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View Full Version : Gurps;A whole new wooooorld (Multi-planet magic)



Bobbybobby99
2015-05-08, 02:11 PM
The following is a for Gurps 4E.



Every person is born with magical power. Magic is flexible, and is divided into seven branches, based on broad category, and then further into six sprigs to a branch, based on more narrow category, and then even further into five leaves to a sprig, based on a particular magical art. All limitations automatically apply, unless the spellcaster spends an additional two essence per limitation removed per spell (removing from leaf to branch).

Magery. The default is 10, which is an actual magery ten, not magery 0. With an automatic -30% in limitation, the actual magic use itself is only worth six points. However, each point of magery also includes one essence point (magical fatigue), and one rank of improved magic resistance, leading to a total cost of ten points per rank.
Mana levels vary significantly, but are strictly the result of a planets ambient reserves, meaning that mana dampeners and mana enhancers don't exist. Magic does, however, come from a spark within oneself as well as out oneself, meaning that no magic areas do not exist.

The Eldritch Branch. (the beyond planes) Injurious magery (-30%) (Warlocks)
The Sixth Sprig. Radically unstable (-30%)
The Fifth Sprig. Can't maintain spells (-30%)
The Fourth Sprig. Preparation required (-30%)
The Third Sprig. Extravagant rituals (-30%)
The Second Sprig. Pact magic (-30%)
The First Sprig. Limited college (-30%)

The Divine Branch. (the outer planes) Pact magic (-30%) (Clerics)
The Demonic Sprig. Radically unstable (-30%)
The Diabolic Sprig. Injurious magery (-30%)
The Archonic Sprig. Extravagant rituals (-30%)
The Celestial Sprig. Preparation required (-30%)
The Formian Sprig. Limited college (-30%)
The Protean Sprig. Can't maintain spells (-30%)

The Primal Branch. (the inner planes) Radically unstable (-30%) (Druids)
The Negative Sprig. Injurious magic (-30%)
The Positive Sprig. Pact magic (-30%)
The Energetic Sprig. Limited college (-30%)
The Intangible Sprig. Can't maintain spells (-30%)
The Flowing Sprig. Extravagant rituals (-30%)
The Solid Sprig. Preparation required (-30%)

The Arcane Branch. (the between planes) Preparation required (-30%) (Wizards)
The Ley Sprig. Limited college (-30%)
The Astral Sprig. Extravagant rituals (-30%)
The Reflection Sprig. Can't maintain spells (-30%)
The Ethereal Sprig. Radically unstable (-30%)
The Radiant Sprig. Pact magic (-30%)
The Shadow Sprig. Injurious magic (-30%)

The Martial Branch. (the material plane) Extravagant rituals (-30%) (Fighters)
The Eastern Sprig. Preparation required (-30%)
The Southern Sprig. Can't maintain spells (-30%)
The Western Sprig. Radically unstable (-30%)
The Northern Sprig. Injurious magic (-30%)
The Border Sprig. Limited college (-30%)
The Central Sprig. Pact magic (-30%)

The Creature Branch. (the local plane) Limited college (-30%) (Sorcerers)
The Draconic Sprig. Injurious magic (-30%)
The Faerie Sprig. Can't maintain spells (-30%)
The Infernal Sprig. Extravagant rituals (-30%)
The Celestial Sprig. Pact magic (-30%)
The Primordial Sprig. Radically unstable (-30%)
The Arcane Sprig. Preparation required (-30%)

The Psionic Branch. (the personal plane) Can't maintain spells (-30%) (Psions)
The Dynamic Sprig. Radically unstable (-30%)
The Leukine Sprig. Preparation required (-30%)
The Sanguine Sprig. Pact magic (-30%)
The Choleric Sprig. Injurious magic (-30%)
The Melancholic Sprig. Extravagant rituals (-30%)
The Phlegmatic Sprig. Limited college (-30%)

(pact magic is based on the reasoning used to motivate the magic, injuries from injurious magic cannot be magically healed, extravagant rituals doesn't automatically mean you have to use rituals, limited college limits you to four thematically connected veins, preparation requires 1 minute of preparation for every spell prepared, radically unstable and can't maintain spells are self explanatory.)

Power rolls are modified by various parameters, while Finesse is used as the spell's skill for energy cost, ritual, time needed, etc. The base energy cost of a spell is four, plus two for every involved vein, plus two for every limitation undone, while the base time required is one second for every essence point used above (before subtraction and division). Roll power once per vein involved in a spell, with partial failure and partial success possible, and use the mean of all involved finesse.

Veins. There are 30 different veins of magic. Both power and finesse in a vein are set from birth, and are unchanging. A person rolls their power in a vein when performing magic of its purview, while finesse determines the cost and difficulty of magic. A single rank of power or finesse above your magery attribute costs 2 points, vein power and finesse treated as skills otherwise. Power and finesse for any vein cannot exceed magery multiplied by 1.5. Power and finesse scores for a single vein cannot differ by more than four points.

