[LotM TTRPG] Warrior Pathway (Sequence 9 – 4)
▲ 9 r/gurps+1 crossposts

[LotM TTRPG] Warrior Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Guerreiro - Caçador de Demônios (Witcher)

Warrior

Weapon Master and Martial Arts: 25 The character has a supernatural ability with firearms or melee weapons, shields, and any martial art, being able to use all of them without training on a DX roll, and those with at least 1 point gain a +4 bonus. He is also able to learn combat arts 40% faster.

Weak Spirituality: -5 The character has a Beyonder-like spirituality but weaker than most Sequence 9s; he is only able to learn the simplest ritualistic spells.

Can Be Bought:

  • Arm ST +4: (20)
  • DX +1: (20)

Pugilist (Gladiator)

Extra Attack: 25 The character is able to attack more than once per turn.

Ambidexterity: 5 The character is able to fight and handle things equally well with either hand and never suffers the -4 DX penalty for using his off hand. If an accident occurs with either of the character's arms (or hands), assume it was the left one.

Enhanced Tracking: 5 The character is able to “track” one more target. An Aim or Evaluate maneuver (p. 364) normally applies to a single target. Enhanced Tracking allows the character to perform the maneuver on one additional target. The character is able to track only targets he is able to detect, and it is not possible to Aim at a number of individuals greater than the number of ready weapons.

Supernatural Touch: 5 His body and melee weapons become able to momentarily touch non-physical existences, allowing his attacks to affect spiritual bodies.

Supernatural Resistance: 20 The excellent physique of his body can reduce the negative effects of certain supernatural powers:

>Afflictions: Mystical attacks are resisted with a +3 bonus. Damage: The character has DR 5 (Tough Skin).

Can Be Bought:

  • ST+4 (40).
  • HT+2 (20).

Weapon Master

Weapon Mastery: 50 The character is able to instantly have a level of familiarity and effectiveness of a grand master when using any type of “weapon” in combat; this includes, but is not limited to, his body, Beyonder weapons, mystical items, sealed artifacts, any forms of swords, firearms, other types of armament, etc.

Muscle-Powered Weapons: When using muscle-powered weapons such as swords, the character receives:

  • A +2 per die bonus to basic damage for thr or sw.
  • The character suffers only half the usual penalty to perform a Rapid Strike (p. 369) or to Parry more than once per turn (p. 376). Finally, the character can learn any combat skills such as Blind Fighting and Power Blow, provided there is a reason for him to learn and train these skills. The GM has the final word.

Precision Weapons: The character is able to make extraordinarily precise shots without aiming, with firearms (any weapon not based on ST); with one-handed weapons he receives the Accuracy bonus of the weapon he is using even without using the Aim maneuver. When using two-handed or automatic weapons, the character receives half the Accuracy bonus (rounded up) without needing to Aim. If he Aims, the character receives the full Acc, bracing, and aiming bonus, and additional seconds of Aiming also grant the traditional benefits.

Cinematic Skills: The character gains the cinematic skills:

>Melee Weapon! (DX/H): Replaces all specializations with Main-Gauche, Shortsword, Two-Handed Sword, Force Sword, Broadsword, Knife, Jitte/Sai, Rapier, Saber, etc., Cutlass, as well as skills related to Fast-Draw.
>
>Ranged Weapon! (DX/A): Replaces all specializations with Bow, Beam Weapons, Guns, Artillery, and Liquid Projector, as well as all skills related to Fast-Draw. All points he had in skills go into them, and Talents still apply to these skills.

Master Pugilist: 20 The character gains the cinematic skill “Unarmed!” DX/VH, and all points he had in martial arts and unarmed combat skills go into it. All effects of the character’s martial arts combine; keep a list of known arts and their effects. Talent +4 (Weapon Master and Martial Arts**) still applies to this cinematic skill.

Strengthened Abilities: Weapon Suppression: 15 The character can suppress the negative effects of extraordinary items in weapon form, being able to choose 3 items and transform the negative effects into simple quirks that at most are annoying but not dangerous. (Ex: suppress the effect of an item that causes 1d damage per use to only 1 HP or 1 FP.) or even completely neutralize the negative effect if it is a quirk.

Spirituality: +5 The character has his spirituality improved to a high enough degree, allowing him to gain the ability to conduct more advanced Ritual Magic and learn Spirit Vision.

Physical Enhancement: 60 ST+3 (30), DX+1 (20), HT+1 (10).

Dawn Paladin

Giant Physique (Strength of Giants): 35 The character’s body becomes like that of common giants.

>Stamina: The character seems to have inexhaustible stamina; the character loses FP at 1/10 the normal rate. Growth: When concentrating, the character can grow by +1 SM, thereby increasing his strength by +10% and making it easier to overcome obstacles. If the character grows in an enclosed environment, he causes his maximum thr damage to the walls or ceiling of the room each second until he breaks through it.

Enhanced Move 2.5 (Ground): 50/5= 10 He multiplies his Move by x6. If the character’s Basic Move was 8, he could run at a speed of 48 meters/second (172.8 km/h).

Dawn Light: 50/5= 10 The character creates an aura of light in an area of 48 meters around him, for 10 minutes. It has the effects:

  • Purification: Dissipates powers or energies inclined toward evil, corruption, and degeneration;
  • Nullification: Nullifies concealment and shadow effects, deactivating invisibility up to 60 points and weakening shadow powers according to the GM’s description;
  • Bonus: +8 to resist effects of pathogens (diseases), radiation (rad), and electromagnetism (surge).

Dawn Armor: 70/5= 14 The character creates a complete silver armor that has no weight and does not hinder his movements. It has DR 20 Semi-Ablative (every 10 damage suffered reduces DR by 1), and Hardened 2 (ignores armor divisor 3 and below). This armor gives -2 to Stealth rolls, and to be activated it costs 2 FP; it requires 15s to regenerate the armor, which must be deactivated for the process to occur.

Dawn Armaments: 50/5= 10 The character has a range of dawn weapons with him, where he can choose any weapons he wishes to shape, causing thr+5 or sw+6 damage, which:

  • He can choose between C, 1 or 1, 2 or 2, 3 or 1–4 (like a whip).
  • Causes holy damage.
  • Has an armor divisor 2.
  • He can choose the strength of his weapon’s damage.
  • He can choose the form his melee weapon assumes.

Dawn Sword: The character has his most powerful weapon, used to activate the Hurricane of Light; it has reach: C - 1, causes thr+6 (imp) or sw+7 (cut) damage, possessing the same parameters described above.

Hurricane of Light: 96 By spending 1 FP, the character destroys his Dawn Sword, creating a luminous vortex of cutting fragments in a 4m radius around him, causing 8d damage (cutting, holy). The character must make a Will roll so that allies are not affected by the shredding. To use it again requires a recharge time of 2 minutes.

Strengthened Abilities: Supernatural Resistance: +15 Damage: The character’s natural resistance becomes more potent, receiving +5 to his DR, totaling DR 10 (Tough Skin).

Combat Mastery: +20 The character has his body and senses even more attuned to combat, facilitating the use of powerful techniques; he receives a +4 bonus to the skills: Power Blow Will/H, Blind Fighting Per/VH, Immovable Stance DX/H, Zen Archery IQ/VH, Throwing Art DX/H, and reduces by 40% the time needed to learn skills during play.

Physical Attribute Improvement: 100 ST+3 (30); DX+1 (20); HT+2 (20); FP+10 (30) +4d6 cm.

Guardian

Find a Person or Group you wish to protect and to whom you dedicate yourself, protecting them for at least one year.

Protection: 130 By spending 4 FP, the character kneels, planting his Dawn Sword in the ground and assuming a Total Defense posture, releasing a light similar to dawn (-4 to Stealth) that raises an invisible barrier with a 2-meter radius around him, protecting himself and allies within the area. The barrier has the following characteristics:

  • Damage Resistance 30,
  • Hardened 4 (ignores armor divisor 10 and below),
  • Resistant to corrosion damage (does not lose DR from corrosion damage),

Guard: 30 If he wishes, the character can absorb any damage that gets past his allies’ DR within a 10-meter area around him, but the damage will not be reduced in any way even if the character has injury resistance, and if multiple allies suffer damage at the same time, the character will have to endure the accumulated damage from everyone he protects.

Strengthened Abilities: Dawn Armor: +50 The character’s armor becomes much more rigid; it now has Hardened 4 (ignores armor divisor 10 and below) and requires only 5 seconds of recharge to regenerate the armor.

Dawn Armaments: +7 The character can now create muscle-powered ranged weapons such as: Bows, Spears, Darts, etc. The range parameters are as in the equipment (see p. 275).

Supernatural Resistance: 128 The character’s defenses are enormously improved:

  • Afflictions: Mystical attacks are now resisted with a +8 bonus, and attacks that cannot be resisted take 3 times longer to affect the character’s body (minimum 3 seconds).
  • Illusions: The character becomes immune to being confused or disoriented by Illusions (as long as it is not cosmic).
  • Damage: The character’s natural resistance becomes more potent and rigid, receiving +10 to his DR, totaling DR 20 (Tough Skin) with Hardened 4 (ignores armor divisor 10 and below).

Obstinate: 5 The character has his spirituality improved to fortify his meditation and concentration. He receives a +3 bonus on skill rolls in which he needs to concentrate, but while concentrating he must make a Will roll at -5 to avoid ignoring his entire surroundings.

Physical Attribute Improvement: 0 The character gains the Gigantism trait (p. 19).

Can Be Bought:

  • FP+10 (30 points).
  • ST+3 (30 points).

Demon Hunter (Witcher)

Solve a problem or disaster caused by a powerful Demon or Malevolent Creature.

Eye of the Demon Hunter: 60 The character can identify the nature, weaknesses, and condition of a target and whether it is corrupted, possessed, or even lying. When he uses this ability, a complex dark-green symbol appears in each of his eyes.

  • Identify Weakness: This ability allows identifying the weak points of his targets, such as vital organs and nerve bundles, with deadly precision. Make a Perception roll at -5 before making an attack against the target. On a success, all damage that penetrates DR is doubled, or tripled if the character attempted to hit vital organs (Attack penalty).
  • Detect Degeneration and Corruption: With a Sense roll, the character can precisely detect the location of any type of corruption within his line of sight.
  • Detect Lies: With this ability active, the character gains a +3 bonus to Detect Lies, Fortune-Telling, and Psychology rolls.

Alchemy: 50 The character can create magical potions, but in a different way from a potion master: holy unguents, essential oils, and special marks using various mystical materials (collected during his hunts). Each alchemy created can have a maximum of 80 points and contains only 1 use; ingesting or applying items produces different effects such as Lightning, Freezing, Purification, Burning, Decomposition, and Exorcism. This allows attacking his targets’ weaknesses precisely.

Creation Time: The character takes much less time to make his potions than normal alchemists:

  • Simple (1/2 of points) requires only 1d/2 minutes,
  • Average (1/2 of points) requires 1d/4 hours,
  • Complex (3/4 of points) requires 1d/2 hours,
  • Amazing (above 3/4 of points) takes 1d hours.

Mental Concealment: 30 The character can conceal his actions and intentions, interfering with Divinations and Prophecies, preventing even targets capable of foreseeing danger and sensing malice from detecting him.

Mental Resistance: 20 The character is less affected by mental attacks, giving him a +5 bonus to rolls of this type.

Demon Hunter Talent: 20 The character has a Talent for: Survival (Per/A), Alchemy (IQ/VH), Observation (Per/A), Tracking (Per/A), Shadowing (IQ/A), and Hidden Lore “Monsters” (IQ/A). Receiving a +4 bonus to all these skills, even on rolls with preset values. This increases the effective value only for the attribute associated with the skill.

Danger Sense: 20 The character cannot always count on this advantage, but from time to time he has that feeling that something is wrong. Whenever the character is in danger of an ambush, imminent disaster, or another similar type of danger, the GM must secretly roll against his Perception. On a success, the character receives a warning that something is wrong. On a result of 8 or less, the GM must provide some details about the nature of the danger.

Strengthened Abilities Armaments -> Dawn Equipment: +3 The character possesses 15 modular points to condense his Dawn Light into objects that are not weapons (common objects normally have no point value). Beyond that, he can coat weapons with the brightness of Dawn so that they cause holy damage.

Dawn Sword: +10 The weapons created by the character now have Armor Divisor 3.

Dawn Armor: +20 The character’s armor now requires no recharge or FP cost.

Protection: +30 The character’s ability can block passage through the Spirit World and protect against Curses.

Hurricane of Light: +37 The character’s ability now costs no FP, deals 10d damage, and its recharge is reduced to 5 seconds.

Attribute Improvement: 100 ST+10 (100), SM+1 (3m).

u/pirinel_0-0 — 8 days ago
▲ 10 r/gurps+1 crossposts

[LotM TTRPG] Corpse Collector Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Colecionador de Cadáveres - Imortal

Corpse Collector

Corpse Resistance: 15
The character gains resistance to cold, decomposition, and the corrosiveness of corpse auras (undead), gaining DR 10 against attacks of this type. He becomes partially immune to afflictions, gaining a +8 bonus to resist the effects of corpse auras.

Corpse Camouflage: 5
The character’s dark presence and low body temperature prevent less intelligent undead from attacking him outright.

Knowledge (Undead): 20 The character has a Talent for: Occultism (IQ/A), Expert Skill (Anatomy; IQ/H), Expert Skill (Thanatology; IQ/H), Exorcism (Will/H), Professional Skill (Autopsy; IQ/E), and *Identification of Undead Creatures (Per/E); a +4 bonus to the skill, even on rolls with preset values. This increases the effective value only for the attribute associated with the skill.

Identification of Undead Creatures (Per/E): This skill helps quickly recognize creature types and their weaknesses, as well as anticipate their behavior and attack methods. If the character’s skill level in Identification of Undead Creatures is 15, any attack made against him and any defense maneuver suffers a -1 penalty, because he is able to predict its behavior. If the character is a specialist (level 20 or higher), attacks suffer a -2 penalty.

Innate Spiritual Perception: 5
The character can see Ghosts, Malignant Spirits, and Apparitions even without activating Spirit Vision.

Dark Appearance: 0 The character has a dark aura around him, granting a +2 bonus to Intimidation. Beyond this, he has a supernatural feature: low body temperature, which gives -1 on reaction rolls from those who know.

Phobias: -45 The character has a growing fear of sunlight (Heliophobia) and of being purified (Hagnophobia), both with a self-control roll of 9 to resist fear (see phobia rules p. 140). The character can buy off these disadvantages or change the self-control roll to 12 (spending 15 points per level until fully bought off).

Physical Enhancement: 20 ST+1 (10); HT+1 (10).

