a replica of it they let the outsider take over their body for a time. This voluntary possession erases the channeler’s personality for the duration of channeling and transforms the channeler mentally and/or physically.

Despite the personality being overwritten, the possessor will still likely go along with the host’s agenda, but will almost certainly do so in its own fashion, because many outsiders believe that one approach fits all. The host keeps his skills, and most advantages and disadvantages, although some traits overwrite his normal state.

Trait Overwriting
Some traits of the host and the outsider may clash. This should be handled when the template is created. See which of the following applies:
-          The host already has the trait, and it has a variable or leveled cost. Sum the points from the host’s trait and the outsider’s trait, then use that point value to determine the final result. If there are points left over after this combination, remove them from the outsider’s template, reducing its value (or increasing it, for removed disadvantage points).
-          The host already has the trait, and it has a fixed cost. Remove it from the outsider’s template.
-          The outsider’s mental trait is incompatible with one of the host’s. The outsider overwrites the host, making him temporarily lose that trait. If the trait was a disadvantage, then the outsider’s template gains a custom advantage to buy it off; for example, if the host has Combat Paralysis [-15] and the outsider has Combat Reflexes [15], the outsider also gains Removes Combat Paralysis [15]. If the host’s trait had a positive cost, the outsider gains a disadvantage to remove it.
-          The outsider’s physical trait is incompatible with one of the host’s. Remove it from the outsider’s template.

Channeling an outsider requires a Ritual Magic (Channeling) roll, at a bonus if you know its name (see below). The time to channel an outsider stacks – you must take both the time for the skill roll (20-skill seconds for Ritual Magic (Channeling)) and for Shapeshifting (10 seconds). Unlike standard Alternate Form, you do not need to concentrate during the final 10 seconds of the shapeshifting process; after you’ve succeeded at your roll, you can move and even fight. Channeling of an outsider costs 1 FP, and the effect lasts 3 minutes; after that period, extended channeling costs 1 FP every 6 minutes. Your outsider departs if you are rendered unconscious. You can dismiss your outsider by making a Will roll and taking a Concentrate maneuver. It takes 10 seconds for the outsider to leave your body completely, but you can act during these 10 seconds.
                Only living creatures with a soul can channel outsiders – undead and constructs cannot use these abilities.
Exorcism and such spells as Dispel Possession can end the channeling prematurely.
Though you can only channel one outsider at a time, you can have multiple outsiders available for channeling. As for standard Alternate Form, a single outsider costs 12 points, plus 90% of the total point value of the advantages, disadvantages, and skills granted by the outsider. If you have multiple outsiders, calculate the highest-priced outsider and pay for that package; further outsiders cost 12 points each (the base cost of 15 with modifiers applied).
By default, the channeling advantage will look like the this:

Loa (Aftermath, Indecisive (12), -10%; Nuisance Effect, Can be stopped with Dispel Possession, -5%; Pact, -10%; Reliable 4 (Accessibility, Requires True Name of the outsider, -80%), +5%; Requires Reaction Roll, -5%) [12 + 90% of the total point value of the advantages, disadvantages, and skills granted by the outsider].

The Pact limitation requires you to take a -10-point disadvantage that will represent a code of conduct of your metaphysical alignment, that depends on the type of outsiders you can channel. Should you transgress, your powers will be instantly revoked, but you can get back in good standing by completing a minor quest.

The Reliable 4 (Accessibility, Requires True Name of the outsider, -80%) enhancement lets the channeler apply a +4 bonus to his channeling roll if he knows the outsider’s true name, or a lesser bonus for a less specific name. Each true name is a perk that the caster must research, using the rules described under Research (Pyramid #3-114, page 13). But usually even a name less specific than the true name can be used to receive a bonus. For more information, see the Other Names sidebar on Pyramid #3-114, page 14.

The Requires Reaction Roll limitation forces the channeler to make a Reaction roll, applying all normal reaction modifiers, after he conducts his summoning ritual, but before the transformation begins.
On a reaction of Neutral or better (10+), the channeling works normally. A Very Good reaction (16-18) gives +1 to the first roll made using the outsider’s skills or abilities; an Excellent reaction (19+) gives +2.
On a reaction of Poor or worse (9 or less), the channeling fails. On a reaction of Very Bad or worse (3 or less), the channeling fails and the outsider refuses to answer you for 1d hours.
You can try to channel the outsider again if you failed to do it due to a bad Reaction roll every second if you wish, but the Reaction roll is at a cumulative -1 per repeated attempt as the outsider becomes increasingly annoyed by your requests. To eliminate this penalty, you must go for a full hour without channeling this outsider.
You can substitute an Influence roll; if so, unless the GM feels that it was especially appropriate or inappropriate, success produces the equivalent of a Good reaction.
You channel specific outsiders, not some random specimens of a particular type. They may get familiar with you and receive penalties or bonuses to their Reaction rolls depending on your relationship with them.

The Aftermath, Indecisive (12) limitation represents the confused state of mind that you have after the outsider departs from your body. Make a self-control roll whenever a choice confronts you, modified downward by the number of alternatives you can see: -2 if there are two choices, -3 if there are three, etc. If you succeed on the first roll, you bring your thoughts in order and do not need to make these rolls anymore until you channel an outsider again. If you fail, you do nothing. Roll again every minute (or every second in combat or a similar high-stress situation) until you make up your mind, after which you may act normally until the next time you face a decision. If you fail the initial self-control roll, then you have to roll again when you are faced with a decision for the next 10 minutes.

CHANNELED OUTSIDERS

Channelers channel specific outsiders, not typical representatives of an outsider species. Being specific and unique individuals, these outsiders can vary significantly, and they can form their own opinions about the channeler, imposing bonuses or penalties to Reaction rolls. Outsiders usually have many abilities that cost quite a lot, so it is rare for a channeler to channel an outsider “fully”. For example, a channeler channels Miriel, an astral deva that served as a guardian of a temple of the Shining One in a dwarven kingdom. When the channeler buys his channeling ability, he chooses that he will only channel Miriel’s personality and combat skills, because he is short on points. Later on, after he has gained several character points, he decides to improve this ability by including energy resistance in the channeled template.

                Sample Outsider

                Miriel
                Alignment: Lawful Good.
                Type: Astral Deva.
                Traits: ST+2 [20]; Basic Speed+1 [20]; Honesty (12) [-10]; Language (Dwarven; Accented) [4]; Infravision [10]; Resistant to Poison (+3) [5]; Sense of Duty (The Church of the Shining One) [-10].
                Skills: Axe/Mace (A) DX+3 [12].
                Cost: 46 points (90% of 51 points).
                Notes: Cost is in addition to 12 points you pay for the Loa advantage (see above).

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