A single spell requires a base of 4 essence, and a base of 4 seconds, to cast. Every additional vein involved requires an additional two essence, and an additional two seconds. These are modified by the involved veins' finesse. 'Extravagant rituals' moves up the required gestures, incantation, and time required by three steps. Required time a half a second or below allows for the incorporation of a number of disparate effects of the same vein (combination) in a single working equal to the fraction denominator.
0. Highly elaborate ritual involving hands, feet, and incantation. Quadrupled time.
1-5. Very elaborate ritual involving hands, feet, and incantation. Tripled time.
6-9. Elaborate ritual involving hands, feet, and incantation. Doubled time.
10-14. Small ritual involving a small gesture and a few quiet words.
15-19. Small ritual involving a small gesture or a few quiet words. -1 essence.
20-24. No ritual required. Halved time. -2 essence.
25-29. No ritual required. Quartered time. -3 essence.
30-34. No ritual required. One eighth time. -4 essence.
35-39. No ritual required. One sixteenth time. -5 essence.
40-44. No ritual required. One thirty-sixth time. -6 essence.
45-47. No ritual required. One seventy-second time. -7 essence.

Every individual has a single magical specialty. Their specialty vein is their highest powered vein, while their subspecialty within their specialty vein (options listed in parenthesis here) has an automatic +2 bonus to power rolls and effective finesse when acting within that specialty.

Faerie (changelings, faeries, fair folk)
Celestial (archons, agathions, azatas)
Infernal (devils, daemons, demons)
Primal (spirits, elementals, dragons)
Warping (scrying, portals, teleportation)
Shield (shields, wards, auras)
Undeath (mindless, sapient, intangible)
Emotion (passive, positive, negative)
Thought (belief, logic, language)
Fate (probability, luck, destiny)
Time (present, past, future)
Image (colors, shades, imagery)
Feeling (olfaction, touch, pain)
Sound (low pitch, mid pitch, high pitch)
Water (freshwater, brackwater, saltwater)
Ice (cold, snow, fresh ice)
Vertebrate (furred, scaled, skinned)
Vermin (social, semi-social, asocial)
Body (dexterity, health, strength)
Plant (avascular, vascular, dead)
Disease (bacteria, virus, fungus)
Earth (soil, stone, gemstone)
Metal (common, ferrous, precious)
Weather (clouds, precipitation, lightning)
Artificial (solids, liquids and semi-liquids, gases)
Vapor (needed, unneeded, harmful)
Fire (heat without flame, flame without heat, flame with heat)
Light (below visible, visible, above visible)

All spells have a durational component, with ones which would naturally sustain themselves continuing to naturally sustain themself after the end of a duration. A magical fire would continue likely burning after its duration ceased, but all things burned by fire conjured, instead of sparked, would reconstitute.

Ranks of personal power. The first number is their automatic magery score. The next number is the number of mundane character points that rank has, for the average or inexperienced (having more is common for the more experienced) and the other being the fixed number of supernatural character points that rank has, not counting magery, with all disadvantage gains adding to their number of mundane character points. Then the number of them typically in existence, then recommended status on their home planet (with exception). Supernatural points are generally spent at a three to two ration, three being duper natural abilities and two being vein power and finesse. There are 90 individuals of rank 14, and roughly 6 times as many for each successive rank, in addition to the rough number per planet.
Rank 14. Magery 30. 600/750 90 status 8+ (0.4) 1600
Rank 13. Magery 28. 550/600 540 status 7+ (2.5) 1420
Rank 12. Magery 26. 500/500 3,240 status 7+ (15) 1240
Rank 11. Magery 24. 450/400 19,440 status 6+ (90) 1060
Rank 10. Magery 22. 400/300 116,640 status 6+ (540) 880
Rank 9. Magery 20. 350/250 699,840 status 5+ (3240) 750
Rank 8. Magery 18. 300/200 4,199,040 status 5+ (19,440) 620
Rank 7. Magery 16. 250/175 25,194,240 status 4+ (116,640) 515
Rank 6. Magery 15. 200/150 151,165,440 status 3+ (699,840) 425
Rank 5. Magery 14. 150/125 906,992,640 status 2+ (4,199,040) 335
Rank 4. Magery 13. 125/100 5,441,955,840 status 1+ (25,194,240) 270
Rank 3. Magery 12. 100/75 32,651,735,040 status 0+ (151,165,440) 205
Rank 2. Magery 11. 75/50 195,910,410,240 status -1+ (906,992,640) 140
Rank 1. Magery 10 or less. 50/25 1,410,554,953,640 status -2+ (5,441,955,840) 75

...