Gravedigger

Spirit Communication: 24 The character can communicate with a small number of spirits near him, summoning them to explore areas or assist with specific tasks. These spirits can perform simple actions on command, such as grabbing a target to immobilize it. This ability functions as an Ally Group of 6 to 10 spirits, each with about 25% of the character’s points. The ability has Quite Often frequency (appears on a roll of 12 or less) and is Summonable, allowing new spirits to be called as needed. For each summoning, the GM may decide whether the same spirits return or new entities appear. In the case of new allies, a reaction roll determines the spirits’ willingness to obey the character’s commands. If any spirit is destroyed, the user must wait a full day before summoning replacements.

Eye of Death: 6 When the character presses his eyes, they turn gray and then colorless, allowing him to quickly determine the weaknesses of even unknown spiritual creatures and undead through observation. To use this ability, a successful Perception roll is required as a free action before his next attack. That attack suffers a -2 penalty, in addition to any other hit location modifier (see Hit Location, p. 398). If the character hits, all damage that penetrates DR is doubled; if the undead already has vitals, this ability does not add the multipliers—use only the higher of them.

Flexibility: 5 The character becomes more flexible, receiving a +3 bonus to Climbing rolls, Escape rolls to get free of ropes, handcuffs, and similar restraints, the Erotic Art skill, and all attempts to break free during close combat (p. 391). The character can also ignore penalties of up to -3 for working in tight spaces (including rolls with Explosives and Mechanic).

Physical Improvement: 25

DX+1 (20); Per+1 (5).

Spirit Medium

Mediumship: 10/5=2 The character can speak with any spirit present, provided they share a common language.

Spirit Affinity: 10/5=2 To dead souls and natural spirits around him, the character is seen as a kindred being and therefore not a threat. The ability works with the full value of IQ and the bonus to Detect Lies. Fortune-Telling and Psychology receive a +3 bonus; his Influence skills (Diplomacy, etc.) work normally on spirits. If they are friendly enough, these entities may even take the initiative to give him information.

Spirit Contacts: 20/5=4 The character can perceive and communicate directly with natural spirits and dead souls wandering around him, thus having informants everywhere, warning him of any danger or informing him of the enemy’s whereabouts (Contact Group: Spirits, “quick and cheap” but dangerous, skill 12 at all times, Somewhat Reliable).

Danger Sense: 20 The character cannot always count on this advantage, but from time to time the spirits warn that something is wrong, and whenever the character is in danger of an ambush, imminent disaster, or another similar type of danger, the GM must secretly roll against a skill of 12. On a success, the GM must provide some details about the nature of the danger.

Spirit Probe: 10/5=2 Spirits and Ghosts: The character can interrogate spirits and ghosts. To do so, he and the spirit must share a language and concentrate for 1 second. Once the connection is made, the character can extract directly from the spirit’s mind the answer it believes to be true.

  • Spirits get no resistance roll and cannot lie; they answer only based on what they knew in life. If the spirit does not know the answer, it simply says so.
  • There is no limit to the questions, but each one requires a new round of concentration. The character can also channel recently deceased spirits, such as those of defeated enemies.

Living Beings: The same ability can be used to interrogate living beings, but requires a 10-minute preparatory ritual. During this time, the character tries to communicate directly with the target’s inner spirit while still alive.

  • After preparation, make a Quick Contest, comparing the character’s IQ (or Interrogation skill, if higher) against the target’s Will.
  • On a win, the character extracts from the target’s mind the answer it believes to be true.
  • On a failure, he may try again, but suffers a cumulative -2 penalty for each new attempt (for the same or a similar question) within one hour.
  • On a critical failure, the character cannot try again with the same target for 24 hours. This method is extremely dangerous without the use of sedatives or adequate magical support. Forcing this contact can cause mental or spiritual damage to both parties.

Spirit Magic: 30 The character can use different spirits to perform different types of magic (Symbol Drawing; IQ/H to cast), creating various types of supernatural phenomena in a highly versatile way. When the character uses a spirit, it sometimes reacts badly; make a reaction roll with modifiers (if any) each time he wishes to create a new spell. Creating each spell costs $5 per point; this value represents the materials consumed for the experiments. As in the spell table, each spell can have a maximum number of points.

  • On a reaction of Neutral (10+) or better, everything goes well and the spell is cast without problems.
  • On a Very Good reaction (16-18), the spirit helps with the creation of the spell, granting +5 spell points.
  • On an Excellent reaction (19+), it grants +10 spell points.
  • On a reaction of Weak (9 or less) or worse, the character fails to create the spell, losing 1 hour of work.
  • On a reaction of Very Weak (3 or less) or worse, the spirit attacks you, or something similar happens. The character takes much less time: a Simple (1/4 points) spell requires only 1d-2 hours (a result of <1 indicates assembly in 30 minutes); an Average (1/2 points) spell takes 2d hours; a Complex (3/4 points) spell requires 4d hours; and an Amazing (up to the total points) spell takes 2d days.

Detect Spirits: 20/5=4 The character can detect hidden spirits even with his eyes closed. This ability requires 1 second of concentration. The GM makes a secret Sense roll, with distance modifiers (p. 550). A success reveals direction, distance, and a sense of what was detected. A decisive success also reveals precise details, such as the spirit’s nature. After detection, an IQ roll can provide more detailed analysis.

Zombie Disguise: 16/5=4 The character can disguise himself as a zombie. In this state he has a monstrous, corpse-like appearance (-5 on reaction rolls), and his body becomes like that of an undead, meaning he is less vulnerable to impaling and piercing damage. This results in the following wounding modifiers: impaling and huge piercing, x1; large piercing, x1/2; piercing, x1/3; and small piercing, x1/5. However, he becomes more susceptible to holy and purifying attacks from the Sun domain, such as the Invocation of the Sacred Light of the Solar High Priest. Multiply damage by 2x from these types of sources.

Strengthened Abilities: Spirit Communication ➔ Spirit Channeling: +40 The spiritual allies are now 50% of your character points, and the group base is now 11 to 20 spirits.

Eye of Death: +12 This ability has been greatly improved; it works not only on undead but also on any spirit. It now not only multiplies damage to vitals. When making the Perception roll to find secret points, the margin of success is added to the damage roll, giving a maximum of +2 per damage die.

Attribute Improvement: 30 FP+10 (30)

Spirit Guide

Language of the Dead: 97/5=20 When speaking the language of the dead, the character emanates a supernatural power that affects an area of 100 meters. Within this radius, he can choose specific targets to force their spirits to abandon their physical bodies. The selected targets must resist through a Quick Contest of Will against the user. If a target fails this contest, DR is completely ignored for a number of minutes equal to the contest’s margin of failure (minimum one), and the target is stunned for 1 second.

Control Undead: 75/5=15 The character, in an area 50m around him, is able to dominate entire groups of Undead or ownerless natural spirits that are at a level similar to his. He must make a Quick Contest of Will, where targets who fail are subjugated. If the character has exceeded the ally limit in his Spirit Channeling, he must use his character points to buy them as an Ally, along with the Minion enhancement (+50%). If the character does not have enough points, the creature will obey only for 10 minutes, after which it becomes immune to the effects of his ability for 24 hours.

Knowledge (Spirit World): 44
The character has vast knowledge about the Spirit World, its rules, inhabitants, and hidden paths, gaining a +4 bonus in Area Knowledge (Spirit World; IQ/E), Area Knowledge (Underworld; IQ/E), Hidden Lore (Rules of the Spirit World; IQ/A), Hidden Lore (Inhabitants of the Spirit World; IQ/A), Hidden Lore (Rules of the Underworld; IQ/A), and Hidden Lore (Inhabitants of the Underworld; IQ/A). Each of these skills gains 4 XP.

Improved Abilities: Spirit Channeling: +176 This ability has been greatly improved; allies now have 100% of the points and the frequency of participation has increased (result of 15 or less). The character can recruit Spirit Messengers on his own and obtain aid from certain spiritual entities. However, maintaining these Undead and natural spirits without them being detected or influenced by other factors is quite challenging.

Necromancy (Resurrection): The character is now able to transform corpses into living skeletons and Zombies. However, this type of resurrection does not grant the reanimated body any will or vitality of its own; they are merely obedient shells.

Physical Improvement: 45 IQ+1 (20), Will+5 (25)

Gatekeeper

Find a point where the aura of the Underworld leaks into our world, establish contact… and survive.

Gate to the Underworld: 60
The character is able to summon a gate to the Underworld, controlling it and the undead that dwell within it, using its powers as if they were his own. The gate has the following powers:

  • It has a suction force that, when activated, draws everything around it in a 100m area into it. Targets in a 2-meter cone in front of the gate are pulled with ST 50; targets outside the cone are still pulled, but with ST divided per meter outside the radius. This ability affects insubstantial beings.
  • The undead behind the gate can be commanded to coil around, grab, suffocate, and drag targets into the Underworld. This is a grapple that affects a 2m area in front of the gate with ST 25 (DR 8), affecting insubstantial beings. Targets caught are unable to breathe. If they run out of breath before breaking free (see Holding Your Breath, p. B355), they begin to suffocate; see Suffocation (p. B437).
  • Targets caught by the undead’s arms and who fail to resist the grapple must make a skill roll of 5; on a failure, they are sent to the Underworld.

Internal Underworld: +260
The character can house countless souls, the deceased, and natural spirits in an internal underworld, allowing him to transport an army of obedient undead wherever he goes. This place can be considered a miniature underworld. Spirits under the effect of domination can enter this internal underworld; to do so, he must touch the spirit of his choice. The limit of this ability to house them is a group of 21-50 spirits. Normally, the entrance to the internal underworld is in the center of the Gatekeeper’s forehead.

Attribute Enhancement: 30 HT+3 (30).

Undying

Locate a subterranean river corrupted by death. Perform a true funeral on its banks, then bury yourself with the potion at the site and remain buried for sixty days. If you do not survive or do not retain enough sanity at the end of the period, the ritual will fail.

Sealing: 90
The character is able to reduce the negative effects of sealed artifacts using the power of the Underworld to create protective spiritual seals. To do so, he must perform an 8-hour ritual and make a Will roll, where each point of margin of victory reduces the side effects by 10%, to a maximum of 80%. This effect is permanent unless purified.

Spirit World Translocation: 84 Thanks to his connection with the Underworld, the character can use the spirit world as a means of transport to cross great distances. To enter the spirit world, he must concentrate for 10s and make an IQ roll. It is possible to hurry this ability, but it suffers a -1 penalty for each second of concentration omitted (-10 if used without any preparation). Regardless of IQ, a result of 14 or higher is always a failure. Within the spirit world, the character is able to locate himself and move 32x faster. This ability can affect everyone within a 2m radius of the character, making group travel possible.

Resurrection: 11
Every 60 years, the character dies and then resurrects. From the first death onward, he can recover memories of his past lives, taking 1 year to do so. If he dies many times, some memories become irretrievable; thus, as the centuries pass, his rationality degrades and he risks becoming just another purposeless undead. His maximum life expectancy is 2000 years.

Spiritual Body: 40 The character exists in a hybrid state between physical body and spiritual body. Injuries affect him normally, but he never needs to make an HT roll to stay alive, being able to survive to -10×initial HP; beyond that, he dies immediately. He recovers at the normal rate of 1 HP/day. Additionally, the character can pass through barriers and move in any direction with his full Move as if gravity did not affect him. Purely physical or spiritual attacks cause only half damage.

Vulnerability: -20 The character is weak to spells of the Sun domain, such as the Invocation of the Sacred Light of the Solar High Priest. Multiply damage by 2x from these types of sources.

Language of the Dead (Witchcraft): 95
The ancient Language of the Dead now transforms into a complete system of witchcraft (Symbol Drawing; IQ/H to cast), with spells related to:

  • Death
  • Spirits
  • Reanimated Bodies
  • Decomposition
  • Spiritual Enslavement Creating a Simple (1/4 points) spell requires only 1d minutes; an Average (1/2 points) spell requires 5d minutes; a Complex (3/4 points) spell requires 1d-2 hours (a result of 1 or 2 indicates assembly in 30 minutes); and an Amazing (up to the total points) spell takes 2d hours. It has no material costs, but all must have the Verbal Accessibility limitation, -20%.

Improved Abilities:
Internal Underworld: +100 The character can house a group of 51-100 spirits.

Gate to the Underworld: 0
The character is now able to use the gate to invoke the powers of the Underworld and change the environment in his favor, creating a spiritual battlefield that:

  • In a 100m area around the gate, everyone who is not adapted to the Underworld aura (the character, undead, and spiritual beings) in the area must make a Will roll at -4 every second; on a failure, they are affected by Hallucinations of voices and screams from the Underworld (see p. 428).
  • It is possible to summon dangerous creatures from the Underworld into the physical world. Whether by luck or influence, he must make a participation roll at skill 12; on a success, roll 3d and determine the strength of the creature or creatures summoned using the table below. These beings are not his allies and may be a potential danger.

Invocation Strength Table:
"150%" (3 to 6): Bone Dragon
"100%" (7 to 9): King of the Dead
"75%" (10 to 12): Death Knights
"50%" (13 to 15): Mocking Ghost
"25%" (16 to 18): Skeleton Archer

u/pirinel_0-0 — 10 days ago
▲ 11 r/gurps+1 crossposts

[LotM TTRPG] Sleepless Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Insone - Sentinela da Noite

Sleepless

Nocturnal: 15

The character becomes more powerful at night. Their physical strength, intuition, and mental capabilities increase, receiving a +1 to +5 bonus depending on how deep into the night it is (18:00: +1 bonus; 00:00: +5) to rolls for: Melee Weapons, Guns, Observation, Close Combat, Meditation, and Fright Checks.

Sense Dangers in Darkness: 12

The character can sense dangers hidden in darkness. When in danger of an ambush or similar disaster, the GM should secretly make a roll against their Perception. On a success, the character receives a warning that something is wrong. On a result of 3 or 4, the GM should provide some details about the nature of the danger.

Less Sleep: 8

The character requires less sleep than most people. An ordinary human requires 8 hours of sleep per night. They can sleep only 4 hours, giving the character several additional hours to study or work on other projects.

Sleepless: (-15)

The character sometimes goes through periods in which they have difficulty sleeping. During these periods, the player must make an HT roll once per night. On a success, they fall asleep easily, ending the period of insomnia. On a failure, they lose two hours of sleep that night (and suffer all the usual effects; see Missed Sleep, p. 426), and the insomnia episode continues for another night. On a critical failure, they cannot sleep. The GM rolls 2d-1 to determine the number of days separating two insomnia episodes.

