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.
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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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