The universe itself has a total population of about 1,645,647,445,890 people at a time, with a couple billion variation at a time. There are 216 planets, each of which has around 216 million square miles of surface area, and an average of 2/3 covering of water and a rough 7,200,000,000 population. Each planet can be rated from 1-6 on three factors; temperature, precipitation, and mana. Planets with higher precipitation tend to vary little in temperature, while those with little precipitation vary quite a bit in temperature. The space around planets imitates their mana levels, blending and averaging based on the closest ones. Note that only spells are mana dependent, not most supernatural powers, and not magic resistance!
1. 1-10 inch yearly/-50 to 50 F*/No mana to Low mana.
2. 10-20 inch yearly/-30 to 70 F*/Very low to Normal mana.
3. 20-40 inch yearly/-10 to 90 F*/Low to High mana.
4. 40-70 inch yearly/10 to 110 F*/Normal to Very high mana.
5. 70-110 inch yearly/30 to 130 F*/High to Wild mana.
6. 110-160 inch yearly/50 to 150 F*/Very high to Very wild mana.

Various planets are 'closer' to each other than to other planets, both literally and metaphysically. A planet's three traits determine which other planets are close to it; take the differences between all of the two planet's traits and all the totals together. Multiply that total by 200,000,000 miles. That is the distance between the planets.

Most worlds have an effective TL10, with insular or backwards areas sometimes having TL9. No technologies introduced at TL10 or higher exist, nor any super-science, but technologies improve as normal.

These species are distinguished by their sapience and magic (many animals and plants are magical, and many AIs are sapient, but only the following are both). Each race has it's own language, and there is also a 'common' tongue, similar to a more successful esperanto, used for trade, politics, and travel. Bilingualism in common and a racial language is expected from anyone educated, and knowing more than three languages is quite common.
Tako. Octopus. Precipitation 6, Temperature 6. Normal lifespan.
Fiske. Beta fish. Precipitation 6, Temperature 5. Short lifespan.
Kulta. Goldfish. Precipitation 6, Temperature 4. Enhanced lifespan 3.
Lodeszi. Pufferfish. Precipitation 6, Temperature 3. Enhanced lifespan.
Nguru. Tuna fish. Precipitation 6, Temperature 2. Normal lifespan.
Kaquen. Whale. Precipitation 6, Temperature 1. Enhanced lifespan 2.
Susaka. Dolphin. Precipitation 5, Temperature 6. Enhanced lifespan.
Limador. Wrasse fish. Precipitation 5, Temperature 5. Short lifespan.
Kameta. Turtle. Precipitation 5, Temperature 4. Enhanced lifespan 2.
Mewa. Albatross. Precipitation 5, Temperature 3. Normal lifespan.
Fuoco. Giant salamander. Precipitation 5, Temperature 2. Short lifespan.
Pingin. Penguin. Precipitation 5, Temperature 1. Enhanced lifespan 2.
Yagaan. Flamingo. Precipitation 4, Temperature 6. Enhanced lifespan.
Squilla. Mantis shrimp. Precipitation 4, Temperature 5. Short lifespan.
Hukenu. Platypus. Precipitation 4, Temperature 4. Normal lifespan.
Hangya. Leafcutter ant. Precipitation 4, Temperature 3. Short lifespan.
Yu. Duck. Precipitation 4, Temperature 2. Enhanced lifespan 2.
Snositi. Polar bear. Precipitation 4, Temperature 1. Enhanced lifespan.
Kayiman. Crocodile. Precipitation 3, Temperature 6. Enhanced lifespan.
Akkedi. Iguana. Precipitation 3, Temperature 5. Short lifespan.
Humans. Chimpanzee. Precipitation 3, Temperature 4. Normal lifespan.
Mahumak. Honey bee. Precipitation 3, Temperature 3. Enhanced lifespan.
Ptitsa. Macaw. Precipitation 3, Temperature 2. Enhanced lifespan.
Eland. Reindeer. Precipitation 3, Temperature 1. Enhanced lifespan.
Palaka. Desert toad. Precipitation 2, Temperature 6. Normal lifespan.
Vesperta. Fruit bat. Precipitation 2, Temperature 5. Short lifespan.
Pitonbo. Ball python. Precipitation 2, Temperature 4. Enhanced lifespan.
Khlab. Raven. Precipitation 2, Temperature 3. Enhanced lifespan 2.
Gaedo. Wolf. Precipitation 2, Temperature 2. Normal lifespan.
Conin. Rabbit. Precipitation 2, Temperature 1. Short lifespan.
Ikame. Camel. Precipitation 1, Temperature 6. Enhanced lifespan.
Lawe. Lion. Precipitation 1, Temperature 5. Normal lifespan.
Kachuva. Tortoise. Precipitation 1, Temperature 4. Enhanced lifespan 3.
Longulo. Portia spider. Precipitation 1, Temperature 3. Short lifespan.
Vlon. Elephant. Precipitation 1, Temperature 2. Enhanced lifespan 2.
Snjor. Snowy owl. Precipitation 1, Temperature 1. Normal lifespan.