May be purchased:

Dark Vision: 25 points

Midnight Poet

Midnight Poem: 20

The character can produce effects by reciting a poem related to the night or the Goddess of Eternal Night. When the character activates this ability by reciting their poem for 8 seconds, anyone who hears it must resist the chosen effect below, making a Fright Check according to the rules on p. 360:

>Calm: Those who hear the poem have their bodies, hearts, and souls filled with a sensation of purity and tranquility, granting them a +3 bonus to Self-Control rolls. Beyonders who have lost control display abnormal reactions to this poem.
>
>Lullaby: Those who hear the poem and fail the roll fall asleep for d6 hours or until awakened, believing they heard the music in their dreams. Those who resist feel serene and have difficulty expressing and evoking emotions, granting them a +3 bonus to Self-Control rolls.
>
>Pacify: Those who hear the poem become mentally stunned, losing their desire to live and becoming limp and unresponsive for one second. Every second thereafter, the character makes a Will roll to escape the effect.
>
>Terror: Those who hear the poem become terrified. The character runs around erratically screaming, sits and cries, or does something else equally senseless for 1d seconds. At the end of this period, the character makes a Will roll to recover. On a failure by more than 5 or a critical failure, the victim remains terrified for 1d minutes.

It is possible to resist the effects of this ability through meditation or by covering one's ears, granting a bonus to the resistance roll (determined by the GM), but if the target is repeatedly affected by the ability, it will gradually wear down their defenses.

Gunslinger: 25

The character can fire extraordinarily accurate shots without aiming. This ability works with any weapon that uses Guns skills. When firing one shot at a time (RoF 1–3) using one-handed weapons, the character receives the weapon's full Accuracy bonus without taking the Aim maneuver. When using two-handed or automatic weapons, the character receives half the Accuracy bonus (rounded up) without needing to Aim. If they Aim, the character receives the full Acc, bracing, and sight bonuses, and additional seconds of Aim also grant their normal benefits.

Ambidexterity: 5

The character can fight and manipulate objects equally well with either hand and never suffers the -4 DX penalty for using the off hand. If an accident affects either of the character's arms or hands, assume it was the left one.

Swinging: 5

The character gains an excellent ability to climb and can move while hanging from vines, branches, ropes, chandeliers, etc. The character receives a +2 bonus to Climbing and can move at half Basic Move while using this advantage.

Sense Dangers in Darkness → Sense Dangers: +5

The character's spiritual intuition becomes stronger, improving their sensitivity to imminent dangers. It functions at all times, and on a result of 5 or 6, the GM provides details about the danger.

Nightmare

Nightmare State: 32

The character can separate their spirit from their body while sleeping, allowing them to travel freely as an "invisible ghost" and infiltrate the dreams of those who are asleep. In this state, everything appears blurred, giving a -4 penalty to Perception. Dreams appear as oval, illusory bubbles of light, allowing the character to see scenes of what a person is dreaming.

Dream Shaping: 31

When invading someone's dream, the character can make different changes to the dream, allowing them to guide their target into revealing their deepest secrets. The character must concentrate for one second and make a Quick Contest between IQ (or their Dreaming skill, if higher) and the target's Will. If they win, they break through the target's mental defenses, causing them to reveal their innermost secrets. The character remains limited to one question per second, but each answer requires a roll without resistance. It is also possible to force the target to make a Fright Check by causing a nightmare.

Dream Invasion: 56

The character can drag up to 10 targets into a dream, normally without alerting them. This ability works with a Concentrate maneuver against targets within 10m of the character and within their field of vision. The target must make a Quick Contest of Will. On a loss, the target falls unconscious and is dragged into a dream. If the target is outside the character's field of vision and/or up to 100m away, the character can slowly persuade the target to sleep, requiring 16 seconds of concentration before making the Quick Contest of Will. When the target is pulled into a dream, the character enters and shares the same dream as one of the targets. Their real body does not fall unconscious, but must remain still, as if in a trance.

Enhanced Abilities:

Midnight Poem: +3

The character's ability has been enhanced and can now use their spirituality to resonate with the surrounding air, allowing them to recite poems without using their throat. Being strangled or suffocated does not prevent them from speaking.

May be Purchased:

Nightmare Limbs: 15/level (maximum 4)

The character can generate tentacles made partially of flesh and blood from their back, improving their close combat capabilities. This ability functions as the Extra Arms advantage (p. 45), with the Extra-Flexible enhancement (+50%). These arms can be activated and deactivated at will.

Attribute Improvement: 30

Will+3 (15), Per+3 (15).

Soul Assurer

Spiritual Talent: 20

The character gains a +4 Talent to all their skills, allowing them to apply this bonus to their skill rolls.

Requiem: 35/5=7

The character can calm the desires, moods, and thoughts of a target and cause spiritual bodies to sleep. The target must make a Quick Contest of Will. On a loss, they become mentally Stunned (see p. 327), and if they lose by 5 or more, they become unconscious (see p. 429). This ability also affects insubstantial beings.

Requiem (Appease): 99/5=20

The character can use this ability to calm and appease their own emotional state or that of a target, providing temporary relief from loss of control. It temporarily heals 20 FP per 1 FP spent for 1 hour. This healing cannot be stacked unless the damage was caused by an ability, in which case it can be used multiple times and the healing becomes permanent. This ability can also be used to calm the target's emotional state, ending the effects of mental disadvantages such as Berserk and Stress Atavism, at a cost of 1 FP for every 10 points of the target's disadvantage.

Soul Agitation: 122

The character can agitate the Spiritual Body, increasing a target's frustrations and destructive impulses at a range of 150 meters. The target must make a Quick Contest of Will. On a failure, they take 3d Sanity damage and must make a Self-Control roll with a -1 penalty for every 2 points of penetrating damage, or suffer the effects of their latent mental disadvantages.

See Spirits: 15

The character can directly see spiritual lifeforms without needing to activate Spirit Vision.

Enhanced Abilities:

Dream Invasion: +1

The character can now force targets into dreams at a range of 150 meters.

Additional Attributes: 130

ST+3 (30), IQ+1 (20), DX+1 (20), HT+3 (30), FP+10 (30).

Spirit Warlock

Enter the spirit world with your physical body instead of your soul. Find and merge with the principal information that reflects your true self in the spirit world. Consume the potion.

Spiritual Talent: +10

The character gains a +6 Talent to all their skills, allowing them to apply this bonus to their skill rolls.

Spirit Command: 264

The character can seal natural, undead, or evil spirits within their teeth to command them later. The maximum number of spirits the character can control is 5, and each can have 100% of the character's point total. To capture a spirit, it must first be put to sleep using Requiem, after which the character can decide where to store the spirit within themselves. The spirit gains the Slave Mentality disadvantage and can be summoned at any time. It is possible to use the powers of several spirits, but only one spirit can be commanded at a time.

Enhanced Abilities

Spiritual Talent: +10

The character's Talent increases to +6 for all their skills, allowing them to apply this bonus to their skill rolls.

Dream Invasion, Requiem, and Soul Agitation: +1

The range of the character's abilities increases to 200 meters.

Attribute Improvement: 75

IQ+1 (20), HT+2 (20), Will+2 (10), Per+2 (10), FP+5 (15).

Nightwatcher

Collect bloodline traits from the descendants of gods and use them to draw a magic circle that calms the soul.

Bloodline Abilities: 50

The character has up to 50 points to create an ability derived from the blood used in their Ascension ritual. This ability must be limited to affecting spiritual beings only.

Domain of Night: 85

The character can cause pure darkness to emerge from their body like a living tide, forming a 64m Domain that:

  • Completely obscures light, granting the character their maximum bonus from Nocturnal.
  • Weakens enemies within the area with:
    • Bad Luck: Every 10 minutes, the enemy is forced to repeat the roll 3 times and take the worst result.
    • Corrosion: Every second spent inside the area causes the target to lose 1 HP.
    • Fatigue: Every second spent inside the area causes the target to lose 1 FP.
  • Protects allies:
    • Grants 10 DR and Flexible Skin (p. 83).
    • Negates negative effects; up to 20 points of mental disadvantages are suppressed to promote calm and tranquility.

Hair Entanglement: 90

The character can create and manipulate strands of hair to restrain and immobilize enemies in a 2m area. Targets touched by these strands are caught in a Restraint with ST 25 and DR 8. In addition, restrained targets are induced to sleep and must make a Quick Contest of Will. On a loss, they become Stunned for 1 turn and may make a Will+1 roll once per second to recover. On a failure by 5 or more, they become unconscious (p. 428). The strands can be invisible or black as night.

Concealment: 60/5=12

The character can hide within shadows, creating a 2-meter area in which everything is concealed, disappearing from ordinary, spiritual, and magical perception. Rolls to detect the character within this area suffer a -10 penalty.

Curse of Bad Luck: 55/5=11

The character can choose a target within 200 meters. The target must make a Quick Contest of Will against the character. On a loss, they are cursed with Bad Luck (p. 148) without realizing it (No Signature). The victim remains cursed until they achieve a notable success. At that moment, their victory causes the curse to vanish. Magic used to remove curses functions normally.

Enhanced Abilities:

Spirit Command: Variable Cost

The character can command additional Spirits, limited to the number of teeth in their mouth (adults with a complete set of teeth have 32 teeth). To do so, they must spend character points to purchase them as Allies according to the table below:

Total Points Cost
25% 10 points
50% 20 points
75% 30 points
100% 50 points

Dream Invasion: +15

The range increases to 1000 meters and can affect up to 50 targets simultaneously. All affected targets share the same dream.

Requiem: +72

This ability now causes a 2-meter area around the target to become enveloped in darkness. Anyone within this area who fails the Will contest becomes unconscious, and anyone who fails by 5 or more enters a coma.

Nocturnality: +15

The character now only needs darkness around them to become stronger.

  • The darker it is, the greater the character's bonus (maximum +9). For every -1 to the visibility modifier caused by darkness, the character receives a bonus to their rolls for: Melee Weapons, Guns, Observation, Close Combat, Meditation, and Fright Checks.
  • Conversely, light weakens the character (maximum -5). The stronger the light, the greater the penalty determined by the GM.
u/pirinel_0-0 — 22 days ago
▲ 16 r/gurps+1 crossposts

[LotM TTRPG] Apothecary Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Boticário - Rei Xamã

Apothecary

Medicinal Mixture: 10

The character has an aptitude for mixing liquids and herbs. With these skills in creating various medicinal potions, they can easily treat most diseases and injuries. The character gains the wildcard skill "Apothecary! IQ/D", which encompasses Herb Lore, Poisons, and Alternative Medicine. When making mixtures, follow the point limits in the creation table, but the character creates these known mixtures much more quickly, requiring only 1 minute and the necessary materials ($10 / Point) and herbs. Make an Apothecary! skill roll when developing new, unknown mixtures; on a failure, the created mixture may become a poison. The character can only work on one mixture at a time, but can make batches by multiplying the price by the desired number of uses.

Despite this ability, Apothecary! users have no way of treating terminal illnesses. They can only attempt to alleviate the symptoms or delay their progression.

Examples of mixtures they can make:

  • A concoction that increases Strength for a short period of time.
  • A concoction that increases libido and sexual stamina.
  • A concoction that stops bleeding and stimulates healing.

Poison Resistance: 5

The character's body has Resistance to poisons and toxins. Add +3 to resistance rolls against poisons, toxins, and drugs.

Spirit Vision: 5

The character's eyes can perceive a person's health and general well-being, granting a +5 bonus to diagnose and evaluate someone.

Beast Tamer

Beast Taming: 20

The character has an aptitude for training and understanding animals. They gain the wildcard skill "Beast Taming! IQ/D", which encompasses Animal Handling, Freight Handling, Teamster, Riding, Falconry, and Veterinary. When taming a creature, it learns much faster than normal, making it possible to train a sniffer dog in hours! Training something Simple (Bark, give paw) requires only 4d minutes; a Medium (Wait, stand watch) trick requires 4d-4 hours (a result of 0 or less means it is completed in 30 minutes); a Complex (Detect drugs, herd sheep) task requires 2d hours; and an Amazing (Meditate, communicate through gestures) task takes 8d hours.

Animal Sense: 10

They can communicate with animals, share their senses, and read their emotions and intentions, receiving +3 to Reaction rolls with any animal.

Tamer's Eyes: 30

The character is capable of disturbing the minds of other people who look into their eyes. The target must be within 10 meters and able to see the character. The character must take a Concentrate maneuver to affect the target. Roll a Quick Contest of Will between the character and the target. If the character wins, roll 3d plus their margin of victory to determine the result on the Fright Check Modifiers table (p. 360).

May be purchased:

  • DX+1 (20),
  • HT+2 (20),
  • ST+2 (20).

Vampire

Dislike of the Sun: -10

The character's skin is extremely sensitive to sunlight, suffering from a kind of allergy that causes injuries simply from being exposed to sunlight. These injuries directly affect the character's HP, ignoring DR or defensive advantages. Every 30 minutes, the character takes 1d damage. Barriers that reduce the rate at which the damage is suffered by half (e.g., thick clothing or sunscreen) provide protection. On the other hand, intense sunlight causes damage at twice the normal rate. This disadvantage may cause anyone who notices it to suffer a -1 penalty to Reaction rolls.

Restricted Diet: Blood: -10

The character requires spiritually rich blood, normally human blood. Without it, the character simply cannot feed, which can eventually leave them incapacitated. The character may attempt to consume blood without spirituality, such as that of unintelligent animals. This will sustain them, but they must make an HT roll after each meal. Failure means HT decreases by one point until the character receives appropriate medical treatment. A critical failure causes an incapacitating reaction (at the GM's discretion).

Fangs: 1

The character's teeth inflict Thr-1 (Impaling). The Reaction of people who notice this detail suffers a -1 penalty.

Darkness and Moon Spells:

Wings of Darkness: 36

The character can summon illusory bat wings. The character's Flying Move is equal to Basic Speed ×2 (discard all fractions). The character can also "fly" underwater at half speed. Flight also includes the ability to hover with Move 0. The character cannot fly very high (maximum altitude of 9 meters). This does not limit their speed, but the GM may require Aerobatics rolls to determine whether the character can avoid obstacles close to the ground.

Swarm of Illusory Vampire Bats: 30/5=6

The character uses their Wings of Darkness to create a swarm of illusory vampire bats, causing 2d corrosive damage in a 2-meter area. Its parameters are: Range 100, Acc 3, RoF 1.

Chains of the Abyss: 34/5=7

The character condenses shadows into black tentacles with ST 20 that restrain a target, using the Symbol Drawing (IQ/D) skill, with the following parameters: Range 100m, Acc 3, RoF 1. The target must make an ST roll to break free. The character cannot stack new Restraints to increase their resistance value. The spell can only be damaged by Light, Holy, and Shadow damage, remaining immune to all other sources of damage.

Claw of Corrosion: 25/5=5

The character has long claws up to 30 cm in length. Change the damage caused by the character's punches from crushing to cutting or impaling, at the player's choice (which must be made before the attack roll). They also have an Armor Divisor of 3. In addition, they possess a powerful corrosive ability: for every 5 points of basic damage inflicted, the target's DR is reduced by 3 points, in addition to the normal damage. It is the bane of defenses based on scales, skin, and membranes. Casting this spell requires the Brawling (DX/F) skill.

The Embrace: 0

The character can convert humans into their species using an excessive characteristic. This immediately turns them into an S7 Vampire.

Blood Servant Conversion: 20

By making their target drink their blood and swear eternal loyalty, the target becomes their servant forever. This is very similar to, but different from, "The Embrace," with the difference being that the character does not need to grant Beyonder Characteristics to the target when performing a Blood Servant Conversion.

When the target becomes their Blood Servant, they receive:

  • ST+2 (20), DX+1 (20), HP+5 (10).

Advantages:

  • Hard to Kill 1 like a vampire (25);
  • Resistant, with a +8 bonus against Metabolic Hazards (15);

Disadvantages:

  • Reprogrammable (-10)

Any terminal illnesses the servant originally had before conversion will completely disappear or become treatable after conversion. The servant must pay 80 character points when becoming a Blood Servant. If they do not have enough points, they may go into debt.

May purchase:

The Blood Servant may use their own character points to purchase the following advantages:

  • Night Vision: +9
  • Acute Senses +4: +16
  • Regular Regeneration: +25

Longevity: 6

The character's life expectancy increases to 300 years.

Night Vision: 9

The character's eyes quickly adapt to darkness, allowing them to ignore a -9 penalty caused by darkness on rolls involving vision or combat, as long as there is at least some light.

Acute Senses +4: 16

The character has superior senses compared to humans. Their Hearing and Taste/Smell receive a +4 bonus to all Sense rolls (p. 358) they make or the GM makes for them.

Hard to Kill: 25

Injuries affect the character normally, but they never need to make an HT roll to remain alive. The character can survive (and even act, if they remain conscious) down to -10×Basic HP, at which point their body is physically destroyed and they die.

Achilles' Heel:

Damage to the heart can kill them normally. The character must make HT rolls normally to survive when their HP is reduced to -1×Basic HP by the specified source, and dies immediately if that damage reduces them to -5×Basic HP.

Regular Regeneration: 25

While alive, the character regenerates at the abnormal rate of 1 HP/hour.

Appearance Improvement: 4

The character's appearance becomes Attractive. If they are already Attractive or better, they receive +1 Charisma.

Poison Resistance → Resistance to Metabolic Hazards: +10

The body of the now-transformed character has Resistance to any type of Metabolic Hazard. Add +8 to resistance rolls against these sources.

May be purchased:

  • DX+1 (20),
  • HP+10 (20).

Potions Professor

Discern Materials: 20

The character can determine what a material is useful for in potion-making with an IQ roll. On a success, the GM will tell them the possible uses of the material.

Alchemical Knowledge: 20

The character gains knowledge through their new Sequence, improving their Apothecary abilities and becoming something like a senior Apothecary. The character replaces the cinematic skill "Apothecary! IQ/D" with "Create Potions! IQ/MD", which now also combines Alchemy and Chemistry.

Create Potions: 50

The character can create magical potions using various mystical materials (collected during the campaign), plus a production cost of ($50 / Point). Each potion can have a maximum number of points as shown in the creation table.

Creation Time:

The character takes much less time to make potions than normal alchemists:

  • Simple (1/2 of the points) requires only 2d minutes,
  • Medium (1/2 of the points) requires 1d-2 hours,
  • Complex (3/4 of the points) requires 1d hours,
  • Amazing (above 3/4 of the points) takes 4d hours.

Negative Effects:

Conflicts can arise when different types of potions are consumed simultaneously, resulting in negative effects. The character must be careful to avoid becoming an "explosive cocktail," limiting the number and type of potions consumed during a confrontation.

  • For the Character: Equal to HT/3, rounded down,
  • For Others: Equal to HT/5, rounded down.

Exceeding this limit causes side effects determined by the GM.

Duration and Limitation:

Potions and perfumes are treated as Mystical Items, meaning they have no Beyonder Characteristics and therefore have expiration dates equivalent to 1d6 years.

Potions and perfumes must have the Limited Uses limitation, which functions as the Limited Use limitation (p. 116), but the reduction is doubled and has a maximum of 12 uses, equal to -0%.

The character's own knowledge and the available materials are the primary limitations when creating potions and perfumes.

Healing:

Their potions are now capable of treating terminal illnesses rather than merely delaying their effects. To formulate a potion that cures a disease, an IQ roll is required with a modifier determined by the GM, who may vary the bonus according to the situation. A greater quantity of potions may be required, at the GM's discretion, to eradicate the disease completely.

Enhanced Abilities:

Acute Senses +4 → +7: +12

Their Hearing and Taste/Smell receive a +7 bonus to all Sense rolls (p. 358) they make or the GM makes for them.

Protected Taste/Smell: 5

The character has protection against sensory overload affecting Taste/Smell, filtering intense odors and flavors (see p. 88).

Wings of Darkness: +4

The wings no longer have an altitude limitation.

Swarm of Illusory Vampire Bats: +10

It now causes 3d damage in a 4-meter area.

Chains of the Abyss: +11

The tentacles' ST is now 30.

Life Expectancy: +2

The character's life expectancy is now doubled, allowing them to live for 600 years.

Rapid Regeneration: +25

The character now regenerates at a rate of 1 HP/minute.

Resistance → Immunity to Metabolic Hazards: +15

The character is now immune to Metabolic Hazards.

Dexterity Improvement: 45

Basic Speed +1 (20), Basic Move +5 (25).

Attribute Improvement: 80

ST+2 (20), DX+1 (20), IQ+1 (20), HT+2 (20).

Scarlet Scholar

Ritual: Gather different gems, metals, and Beyonder Creature blood representing different phases of the moon. Drink the potion under the light of the full moon.

Moonlight Radiance: 106

The character can affect an area of up to 128m around themselves, making it more advantageous for themselves through control of moonlight. They can create:

Full Moon: Using the environment created by the power of the full moon, spirituality and spiritual perception increase, and the powers of death become stronger. Anyone within this area is capable of performing magic. However, any kind of failure is considered a critical failure. Spirits and ghosts are capable of inhabiting this area without suffering damage.

New Moon: The character can deprive an area of moonlight, becoming immune to the effects of the full moon. Anyone attempting a magical operation within this area suffers a -5 penalty, but critical failures have little to no effect.

This effect can be activated and deactivated at will by taking a Concentrate maneuver.

Moonlight Transformation: 32

The character can use the power of the full moon to transform into a form of condensed moonlight that can move within the area illuminated by moonlight. This results in the following wound modifiers: piercing and extremely piercing, ×1/2; very piercing, ×1/3; piercing, ×1/5; and small piercing, ×1/10. The character can activate and deactivate this normally by spending 2 FP. It can only be used as long as moonlight is illuminating the area.

Moon Flash: 100

When struck by an attack, the character can perform a Dodge maneuver that teleports them to any location within a 100m radius of their choice, as long as moonlight is illuminating the area.

Enhanced Abilities:

Swarm of Illusory Vampire Bats: +15

This ability has been greatly enhanced, increasing its area of effect to a radius of 8m.

Chains of the Abyss: +12

Its range increases to 200m.

Claw of Corrosion: +10

The claws inflict 5 points of damage to DR and have an Armor Divisor of 5.

Very Rapid Regeneration: +50

The character now regenerates at a rate of 1 HP/second.

Dexterity Improvement: 40

Basic Speed +1 (20), Basic Move +4 (20).

Shaman King

Ritual: Truly gain the recognition of the "Moon"

Spirituality Manipulation: 50

The character can "interact with nature," which by itself replaces all the preparation and materials normally required for Ritual Magic when using the powers of the Moon, Darkness, and the Bizarre, using Ritual Magic IQ/MD to perform and create these spells.

A Simple (1/4 points) construction requires only 1d minutes to assemble, a Medium (1/2 points) requires 1d×10 minutes, a Complex (3/4 points) requires 1d×30 minutes, and an Amazing (more than 3/4 of the points) takes 2d hours. The maximum value a spell can have is 90 points.

Lunar Paper Substitute: 30

The character can replace themselves with paper figures they made themselves in the shape of a moon (10 cm; SM -8; weight 10g; Fragile). When attacked, they appear in an unoccupied location 30m away from danger. To do this, make a Skill-9 roll plus the character's Symbol Drawing level. For example, with a skill level of 24, they receive +5, making the effective Skill-9 become 14. If greater bonuses are desired, it is possible to spend 2 FP for each +1 to the roll. The maximum number of substitutes that can be stored is equal to half HT, and it takes 10 minutes to replace or create new substitutes. When subjected to surprise attacks, this advantage can still be used, but the roll suffers a -4 penalty.

Gaze of Darkness: 150

When the character stares at someone, their eyes create a Substitution connection that transmits the state of that eye to the target. By covering one eyeball with their hand, the visually connected target is surrounded by solid, restrictive Darkness that completely immobilizes them. This effect is treated as a ranged attack at 500 meters (against one target; no attack roll): if the attack succeeds, the victim becomes grappled and pinned in place, unable to use Move, Change Position, or change direction, and suffering -4 to DX. To escape, the target must win a Quick Contest of ST or Escape against ST 25. The target may try again after 10 seconds, losing 1 FP for each failure. While restrained, the victim cannot move their arms or legs or speak; they can only use mental abilities. The Restraint cannot be destroyed, and escape is only possible by forcing one's own ST. If they fail and roll 17 or 18, they become so entangled that they cannot escape on their own. The user also cannot stack additional Restraints to increase its strength. The ability requires visual access to the target, and the user must cover their own eye with their hand to activate the effect.

Crushing: The character can also choose to tear out and crush their own eye (-3 HP) to injure the target trapped in Darkness. This causes 20d crushing damage to the target and dispels the Restraint.

Transformation into a Bat Swarm: 20

The character transforms into a swarm of bats. In this form, they cannot attack with their spells, but can use their physical attacks normally. Piercing or impaling attacks (of any severity) never inflict more than 1 HP of damage, regardless of penetrating damage. Other types of attacks also never inflict more than 2 HP of damage. Exception: area, cone, and explosion attacks inflict normal damage. This form lasts 10 minutes and requires 5 minutes before it can be used again.

Restore Limbs: 40

The character can regenerate lost limbs and organs very quickly. All lost parts of the body regenerate over the same period of time required to recover all lost HP.

Life Expectancy: 0

The character's life expectancy increases to 1,000 years. However, they inevitably undergo an irreversible process of aging and decline. Because of this, 1,200 years is usually the natural limit. Through special mystical methods, however, they can extend their lives even further.

Inner Moon: -10

Although the character's weak point is their heart, they possess another vital point inside their head: a small Crimson Moon. Striking this weak point incurs a -9 penalty.

Enhanced Abilities:

Chains of the Abyss: +20

The Restraint of the chains increases to ST 40 and can comfortably hold objects with up to this ST.

Attribute Improvement: 100

ST+2 (20), HT+2 (20), FP+10 (30), HP+10 (20), Basic Move +2 (10).

u/pirinel_0-0 — 29 days ago
▲ 9 r/gurps+1 crossposts

[LotM TTRPG] Planter Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Plantador - Alquimista Antigo (Clássico)

Planter

Plant Empathy: 5

The character possesses a harmonious connection with flora. The GM makes secret IQ rolls to reveal details about plants, such as their health and whether their origin is natural or supernatural.

This functions as Empathy (p. 57) when dealing with intelligent plants, allowing the use of Influence skills (p. 359) and granting positive reactions from such beings.

Planter Talent +3: 15

The character receives a +3 bonus to the following skills: Meteorology (IQ/A), Herb Lore (IQ/VH), Farming (IQ/A), Gardening (IQ/E), and Naturalist (IQ/A).

This bonus also applies to rolls using default values. When using gardening tools as weapons, the character also receives a +3 bonus to their rolls.

May Be Purchased:

  • ST +2: 20 points.
  • Very Fit: 15 points.
  • Planter Talent +4: +5 points.

Doctor (Shepherd of Healing)

Surgical Talent +4: 20

The character receives a +4 bonus to the following skills: Diagnosis (IQ/H), Surgery (IQ/VH), Physiology (IQ/H), First Aid (IQ/E), Esoteric Medicine (IQ/H), and Veterinary (IQ/H).

They also receive a +4 bonus when using surgical equipment as weapons.

Healing (Treatments): 39

The character can cause the palm of their hand to glow with a clear light. When they press it against a wound, the wound contracts and moves before rapidly healing.

The same light can also be used to neutralize diseases and poisons. The character can therefore heal common or magical injuries and diseases using their Beyonder abilities.

To do so, they must concentrate for 32 seconds and then make a treatment roll using the appropriate skill, such as Surgery, First Aid, Veterinary, etc.

The following treatments are available:

Wound Treatment

For superficial injuries such as cuts and burns, a successful roll allows the character to heal any number of HP. This costs 1 FP for every 2 HP healed, rounded up.

Healing even 1 HP is enough to stop any bleeding.

Severe Wound Treatment

For severe injuries, such as lost limbs or deep wounds, the character must perform surgery to reconnect or reach the damaged area before healing it.

The character must make a Surgery (IQ/VH) roll modified by the severity of the injury.

On a success, the injury is treated and healed as described above.

A failure costs 1d FP, but the character may attempt the treatment again.

A critical failure also causes 1d damage to the patient.

Disease Treatment

This ability can neutralize any type of Affliction.

For normal diseases and poisons without magical properties, the character must make a Diagnosis or Physiology roll with a -1 penalty for every full +50% enhancement possessed by the target Affliction.

The FP cost is equal to twice the penalty, with a minimum cost of 1 FP.

Malignant Disease Treatment

When treating mystical or magical diseases and poisons, the same roll is required, but a complete cure is impossible.

The treatment can reduce the effects by a maximum of 80%, leaving the Affliction's effects considerably weaker.

Soul Suture (Soul Stitching)

By causing the patient's body and soul to separate, the character can cut away pieces of the target's soul in order to treat corruption and curses.

This ability follows the same rules as Affliction Treatment, but uses Surgery instead.

Advanced Suture

With extensive practice, the character can artificially remove certain emotions and desires from a patient's soul.

This requires a Surgery (IQ/VH) roll with a -1 penalty for every 2 points of the mental disadvantage, with a minimum penalty of -1.

Life-Giver

The character can donate their energy and spirituality to restore consciousness to unconscious patients.

They must succeed on the appropriate skill roll and may transfer their FP at a rate of 2 FP for every 1 FP restored.

Restoring even 1 FP is enough to awaken an unconscious target.

Life Support

The character can use their own energy to keep people in comas, severed limbs, or severed organs alive for an additional 24 hours.

This costs 1 HP per use for every point of the target's Size Modifier above MT-2.

Sterilize

The character can use their powers to sterilize surfaces, clothing, instruments, and similar objects.

Medical Spiritual Vision: 1

Through Spiritual Vision, the character can see the health of another person. This allows them to diagnose patients accurately without approaching them and to see their exact HP.

May Be Purchased:

  • Healing preparation time can be reduced by half: +3 points/level, maximum 5 levels, reducing the preparation time to 1 second.

Harvest Priest

Harvest!: 10

The character becomes a bearer of fertility and growth, possessing powers that ensure abundance and plentiful harvests.

They gain the cinematic skill Harvest! (IQ/A), which encompasses the following skills from the Planter Talent:

Meteorology (IQ/A), Herb Lore (IQ/VH), Farming (IQ/A), Gardening (IQ/E), and Naturalist (IQ/A).

The bonus from the Planter Talent is retained when using this skill.

Seed Catalysis: 70

The character can catalyze the life of flora.

By using seeds, special plants, or direct contact with the soil, they possess 50 Modular Ability points that can be reassigned with a concentration maneuver.

The character can:

  • Catalyze a handful of seeds to produce thorny vines capable of entangling and constricting enemies.
  • Touch the ground to accelerate the growth and reproduction of all plant life within a 30-meter radius, although they cannot force flora to complete its entire life cycle within seconds.
  • Through physical contact, influence plant-like creatures, catalyzing their vitality to make them mature rapidly or draining their life and bringing their existence to an end.

Plant and Insect Command: 40/5 = 8

After succeeding on an IQ roll, the character can command plants and insects within a 32-meter radius.

All unintelligent plants and insects in the area gain the mental disadvantage Reprogrammable (p. 153) and become completely obedient for 2 hours.

The character must repeat the roll after this duration ends.

Rain Dance (Ritual Spell): 45/5 = 9

The character gains knowledge of ritual magic used to attract or repel rain.

They must prepare 3 bonfires using specific woods and herbs, then spend 1 hour dancing and performing prayers.

At the end of the preparation, the character makes a Ritual Magic roll.

On a success, they can cause a region with a 3-kilometer radius to receive either more or less rainfall for 24 hours.

This ability can function even in deserts.

Enhanced Abilities:

Healing: +18

The character has significantly improved this ability and can now heal all carbon-based life, including plants.

Physical Enhancement: +35

ST +1 (10), HT +1 (10), FP +5 (15).

Biologist

Knowledge of Life: 30

The character possesses extensive knowledge of medicine and life.

They gain the cinematic skill Healer! (IQ/A), which encompasses the following skills from the Surgical Talent while retaining its +4 bonus:

Diagnosis (IQ/H), Surgery (IQ/VH), Physiology (IQ/H), First Aid (IQ/E), Esoteric Medicine (IQ/H), and Veterinary (IQ/H).

Biologist Talent +4

The character receives a +4 bonus to the following skills:

Biology (IQ/VH), Bioengineering (IQ/H), Paleontology (IQ/H), Pharmacy (IQ/H), Pressure Points (IQ/H), and Secret Techniques (IQ/H).

For this character, Pressure Points and Secret Techniques do not require a master to learn or master them.

Crossbreeding: 50

The character can create chimeras or crossbreeds between multiple animals, plants, and even objects, directly producing new species whose abilities can be directed toward a specific purpose.

Crossbreeding Beyonder creatures can result in more magical and unique chimeras. However, their creations do not possess souls and function like unintelligent animals.

Creating chimeras costs $5 per point.

Each creation can have a maximum number of points determined by the appropriate table, or up to 150% of the character's point total if created as an Ally.

The creation times are:

  • Simple: up to 1/4 of the points, or 25% Ally — requires 2d × 4 minutes.
  • Moderate: up to 1/2 of the points, or 50% Ally — requires 1d × 30 minutes.
  • Complex: up to 3/4 of the points, or 100% Ally — requires 4d hours.
  • Amazing: more than 3/4 of the points, or 150% Ally — requires 4d × 4 hours.

The GM may determine a maximum number of chimeras the character can maintain.

Poison Creation: 75

The character can generate and accumulate an extremely potent toxin, releasing it through their hair or other means to create a lethal defensive aura.

This ability combines the properties of Blood Agent and Respiratory Agent, completely ignoring Damage Resistance (DR).

When activated, it creates a Close Combat (C)-range aura that inflicts 7d toxic damage (variable; the character may weaken the attack) on any enemy that comes into physical contact with them.

The character has precise control over this ability and may activate or deactivate it freely at the beginning of each of their turns.

Enhanced Abilities:

Healing: +25

The character has significantly improved their healing. They can now heal 10 HP per 1 FP and reduce the FP cost of other abilities by 4.

Physical Improvements: 120

ST +2 (20), IQ +2 (40), DX +1 (20), HT +1 (10), FP +10 (30).

Druid

Become familiar with the behavior and physical structure of several common animals and three types of extraordinary creatures. This may involve recording this knowledge.

One with Nature: 25

With a physiology integrated with nature, the character transcends conventional biological needs.

Their body does not depend on pulmonary respiration, making them immune to asphyxiation, strangulation, and inhaled toxins. Instead, they obtain oxygen directly through their skin when in contact with air, soil, liquids, or other oxygenated substances.

They can still suffocate in the complete absence of oxygen.

The character does not require food or water, sustaining themselves exclusively through environmental sources such as solar energy, moisture, and nutrients from the soil.

However, they remain vulnerable to contact poisons, extreme pressure, and vacuum.

Druidic Spells

As natural guardians intrinsically connected to the Earth, the character commands the elements of the world around them.

They can travel underground, transform soil into swamps, turn nature against their enemies, and assume the forms of powerful animals for combat.

Animal Transformation: 180

The character can transform into the various animals they have studied and learned about during their ritual.

The transformation lasts 1 hour and costs 6 FP.

They possess 350 additional character points with which to construct the transformation.

Ancient Polar Bear

Every Druid who advances gains the ability to transform into a gigantic bear twice the height of a normal person, possessing immense strength and resilience:

>

Underground Travel: 100/5 = 20

The character can instantly soften the ground beneath their feet, sinking rapidly as though diving into the sea.

This ability allows them to pass through certain solid materials as though they did not exist.

However, the character remains subject to gravity and attacks capable of reaching them within the material.

They can carry heavy objects and move underground at four times their Basic Move (×4 Basic Move). This movement increase only applies while underground.

Swamp: 150/5 = 30

The character can instantly transform an area within a 32-meter radius into a constricting and oppressive swamp, controlling the strength of its restraint.

Any target within the area must win a ST contest against the restraint's maximum ST 25.

On a failure, the target becomes completely immobilized, unable to move their limbs, speak, or perform physical actions. They may only use purely mental abilities or innate attacks.

If desired, the restraint can seal the target's airways, preventing them from breathing and beginning the process of suffocation unless they escape in time.

Attempts to escape using only ST rather than the Escape skill may be repeated every 10 seconds.

However, a result of 17 or 18 on the initial roll indicates that the victim is irreversibly trapped and cannot free themselves.

The character cannot stack multiple instances of this ability to increase the restraint's ST.

Wrath of Nature: 125/5 = 25

The character can unleash an unavoidable attack that ignores all resistances and can select between 1 and 50 targets within a 2-kilometer radius.

All selected targets must succeed on a Skill-5 roll to avoid its effects.

On a failure, the environment itself actively and hostilely turns against the victims, creating significant operational interference.

Environmental hostility intensifies selectively based on dangers already present in the area.

Potential environmental threats, such as landslides or falling rocks, become drastically more likely or even inevitable when there was already a considerable baseline probability of occurrence.

However, risks with an initially negligible probability will not be manifested by the ability.

Child of the Oak: 50/5 = 10

The character can create a layer of hardened tree bark or stone over their skin for 10 minutes.

The ability can only be reactivated after a 5-minute cooldown.

It grants DR 20.

Enhanced Abilities:

Biology! → Biologist!: +10

This ability has been significantly improved. The Biologist Talent's +4 bonus is transformed into the cinematic skill Biologist! (IQ/A).

It encompasses:

Biology! (IQ/VH), Bioengineering (IQ/H), Paleontology (IQ/H), Pharmacy (IQ/H), Pressure Points (IQ/H), and Secret Techniques (IQ/H).

Seed Catalysis: +28

This ability has been significantly improved, increasing its Modular Ability points to 70 points.

Poison Creation: +27

This ability has been significantly improved. Its toxin damage increases to 9d.

The character can now launch the toxin by burning strands of their hair, causing them to explode into poisonous clouds with the following parameters:

Range 100m, Acc 3, RoF 1, Shots N/A, Recoil 1, affecting an area with a 2-meter radius.

Ancient Alchemist (Classical Alchemist)

Personally refine the Philosopher's Stone of Life.

Mutation: 110

The character can cause their attacks to produce mutations in the target's body and mind.

Physical Mutation

The character can transmute the target's body, creating organs or replacing existing ones with plants or other components that are not part of conventional biology.

The target must make a Skill-11 roll.

On a failure, the following effects occur according to the mutation level, cumulatively:

>

These physical mutations are permanent unless extensive surgery or other abilities are used to reverse them.

This ability can also be used for aesthetic purposes, provided the GM allows it.

Mental Mutation

The character can affect the target's mind, causing insanity.

The target must make a Skill-11 roll.

On a failure, their IQ is reduced by 1, accumulating until they can only act on instinct or lose control.

This ability wears off after 10 minutes.

Artificial Life Creation: 160

The character can now use fragments of souls and other materials to complete the Refinement of Life, creating beings with souls and human-level intelligence.

They can create:

  • Golems: beings created for combat or other tasks, made from different materials such as stone, mud, steel, etc. Their characteristics and abilities reflect the nature of their materials.
  • Humanoids: intelligent ordinary beings capable of living for long periods.

Creating these beings costs $5 per point.

Each creation can have a maximum of 80 points, or up to 100% of the character's point total if created as an Ally.

Creation times are:

  • Simple: up to 1/4 of the points, or 25% Ally — requires 2d minutes.
  • Moderate: up to 1/2 of the points, or 50% Ally — requires 1d × 15 minutes.
  • Complex: up to 3/4 of the points, or 75% Ally — requires 1d hours.
  • Amazing: more than 3/4 of the points, or 100% Ally — requires 4d hours.

The GM may determine a maximum number of Allies the character can maintain.

Enhanced Abilities:

Plant and Insect Command → Creature Command: +20

This ability has received a qualitative improvement. The character can now control animals, plants, and insects with an IQ below 6 for 24 hours, within a 128-meter radius.

Aura of Life: +45

This ability has received a qualitative improvement. The character can now catalyze fauna and flora with considerably greater power.

Its Modular Ability pool has increased to 80 points.

The character can directly fill the surrounding environment with vibrant life force, causing plants and animals to grow and reproduce rapidly.

This has a narrative effect and is mediated through the GM's description.

Healing: +20

This ability has received a qualitative improvement. The character can now heal any animated being, such as golems or undead.

Their healing is also more potent, allowing them to heal 16 HP per 1 FP and reducing the cost of other treatments by 5 FP.

Animal Transformation: +45

This ability has received a qualitative improvement to its duration.

The transformation can now last 12 hours and is no longer restricted to the list of animals created during the character's advancement.

Only knowledge of the animal is required.

u/pirinel_0-0 — 1 month ago
▲ 11 r/gurps+1 crossposts

[LotM TTRPG] Reader Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Leitor - Profeta

Reader

Enhanced Reasoning (Reading): 20

The character gains an incredible capacity for reasoning, learning, and memory, reducing the amount of study time required to learn skills. Normally, 200 hours of study are required to gain one point in a given skill. The character can gain one point in the studied skill after only 20 hours.

Alternatively, the character gains +25% XP from sessions in which the studied skills or abilities are used.

Student of Rationcination

Reasoning Student Talent +4: 20

The character has an aptitude for Criminology (IQ/A), Observation (Per/A), Ritual Magic (IQ/VH), Tracking (Per/A), Speed-Reading (IQ/A), and Research (IQ/A).

They receive a +4 bonus to all of these skills, including rolls using default values. This bonus increases only the effective value of the attribute associated with the skill.

Ritual Magic Expert: 20

The character gains the ability to create and use various ritual spells, with a point limit determined by the spell creation table. After succeeding on a Ritual Magic roll, the character requires a target for the ritual spell to function.

Creation:

Creating a ritual spell costs $5 per point. This represents the materials consumed during experimentation, not the triggers required for the ritual.

As shown on the spell table, each ritual has a maximum number of points based on the character's Sequence level. The time required depends on its complexity:

  • Simple (1/4 points): requires only 2d minutes.
  • Moderate (1/2 points): requires 1d-2 hours. A result of 1 or 2 means the process takes only 30 minutes.
  • Complex (3/4 points): requires 1d hours.
  • Amazing (up to the full point total): requires 4d hours.

Attribute Improvement: 20

Per +4 (20).

Detective (Knowledge Keeper)

Deduction: 10

The character possesses a mystical reasoning ability that allows them to deduce answers to mysteries they are investigating.

The player may ask the GM for a clue regarding the mystery once per hour.

Photographic Memory: 10

The character automatically remembers specific details. This ability affects memory, not comprehension, and therefore provides no benefits to skills.

However, it grants a +10 bonus whenever the GM calls for an IQ roll to learn about a subject.

Reconstruction: 10

The character can reconstruct past events from tiny pieces of evidence detected through their mundane senses.

They are not consciously aware of these clues individually, but together they provide a general idea of what happened at the location.

This ability depends on the character's senses. If they cannot use their sense of smell, touch, or sight, they suffer penalties:

  • -3 if one of these senses is unavailable.
  • -6 if two of these senses are unavailable.

If all three are blocked, or if the GM determines that there are no clues to be found, the ability does not function.

Weapon Proficiency: 50

The character becomes proficient in the use of weapons and martial arts. They gain all the benefits of the following advantages:

  • Gunslinger, p. 43.
  • Weapon Master, p. 70.

They are also capable of learning all types of martial arts.

Enhanced Abilities:

Expert → Master of Ritual Magic: +10

The character becomes a master of Ritual Magic. Their rituals no longer require extensive preparation to use, allowing them to employ amulets to activate them almost instantly.

However, ritual spells that require preparation are often considerably more powerful.

Attribute Improvement: 60

Per +2 (10), FP +10 (30), IQ +2 (20).

Polymath

Analysis: 60

The character can rapidly analyze powers used by an opponent. To do so, they must make an IQ roll modified by their familiarity with the power and the level of the character using it.

  • Powers from a Sequence equal to or lower than the character's: no modifier.
  • Powers the character has previously analyzed that are similar or belong to the same Path and Sequence: +3.
  • Powers that are completely new to the character: -3.
  • Powers from higher Sequences: -5 for each Sequence level above the character.
  • Angel powers cannot be imitated, although they may potentially be analyzed.

On a success, the character discovers how the ability works, including its strengths and weaknesses, and begins developing a preliminary ability to imitate it.

Imitation: 110

The character can analyze powers from other Sequences and subsequently imitate them.

The greater their mastery and understanding of the Path and the target's abilities, the more effective their Analysis and Imitation become.

Each ability must be represented as an IQ/Easy skill. The skill level determines how effectively the copied ability can be imitated.

  • Each successful Analysis roll allows the character to place 1 character point into Imitation.
  • If the character fails to analyze an unknown ability by 3 or less, they may still imitate it, but its effects will be strange or incorrect.
  • The minimum Imitation level (1 point in the skill) is equal to 20% of the original ability's power.
  • Each additional level increases the imitation by +10%, up to a maximum of 50%.

Wildcard skills (skills encompassing a group of similar skills and marked with !) and Talents (which provide a bonus applied above the skill level) exclusive to other Sequences cannot be copied.

Jack of All Trades: 20

The character can use any skill in which they have no points as though they possessed 1 point in that skill.

This does not apply to Analysis or Imitation.

Attribute Improvement: 110

FP +10 (30), DX +2 (40), IQ +2 (40).

Mysticism Magister

Train at least 50 Scholars (people with generalized knowledge) or 5 Mid-Sequence Beyonders who have independently understood the Acting Method.

Mystic Arts: 150

The character possesses a great aptitude for creating spells and rituals. Their knowledge and mastery allow them to create increasingly powerful spells.

Each spell can normally have up to 80 points, but in areas of mysticism in which the character has specialized, they can add additional points.

When the character possesses an appropriate Hidden Lore skill — for example, Hidden Lore (Example) (IQ/A) — they receive:

  • +5 points (85 points total) if their skill level is equal to IQ +1.
  • +10 points (90 points total) if their skill level is equal to or greater than IQ +2.

Creation:

Creating spells costs $5 per point. This represents the materials consumed during experimentation, not the triggers required for the ritual.

The time required depends on complexity:

  • Simple (1/4 points): requires 2d minutes.
  • Moderate (1/2 points): requires 1d-2 hours. A result of 1 or 2 means the process takes only 30 minutes.
  • Complex (3/4 points): requires 1d hours.
  • Amazing (up to the full point total): requires 4d hours.

Arcane Knowledge: 95

The character receives 1d+6 unique spells that are intrinsically linked to them, making them immune to powers that would otherwise allow those spells to be copied or stolen.

The spells received and their power are determined by the GM.

Enhanced Abilities:

Imitation: +5

The character's imitations can now reproduce up to 60% of the original effect.

Attribute Improvement: 100

DX +1 (20), FP +10 (30), ST +3 (30), HT +2 (20).

Prophet

Find fragments of information about your own future within the chaotic, overlapping spacetime of the Spirit World and make them reality.

Prophecy: 105

The character can obtain a relatively clear vision of the most likely scenarios that will occur in the future, or a vague vision of the possibility most likely to become reality, either passively or actively.

When deliberately using this ability, the character may choose to focus on a specific event involving the subject of their attempt, whether themselves or another person.

A deliberate attempt requires 1 second of concentration, 2 FP, and an IQ roll.

To deliberately see another person's future, the character must either touch them or see them.

Failure means the character learns nothing. A critical failure permanently “blocks” that event from all future premonitions.

The Precognition advantage already encompasses Danger Sense, p. 73, so do not purchase both.

Enhanced Abilities:

Mystic Arts (Mysticism of the Astral World): +75

The maximum power of the character's spell creation increases to 90 points.

With specialized knowledge, spells can have up to 100 points.

Additionally, the character can acquire non-dangerous knowledge from the Astral World, allowing them to learn or create spells that make use of it. This permits the use of Cosmic Enhancements.

Analysis: +60

The character can now analyze ordinary people and Beyonders, discerning their Path and Sequence level.

Imitation: +10

The character's imitations can now reproduce up to 80% of the original effect.

Physical Enhancement: 150

DX +1 (20), FP +20 (60), ST +5 (50), Per +4 (20).

u/pirinel_0-0 — 1 month ago
▲ 11 r/gurps+1 crossposts

[LotM TTRPG] Sailor Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Marinheiro - Sumo Sacerdote Cataclísmico

Sailor (Guardian of the Seas)

Aquatic Affinity: 20

The character can move underwater with the agility of a marine animal, comfortably operating at depths of up to 15 meters. They suffer no skill penalties for working underwater and may swim using their full Basic Move. They can hold their breath for 10 minutes before they begin to suffocate (p. 437).

Phantom Scales: 2

The character possesses slippery, illusory scales hidden beneath their skin. These grant a +1 bonus to ST, DX, and Escape rolls made to break free from restraints, escape from grapples, or squeeze through narrow openings.

Perfect Balance: 15/5 = 3

The character always maintains perfect balance, regardless of how narrow the surface they are walking on is, without requiring a roll. If the surface is wet, slippery, or unstable, they receive a +6 bonus on rolls to remain standing.

During combat, they gain a +4 bonus to DX and DX-based skill rolls made to avoid being knocked down or to keep their footing.

Additionally, they receive a +1 bonus to Acrobatics, Climbing, and Boating rolls.

Call of the Sea: -5

The character possesses an overwhelming desire to sail the seas and live the life of a true sailor. Whenever they remain on land for an extended period, they must make a Will-12 roll.

On a failure, they will do everything in their power to return to the sea, their place of comfort. If prevented from doing so, they become frustrated and aggressive. Roleplay accordingly.

May Be Purchased

  • ST +2: +20 points.
  • Phantom Scales: +2 points per level (maximum 5 levels).
  • Remove Call of the Sea: +5 points.

Folk of Rage (Guardian of the Storm)

Wrath: 25
The character can unleash a flurry of blows that exceeds their normal physical limits, delivering up to 7 punches in the same turn (without using melee weapons). This costs 1 FP to activate. Each strike deals Thrust + 2d6 (crushing) damage, and every successful hit grants 1 point of Wrath toward Furious Strike.

Furious Strike: 15
Once the character has accumulated 10 Wrath, they may unleash a devastating melee attack that deals 9d6 (armor divisor ++) damage.

If the character is drunk (-1 to DX and IQ, and -2 on self-control rolls except to resist Cowardice), the required Wrath is reduced to 6.

Physical Improvement: 20
ST +2 (20)

May Be Purchased

  • No Hangover: +1 point.
  • Alcohol Tolerance: +1 point.

Seafarer (Priest of the Storm)

Navigation: 25
The character possesses an innate sense of the Earth's magnetic field and direction, allowing them to always determine true north. They can also retrace any route traveled within the last 30 days, gaining a +3 bonus to Perception and Navigation (Air, Sea, or Land) rolls.

Additionally, they gain a +4 bonus to the following skills:

  • Navigation (Sea) (IQ/A)
  • Astronomy (IQ/H)
  • Geography (IQ/H)
  • Mathematics (IQ/H)
  • Boating (IQ/H)

They also receive a +4 bonus on reaction rolls from anyone being guided by them.

Water Spells: 50
The character can manipulate the surrounding water to perform a variety of spells while keeping at least one hand free. This ability uses 50 Modular Ability points, which may be reassigned among any of the available water powers after concentrating for one turn.

Examples of what this ability can accomplish include:

  • Creating water from nothing and dismissing water they created.
  • Making it easier for vessels to navigate through rough waters.
  • Forming a thin layer of water over a person's face to suffocate them.
  • Creating a massive wave that surges forward.
  • Producing sticky or lubricating liquids.

Blessings of the Storm
Followers of the God of Storms receive additional blessings through their devotion. In addition to the previous Water Spells, the character's water gains purifying properties.

Examples include:

  • Using water magic to mildly heal injuries.
  • Creating a blue light to illuminate an area.
  • Creating cleansing water-light capable of washing surfaces.

Lightning Calculations: 2
The character possesses exceptional mathematical ability. At any time, the player may use a calculator to perform calculations that the character could naturally solve mentally.

Eidetic Memory: 5
The character remembers anything they deliberately focus on and can recall specific details with a successful IQ roll.

Enhanced Abilities

Aquatic Affinity: +18
The character's underwater breathing time increases to 30 minutes.

While at sea, they also gain a +4 bonus to:

  • Melee Weapon skills
  • Gun skills
  • Observation
  • Unarmed Combat
  • Swimming
  • Fright Checks / Fear Resistance

Wind-blessed

Irritability: -10
The character has limited control over their emotions. They must make a Self-Control Roll (12) whenever they are placed in a stressful situation. On a failure, they lose their temper and must insult, attack, or otherwise react against the source of their outburst.

Wind Manipulation: 150
The character can release powerful gusts of wind from within their own body, creating pressure waves or surrounding themselves with howling hurricanes. This ability has 50 Modular Ability points, which can be reassigned while keeping at least one hand free, at a cost of 2 FP.

Examples of what they can create include:

  • The character can use the wind to fly for short distances.
  • The character can use the wind to glide through the air if Flight has been forbidden by a Judge.
  • The character can create howling, invisible, razor-sharp Wind Blades capable of cutting targets from a distance.
  • The character can generate wind beneath their feet, more than doubling their running speed.
  • The character can imbue their hands with spiraling winds to increase their penetrating power.
  • The character can secretly listen to people's hidden conversations by carrying their voices through the wind.
  • The character can create cushions of air to Absorb Damage caused by impacts.

Night Vision: 9
The character's eyes rapidly adapt to darkness, ignoring the -9 penalty caused by darkness on rolls involving vision or combat, provided there is at least some light.

Enhanced Abilities

Water Spells → Water Manipulation: +50
The character has significantly improved this ability and can now perform any ability related to water manipulation without the previous limitations. Each spell costs 1 FP.

Aquatic Affinity: 12
The character has significantly improved this ability and can now remain underwater for 1 hour.

Additionally, they develop membranes over their eyes, allowing them to see normally underwater while protecting their eyes from sand, irritants, and similar hazards. This grants DR 5 and a +5 bonus to HT.

The character can also speak and understand anything said to them while underwater.

Deep Diving: 5
The character can survive pressures ranging from their native atmospheric pressure up to pressures 10 times greater. This allows them to dive to depths of approximately 200 meters without equipment.

Buoyancy: 9
The character can float on the surface of any liquid and withstand enormous waves without being swallowed by them. They move at the same Basic Move they possess on land.

The character cannot cross volcanic lava or bubbling acid without suffering damage.

Attribute Improvement: 75
DX +1 (20)
HT +1 (10)
FP +15 (45)

May Be Purchased

  • Irritability (Self-Control 15): +5 points.

Ocean Songster

Ritual: Take the potion inside the belly of an Obninsk.

Lightning Summoning: 100
The character can summon lightning to strike their enemies. This is a ranged attack with 1-second recharge time, descending from above with a range of 100 meters and dealing 5d (surge, magical, surge) damage in a 2-meter area.

This attack does not allow active defenses. If any portion of the damage penetrates the target's DR, the target must succeed on an HT roll with a -1 penalty for every 2 points of penetrating damage, or suffer Stunning.

Lightning Infusion
The character can infuse lightning into weapons such as arrows, bullets, or daggers. The velocity of projectiles imbued with lightning becomes that of a lightning bolt.

The attack adds the lightning damage and all of its properties to the weapon's damage, while retaining the weapon's normal range.

Song: 100
The character's singing acquires mystical properties capable of affecting its targets. Blocking one's ears does not protect against this ability; even a deaf person can hear the character's song.

Each character has different peculiarities in their singing. Choose a defining characteristic for their music. The ability has 50 Modular Ability points that can be used to create different songs. Switching between songs requires 2 seconds.

Examples include:

  • Death melodies that weaken and stun.
  • Unpleasant melodies that irritate and reduce Intelligence.
  • Creating a thunderous blast to awe or overwhelm.
  • A violent song that increases the character's own Strength.
  • And so on.

Enhanced Abilities

Aquatic Affinity: +25
The character's abilities in water have increased. They can now:

  • By spending 5 seconds, cast a spell that allows them to absorb oxygen directly from water. They can still hold their breath for 1 hour.
  • Communicate with any aquatic animal.

Deep Diving → Pressure Resistance: +5
The character can now withstand the immense pressure found at the bottom of the ocean.

Water Manipulation: +60
The number of Modular Ability points available for this ability increases to 70.

Wind Manipulation: +60
The number of Modular Ability points available for this ability increases to 70.

Cataclysmic Interrer

Ritual: Drink the potion in the midst of tsunamis and earthquakes.

Cataclysm Creation: 100
The character can conjure cataclysms capable of causing devastation on a massive scale. The parameters of a cataclysm vary depending on its nature, while the character retains refined control over its intensity and can modulate its power at will.

For example, they can summon anything from a mild, persistent rain to a violent and uncontrollable storm. Below are the maximum parameters the character can create.

Damage
The base damage is calculated as Cataclysmic Strength (CS) + 1d, and the type of damage inflicted varies according to the nature of the chosen phenomenon, such as a tornado, tsunami, torrential rain, or another event of comparable magnitude.

However, the environment in which the cataclysm is summoned influences its power and damage.

Parameters

Once activated, the cataclysm persists for 1 minute.

It moves at a speed of 5 meters per second.

It affects a total area with a radius of 250 meters.

Secondary Effects
Cataclysms possess secondary effects determined by their nature. For example, a tornado may lift objects into the air, while an earthquake may knock anyone standing on the ground off their feet.

The target must succeed on an HT, DX, or ST roll (depending on the cataclysm), with a -1 penalty for every 2 points of penetrating damage, or suffer a “side effect.”

Cataclysmic Strength: 90
The character uses Cataclysmic Strength as an enhancement to the damage of their creations. They begin with 30 points (see the ST-based thrust damage table, p. 16, GURPS Basic Set: Martial Arts) to determine the force of their creation.

If a cataclysm is already active, their Cataclysmic Strength can be increased considerably. The character must consult the GM to determine the appropriate increase.

Enhanced Abilities

Water Manipulation: +30
The character's Water Manipulation ability has been enhanced and now has 80 Modular Ability points.

Wind Manipulation: +30
The character's Wind Manipulation ability has been enhanced and now has 80 Modular Ability points.

Lightning Summoning → Lightning Manipulation: +40
The character can now manipulate lightning. This ability functions as a Selective Multi-Projectile attack, 7×2 — 7 projectiles, each of which splits into 2.

The projectiles that split can seek out additional targets through electromagnetic induction.

Lightning Infusion
The character can now infuse continuous-fire attacks with lightning.

Song: +60
The character's voice has been enhanced, becoming sharper and more powerful, increasing the ability to a total of 80 Modular Ability points.

Scale Armor: 30
The character has DR 10 with flexible skin, making them vulnerable to blunt trauma.

Dark Vision: 20
The character's dark vision has been greatly enhanced. They can see through the abyssal darkness of the deep ocean, even underwater, and can perceive colors.

May Be Purchased

Cataclysmic Strength: 3 points/level.
Maximum: 15 levels.

u/pirinel_0-0 — 1 month ago
▲ 19 r/gurps+1 crossposts

[LotM TTRPG] Secret Supplicant Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Suplicador de segredos - Cavaleiro Negro

Secrets Suppliant

Secret Supplicant Talent +3: 15
The character has an aptitude for: Occultism (IQ/A), Ritual Magic (IQ/VH), Thaumatology (IQ/VH), and the Broad Skills: Demonology (IQ/A) and Parapsychology (IQ/A). Gains +3 to all these skills, even on default rolls. This increases effective skill level only for the skill's governing attribute.

Occult Knowledge: 5
The character gains 1 point in all skills covered by the Secret Supplicant Talent, plus 1d honorary names (GM's discretion).

Can be purchased:

  • Detect (Strong Spirituality) (10) – The character can detect the strong spirituality of powerful spiritual creatures. Requires one second of concentration, after which the GM should make a secret Sense roll (see Sense Rolls, p. 358). Apply distance modifiers from the Size and Speed/Range Table (p. 550). On a success, the character knows the nature, direction, and distance of what was detected.
  • Secret Supplicant Talent +4 (5) – Increases the bonus by +1, totaling +4 to all covered skills.
  • Ritual of Divination (Variable) – The character can receive answers from occult beings through a 1-hour ritual, costing 10 FP. The GM makes a secret IQ roll; on success, the character receives an answer to their question. This ability normally costs 10 points, but the character can add the enhancements Reduced Fatigue Cost and Reduced Time to improve it.

Listener (Whispered)

Hear: 2
The character can directly hear the whispers of secret entities; they frequently make contact and teach powerful, distorted, and unique abilities. This power is always passively active.

Empathy with Entities: 10
The character is attuned to spirits and gains the benefits of Empathy (p. 57) when dealing with them. On a successful IQ roll, the character gains a general sense of any entity's intentions. Influence skills (Diplomacy, Sex Appeal, etc.) work normally on them. Empathy with Spirits does not prevent malevolent spirits from trying to harm them, but at the GM's discretion, it will be easier to detect their plans and fight them.

Acute Hearing 4: 8
The character can hear things from far away or notice noises easily, gaining +4 on any Hearing roll made by them or the GM.

Super Hearing: 5
The character can hear sounds at frequencies above normal human hearing (20 kHz). This allows hearing dog whistles, sonar, motion detectors, etc. Can detect active sonar at twice its effective range.

Protected Hearing: 5
The character's hearing is protected against overload. Adapts rapidly to intense stimuli, muffling loud noises, allowing normal action after at most two seconds of stunning. Hearing never suffers permanent damage from sensory overload, and the character gains +5 on rolls to resist temporary damage and sensory-based attacks targeting that sense.

Spirituality Improvement: 30
FP+10 (30).

Shadow Ascetic

Servant of Shadows: 20
The character can summon a Servant of Shadows with a slave mentality that obeys commands. The shadow is an Ally with 50% of the character's points, summonable at any time. This Ally has the meta-trait (Shadow) with the following 115-point build on Sequence 7:

Advantages (212):
Dark Vision (25); Doesn't Breathe (20); Doesn't Eat or Drink (10); High Pain Threshold (10); Immunity to Metabolic Hazards (30); Injury Tolerance (No Blood, Unliving) (25); Leech 1 (Freezing, +20%; FP Steal, +50%) (43); Obscure 10 (Vision; Area Effect 2, +100% (8m); Costs Fatigue, 5 FP, -25%) (35); Temperature Tolerance 10 (10); Shadow Form (Always On; Can Carry Objects up to Heavy, -100%; 3D Movement: -20%) (+4).

Disadvantages (-97):
Fearfulness (Light) (-30); Fearfulness (Religious Symbols) (-10); Slave Mentality (-40); Weakness (Sunlight; 1d/5 minutes; Variable -40%) (-17).

Shadow Form: 70
The character can enter a shadow, allowing them to slide along floors and walls and even through the narrowest cracks at normal Ground Move (anything wide enough for their shoulders to fit), can defy gravity, climbing walls and moving across ceilings at half Move. The character can extend parts of their body while others remain within shadows—able to extend an arm from a shadow to tap someone's shoulder or retrieve objects while in shadow form.

Taking Damage:
Physical attacks deal no damage in this form. Fire deals normal damage, except solar and holy-based attacks deal x1.5 damage. Magic, psionics, and purely mental abilities affect the character normally. Can carry objects up to Medium encumbrance; they assume Shadow Form when picked up and return to normal when released.

Restrictions:

  • Cannot walk in 3D space; must slide along a shadow.
  • Cannot perform purely physical actions or attacks. Can use magic, psionics, and similar abilities.
  • Surroundings appear grayish-black and translucent, reality blurred. All sounds seem distant, imposing a -2 Perception penalty.
  • Stalking someone in this form causes a feeling of being watched, potentially triggering the target's danger sense.

Shadow Manipulation: 60
The character gains preliminary mastery of shadow magic, possessing 30 modular points reallocatable as an action, using either Ritual Magic (IQ/VH) or Symbol Drawing (IQ/H) to cast spells described below:

  • Shadow Curse – Using the target's flesh and blood, ritual cooperation, or part of their shadow as a medium, can place a curse on them.
  • Shadow Manipulation – After stalking in the shadows, can influence the target's shadow in the shadow world and even attempt to capture them.
  • Shadow Shaping – Can directly use shadow power to shape weapons or animals. These creations deal damage that leaves targets cold and degraded.

Rose Bishop

Flesh and Blood Magic: 200
The character is a specialist in Flesh and Blood Magic, possessing 100 modular points usable only for flesh and blood-related spells. Gains the skill Shape Flesh (IQ/H). Each spell has a 50-point limit. During combat, points can be freely reallocated to other spells, casting using Shape Flesh. While using these spells, the character cannot wear physical armor like plate armor or reinforced jackets, though natural DR is retained.

Examples of spells:

  • Flesh Host – Can travel into another person's stomach, hiding without killing them. Alternatively, integrate directly into their body, becoming even harder to detect. However, this kills the host when leaving.
  • Flesh Bomb – Can plant Flesh Bombs in others or launch their own flesh as explosives, exploding in a corrosive blood shower.
  • Blood and Flesh Servants – Creates flesh puppets with immense strength, immunity to spiritual attacks, and self-destruct capability.
  • Flesh Mantle – Creates sticky flesh mantles that reduce magical damage.
  • Flesh Softening – Softens blows, becoming like boneless rotten flesh mass. Even bullets merely penetrate without lethal damage.
  • Body Hiding – Can envelop a corpse within their body, quickly cleaning crime scenes.
  • Regeneration – Can heal and regenerate lost limbs. Even seemingly fatal head or heart wounds are not necessarily lethal.
  • Birth Control – A female can interrupt their menstrual cycle.
  • Recharge – Can regenerate vital forces by consuming flesh and blood—either FP or HP (Corrupted flesh causes Sanity damage or worse).

Sympathetic Link: 10
The character can use mystical links to affect targets directly, using a target's flesh and blood to ignore distance for spells. They do not have the parameters Malfunction, 1/2D, Max, Acc, RoF, Shots, or Rcl and cannot have any enhancements or limitations modifying these values. More importantly: the target's DR has no effect on damage, resistance rolls, or other attack effects!

New Enhancement (Flesh and Blood Curse) +50%:
Can curse targets through the use of flesh and blood, with a flesh doll. Must spend 2 seconds concentrating and preparing the doll with material previously extracted from the victim. After constructing the doll, it can be used once every 5 seconds to transmit attacks directly into the target's interior.

Flesh and Blood Manipulation: 90
Homogeneous:
The character is Homogeneous—they have no internal organs, bones, muscles, or other vulnerable mechanisms. Less susceptible to piercing and impaling attacks: piercing has x1/5 multiplier, large piercing x1/3, huge piercing x1/2, and small piercing x1/10. This is due to profound cellular control. No matter what bodily changes occur (as long as they don't involve the soul), it can be recovered.

Unkillable 1:
The character never needs to make HT rolls to stay alive; they can survive (and even act, if conscious) until -10xHP, at which point their body is physically destroyed and they die.

Shepherd

Ritual: Extract soul from body. Influence soulless body to consume potion. Reintegrate soul to complete Ritual.

Shepherding: 206
The character can control souls with Beyonder characteristics or blessing powers from a target, storing them in their body—also including Ghosts and Malevolent Spirits—and thereby use the Beyonder powers of the captured soul for themselves. Must consume the target soul over 1 minute to cause it to degenerate; if this process is not performed each time using the soul's powers, a reaction roll is required.

Maximum Number:
Can shepherd up to 7 souls; to swap, must release one to place another. Can use only one soul at a time, but can instantly alternate between captured souls. Can only use up to 3 Beyonder powers from a specific soul; when shepherding a new soul, must choose which 3 powers to acquire. Can still use their own current and previous powers while using a soul's powers.

Limits:
When using Beyonder powers that normally don't allow free movement (like a Nightmare's Nightmare State), they can be used without needing to stay still. Cannot activate shepherding continuously, restricting Beyonder powers that are normally passive (like Devil's Premonition). Maximum duration for a passive power is 1 hour, but this demands high concentration. If shepherding is stolen by a Beyonder ability, they take Sanity damage equal to 10x the number of shepherded souls. Shepherded souls are valid for 10 years.

Demigod Level Souls:
Can shepherd Saint-level souls (S4 or S3), but this greatly increases loss-of-control risk. Receives +20% Sanity damage per shepherded demigod soul.

Summoning:
A shepherded Demigod-level soul can be released directly into the real world to fight; it will obey commands and can use only the chosen powers; only one soul can exist in the real world at a time.

Improved Abilities:

Flesh and Blood Magic: +50
Further mastery of Flesh and Blood Magic, receiving improvements below:

  • Can add Affects Insubstantial (+20%) enhancement,
  • Limit increased to 75 points in ability creation,
  • Reaction rolls are not affected by this ability.
  • Devour – Can directly devour a target's flesh and blood along with their soul, leaving no traces. This is a strengthened version of "Body Hiding."

Shadow Manipulation: +60
Shadow abilities improved; now has 60 modular points and new uses:

  • Shadow Command – Can give shadows physical substance, making them restrain targets, crush or compress objects, or corrode and melt entities.

Attribute Improvement: 34
FP+10 (30), HP+2 (4).

Black Knight

Ritual: Induce total degeneration of over 10,000 individuals without using violence. The higher the individuals' sequence, the better the ritual effect. The more concentrated and rapid the transformation from normality to degeneration, the more effective the ritual.

Spiritual Flesh Cleaver: 75
With a concentration action, can materialize a black sword in a free hand containing degeneration domain powers. A melee attack with Reach 1,2 (Broadsword or Two-Handed Sword) dealing Imp+6 or Thr+6 Corrosive + (Cutting or Piercing), affecting insubstantial beings, with Armor Divisor 10.

Black Armor: 135
Can transform into a giant of SM +1 (3 meters), covered in complete black cold armor formed by degeneration powers. While wearing this armor, cannot wear other armor underneath. This armor is semi-ablative (-1 DR per 10 points of damage) with DR 25, Hardened 3, ignoring armor divisors up to 5.

Shadow of Depravity: 50
Can extract one of their depraved thoughts, transforming it into a shadow forming an uncontrollable and independent creature that avoids attacking allies; can be dissipated with a concentration action.

Attributes (400):
ST 24 (140); DX 15 (100); IQ 10 (0); HT 20 (100); Perception 18 (50); Will 20 (60).

Advantages (950):
Dark Vision (25); Doesn't Breathe (20); Doesn't Eat or Drink (10); High Pain Threshold (10); Immunity to Metabolic Hazards (30); Injury Tolerance (Homogeneous) (50); Leech 10 (Freezing, +20%; FP Steal, +50%; Cosmic Demigod +10%) (110); Obscure 10 (Vision; Area Effect 4, +200% 32m; Cosmic Demigod +10%) (62); Temperature Tolerance 9 (9);

Shadow Form (Can Carry Objects up to Heavy, +100%; 3D Movement: +20%) (110);

Innate Attack: (Corrosion 10d 100p; Melee C -30%; Hands-Free -20%; RoF 2 +40%) (90);

Binding 20 (Area Selective +20%; 4m +100%; Reduced Range (10m) -30%; Demigod +10%; Only Takes Damage from: Light +20%; Sticky +20%; Permanent Duration +150%) (78);

Affliction 1 (Negated Advantage: Virtual Persona +100%; Permanent +150%; No Roll Required +300%; Free Action +20%; Cosmic Demigod +10%) (68);

Innate Attack 3: (3d Sanity 30p; Accessibility: Virtual Persona Only -40%; No Roll or Resistance +700%) (228).

Disadvantages (-70):
Vulnerability: Holy 2x (-20); Bloodlust NH6 (-20); Bestial (-10); Mute (-15); No Imagination (-5).

Strengthened Abilities:

Flesh and Blood Magic: +50
No longer has the 75-point limit; modular points can be created freely.

  • Flesh Carpet – Can transform into a thin, bloody flesh carpet covering an area, effectively dividing the battlefield and preventing enemy grouping.

Shadow Manipulation: +40
Shadow abilities improved; now has 80 modular points and new uses:

  • Shadow Enclosure – Can use surrounding shadows to create a closed space for confinement.
  • Shadow Shackles – Can make the target's own shadows rise as liquid to entangle and restrain their movement.

Sympathetic Link: +10
Shadow magic abilities improve; can now use a target's sympathetic link with their shadow.

New Enhancement (Shadow) +150%:
A target's shadow is equivalent to a fraction of the target; thus, cutting the enemy's shadow causes the enemy's spirit to be injured, allowing RD to be ignored. This attack only affects individuals with a visible shadow; in dark or completely bright environments, the attack is completely nullified.

Shepherding: 0
Shepherding ability improved as described below:

  • Can release any shepherded soul.
  • Released shepherded souls can use all their Beyonder powers.
  • Can contain up to 9 Shepherded Souls.

Attribute Improvement: 40
ST+2 (20), HT+2 (20).

u/pirinel_0-0 — 2 months ago
▲ 8 r/gurps+1 crossposts

[LotM TTRPG] Spectator Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Espectador - Manipulador

Spectator

Spectator Talent +2: (10)
The character has an aptitude for: Lie Detection (PER/D), Body Language (PER/M), Psychology (IQ/D), Acting (IQ/M), Mental Strength (WILL/F) and Sociology (IQ/D). A +2 bonus on all skills, even on tests with predefined values. This increases the effective value only on the attribute related to the skill.

Telescopic Vision 5: (10)
The character can zoom with their eyes, as if using binoculars, allowing them to ignore, at any time, the penalty of up to -5 range related to Vision tests, or -10 if performing an Aim maneuver to zoom in on a specific target.

Advantages that can be purchased: 0
The character is equipped with the capacity and potential to learn certain advantages that are not normally easily learned or acquired.

  • Spectator Talent +4: (+10)

Telepath

Mind Reading: 25
The character can read surface thoughts by seeing or touching a target, performing a Quick Contest between their mental strength and the victim's Will after 1 second of concentration. If successful, they hear active thoughts, speech, and subvocalizations as voices in their mind, being able to only pick up emotions and intentions if they don't understand the language or the target isn't intelligent. The reading can be maintained indefinitely, but switching targets requires a new contest. Failures accumulate -2 penalties against the same target for 1 hour, while a critical failure prevents new attempts for 24 hours. The ability works only on beings of the same race or very similar ones.

Emotional Reaction: 20
Telepaths know what type of emotional reaction to display in the appropriate situation and know in detail with what type of expression and body language to react, thus giving a +4 bonus to Fortune-Telling (IQ/M), Intimidation (WILL/M), Acting (IQ/M), Panhandling (IQ/F), Public Speaking (IQ/M) and Social Interaction (IQ/F).

Improved Telescopic Vision 5: +15
Now the character's vision is more focused, being able to function as a telescopic sight, granting a +1 Accuracy bonus on ranged attacks, as long as the character performs an Aim maneuver for a number of seconds equal to the bonus (see the Telescopic Sights section, under Firearm Accessories, p. 412).

Psychiatrist (Psychic Analyst)

Psychiatrist Talent! +2: 20
The character gains a +2 talent for all their psychic abilities, allowing this bonus to be used for testing their skills.

Terror (Dragon's Majesty, Mass Chaos): 66
The character's presence is capable of disturbing the minds of other people, within an area of 80m, being able to choose who will not be affected. They must immediately make a fright check; if successful, the victim does not suffer the terror effect for 1h but, if they fail, they must roll on the fright table (p. 360).

Frenzy: 66/5= 13
The character can trigger the emotions and mental state of a target they can see within a range of 100 meters, as long as they can perceive them. If the target is aware of the attack, they can resist with a contested test of Will or mental strength, affected by the range and distance table. On a failure, the target receives 3d sanity damage that lasts for 1h.

Placate: 62/5= 13 The character can help those who are losing control or themselves, recover sanity. By concentrating, the character recovers 3d sanity points, within a range of 100 meters on a target. This healing lasts only 10m. Monsters that have already lost control can resist the effect with an IQ test; if they fail, the monster recovers some of its rationality, possibly stopping its attack, if not attacked back.

Psychological Cue: 30/5= 6
Through hypnotic methods such as: Eye Contact, Candlelight, Pendulums, Incense, etc. The character can make a target carry out their orders without realizing it. To do this, they must converse with the target in person, and make a contested Will test against the victim. Winning, the victim gains the disadvantages of amnesia, not remembering what they talked about with the character, and fantasies where they are led to carry out the character's orders, as long as they seem reasonable. The character receives a bonus, depending on how innocuous the order is. Only works on members of their race or similar. The character must concentrate for 60s and the target must listen to them, understand their words, and share the same language as you. Even if the person has finished carrying out your order, they will not realize or remember your order, unless someone points out the person's strange behavior or treats their amnesia.

Telepathy: 8/2=2
Through specific hypnotic methods, words, and a medium, the character can make the target's subconscious answer questions truthfully, with short and direct phrases. Both must share a common language, and be of the same race or similar. The target must make a contest of IQ (interrogation) vs Will and:

  1. If successful, the character extracts the answer from the target, and it is what the target believes to be true, and if they don't know anything, they will say exactly that to the character.
  2. If they fail, the character can try again with a cumulative penalty of -2 for each new attempt to ask the same question (or a very similar one) within a period of one hour.
  3. If there is a critical failure, it will not be possible to hypnotize the same person for 24 hours.

This also allows the Character to enter the deepest part of the target's Soul, that is, the depths of their dream world, where a corresponding scene will materialize.

Night Vision: 9
The character's eyes adapt quickly to darkness, allowing them to ignore a -9 penalty caused by darkness in tests involving vision or combat actions, as long as there is at least a little light. Night Vision works only in situations of partial darkness. It has no effect on the -10 penalty of total darkness but reduces the penalty of up to -9 to 0.

Improved Smell: 12
The character is able to detect the emotional state of a person or animal by odor. Works like the Empathy advantage (p. 57), but the character must be within 2 meters of the target.

Keen Smell: 4
The character has a superior sense of smell; this represents an advantage that grants a +2 bonus on all Smell Sense tests (p. 358) that they make or that the GM makes for them using this sense.

Fit: 5
The character receives a +1 bonus on all HT tests (to stay conscious, avoid death, resist disease and poison, etc.). This does not improve the HT value nor the skills based on it!

Hypnotist

Psychiatrist Talent! +2 -> Hypnotist Talent! +6: +40
The character gains a +6 talent for all their psychic abilities, allowing this bonus to be used for testing their skills.

New Skills: 4
The character gains points in the skills Brainwashing IQ D(2p) and Auto-Hypnosis Will D (2p).

Psychological Invisibility: 88
The character's invisibility completely hides their presence from any form of vision and can be maintained indefinitely. While invisible, they can carry only light encumbrance. The ability is perfect only while stationary; when moving, they become a noticeable blur with a Vision test at -6, and attacks against them suffer -6. When immobile, they remain in the blind spot of others' perception, being ignored even in front of the target. Intense interactions with the environment require IQ tests defined by the GM, and melee attacks break the invisibility.

Out of Combat Hypnosis: 15/5= 3
To activate the ability, the character must win a contest of IQ against the target's IQ (+ Mental Shield), spending 8 seconds conversing, maintaining eye contact, and guiding their attention. If they fail, nothing happens. Being a technique, it is extremely discreet, although it can be perceived by divinatory abilities or special individuals.

Upon success, the character can alter the victim's psyche, implanting suggestions and adding or removing mundane mental disadvantages, such as false memories or amnesia. Then, they perform a second Quick Contest, suffering -1 for every -5 points in disadvantages applied, and may replace IQ with Brainwashing. The effect lasts, in days, equal to the margin of victory; on a critical success or margin of victory greater than 5, it becomes permanent. Reluctant victims need to be immobilized, and affected targets do not remember what happened.

Combat Hypnosis: 35
The character can hypnotize a target in combat, forcing them to follow a simple, immediate suggestion. To do this, they perform a contest of IQ against the target's Will (or Mental Strength + Mental Shield). The suggestion must be short and direct, limited to a simple action, such as "Shoot!" or "Flee!". Complex orders, suicide, or actions that cause extreme harm to the target themselves are not possible.

  • Dangerous suggestions grant +5 resistance to the target.
  • Orders against their beliefs or convictions grant +3 resistance.
  • Suggestions aligned with the target's beliefs apply -3 resistance.
  • Suggestions favorable to the target's survival apply -5 resistance.

If the character wins, the target executes the action immediately, believing the decision was their own. After the effect ends, they realize they acted strangely and become confused about what happened.

Damage Resistance: 50
The character is mystically resistant to attacks, granting them DR 10. Illusory dragon scales cover their body when receiving damage.

Physical Improvement: 80
ST+2 (20), HT+2 (20), DX+2 (40).

Dreamwalker

Find a harpy in the Spirit World and sign a contract with her. Then, holding a tail feather, consume the potion amidst intense feelings of joy or anger.

Guidance: 29
Upon invading someone's dream, the character can perform different changes in the dream, and thus guide their target to reveal their deepest secrets. The character needs to concentrate for one second and make a Quick Contest between their IQ (or their NH in Dreams, if higher) and the target's Will. If they win, they will cross the target's mental defenses and be free to plunder their memories. They will still be limited to one question per second, but each answer will require an unresisted test.

Alteration: 70
Upon entering someone's dreams, the character can condition the target using dreams to plant suggestions directly into the target's subconscious that alter and force the target to do things they normally wouldn't do without realizing it. Make an IQ test (or Brainwashing, whichever is higher) against the target's Will at the end of a 1-week period, spending at least 1h inside the dreams. On a success, the suggestion implanted in the target will be made. Being a very subtle form compared to hypnosis, even on a failure, it would be very difficult to identify the manipulation attempt. If you wish to try the same suggestion again, repeat the same process with a cumulative -2 reducer in case of repeated failures. If desired, it is possible to spend more weeks to receive bonuses for your tests; with 1 month, the character receives +2 for their tests, in 4 months, receives +4.

Dream Walking: 174
The character acquires the ability to become incorporeal and enter the dreams of others within a radius of 500 meters, carrying no encumbrance. In this state, gravity does not affect them, allowing them to move in any direction at their full Move, without emitting sounds. Their perception of the physical world is blocked, restricting them to viewing "dream bubbles" in the sky of the mental world, into which they can directly enter and hide. Despite the immateriality, the character can still be harmed by attacks capable of hitting insubstantial beings. If the person whose dream they inhabit awakens, they are immediately expelled, being able to choose to enter another available dream bubble or emerge in a safe location in the material world, within the 500-meter limit. To teleport between dreams, an IQ test is required (consult the Warp rule on p.54, with the Reliable 10 modifier), respecting the same 500-meter radius for each jump. The transition between dreams occurs instantly, always keeping them linked to dreams.

Damage Resistance Improvement: 25
The character becomes even more resistant to attacks, granting them DR+5.

Physical Improvement: 52
IQ+2 (10), Will+2 (10), HP+1 (2).

Manipulator

In the midst of a large event with at least 10,000 people, resonate with their emotions and then drink the potion.

Hypnotist Talent! +6 -> Manipulator Talent! +8: +20
The character gains a +8 talent for all their psychic abilities, allowing this bonus to be used for testing their skills.

Mind Island Manipulation: 65/5=13
The character can cross the Sea of the Collective Subconscious and invade the Mind Island of a target that is within their visual or physical range. To activate the ability, they need to concentrate for one second and initiate a Quick Contest of IQ (with the Manipulator Talent bonus) against the target's Will. If they win, they implant deep psychological suggestions into the victim's subconscious, making them obey orders precisely and involuntarily, as if gaining the Reprogrammable disadvantage. The control persists as long as the character maintains concentration (Being able to implant one of their Virtual Personas to inhabit the target's mind, maintaining concentration until dissipated); if interrupted, it lasts 1 minute per point of margin of success in the contest. Controlled victims will not perceive the manipulation, even after freeing themselves. The ability is interconnected with Mind Reading, allowing access to thoughts and emotions during the process for silent manipulation.

Mental Plague: 110/5=22
The character can implant seeds of Mental Plague into the target's Mind Island, creating an area of 8 meters that persists for 10 seconds. Everyone within range must make a Will test against the character's IQ, adopting range penalties from the Size and Speed/Range Table (p. 550), ignoring any special Resistance. If they fail, the character imputes up to 50 points in mental disadvantages (from mild to severe, as chosen), with a duration equal to the margin of failure in hours (minimum 1 hour). The ability is undetectable, having no magical or psychic signature, and allows delaying the effects, activating only when a predefined trigger occurs, such as a gesture, word, time in minutes, or specific action. The mental illnesses are extremely contagious, spreading through the Sea of the Collective Subconscious and through the Threads of the Spiritual Body, infecting even third parties not initially affected. Victims face 8 cycles (8 resistance tests per day); if they pass a test, they become immune until the next cycle. Mental Plagues cannot be blocked by Angelic blessings, at most they are weakened or delayed, as they corrupt the Mind Island and the Spirit World indirectly, avoiding neutralization.

Virtual Persona: 110
The character can create Virtual Personas, each of which functions as a Heart and Mind Body correspondingly. They serve to defend against influences from the mental world and invade the mind island of other people, being limited to a specific task determined by the character, such as:

  • Maintaining concentration on a mental manipulation so that the character can change a target's personality indefinitely.
  • Defending the main mind from mental attacks by sacrificing its sanity points.
  • Traveling through the mental world collecting information for the main mind.

If a Virtual Persona detaches from the character because it is performing a task, it will not be possible to communicate at a distance; however, upon returning, all memories of the virtual persona are aggregated with the character (Virtual Personas are treated as totally loyal, purely mental Ally (point cost), incapable of learning and reprogrammable with IQ equal to or less than the character's).

Mental Storm: 50/5=10
The character can generate a Mental Storm that expands in a 16-meter radius around them, affecting the Sea of the Collective Subconscious. All targets within the area must make a Will test against the character's Will, applying range penalties (Size and Speed/Range Table, p. 550). On a failure, the victims are hit by ghostly voices (the disadvantage Disturbing Voice, p. 161) whispering thousands of fragmented thoughts, in addition to gaining Psychic Vulnerability 2x (p. 161) and having their Mental Shield (up to Level 5) temporarily neutralized. The storm lasts a number of minutes equal to the margin of failure in the test (minimum 1 minute).

Consciousness Walk: 35/5=7
The character no longer depends on entering the dreams of other creatures, being able to directly send their mind (or a virtual persona) to the mental world, with an IQ test.

Improved Abilities:
Terror ➞ Mental Deprivation: +90/5=18
The character's terror ability becomes more potent, ignoring any type of defense to resist fear. If they fail the resistance test, the targets can roll on the Fright Check or Confusion table.

Psychological Invisibility: +4/5=1
The character's Invisibility ability has been improved, now no longer suffering the disadvantage while moving.

Frenzy ➞ Mind Dragon's Breath: +86/5=18
The frenzy attack has been improved, and now causes area damage with a cone of 100m x 10m width, which causes 4d6 sanity damage.

Physical Improvement:

  • DR+10 (50)
  • Arm ST 6 (50)
  • Enhanced Move 2; ground (40)

Can be purchased: Enhanced Move 2.5 x6 (10)

Mythic Form: Mind Dragon: 41
The character has the special characteristic of partially releasing their incomplete mythical form, being able to maintain it for a limited amount of time. They need to prepare for 1 minute with psychological suggestions, and self-soothing, so that when they wish to release their mythical form in 10 seconds, it initially lasts 1 minute. To use the ability again, there is a cooldown of 5 minutes, outside the initial preparation.

Can be purchased:
The time the character can maintain the mythical form can be extended with character points as shown in the table below:

  • 10 minutes (20 points)
  • 30 minutes (40 points)
  • 1 hour (50 points)

In this form, the character gains:

  • SM +3 (7 meters tall)
  • ST+10 (70)
  • DR+20 (100)
  • Enhanced Move 1; Air (20); p. 52.
  • Flight; Winged (30); p. 98.
  • Sharp Claws (8); p. 61.
  • Striker tail; crushing (5); p. 62.
  • Fangs (2); p. 52.

Disadvantages:

  • Horizontal (-10); p. 145.
  • Social Stigma; Monster (-15); p. 138.
u/pirinel_0-0 — 2 months ago
▲ 10 r/gurps+1 crossposts

[LotM TTRPG] #8 Important Tips: Magic Rules

You can find this post in PT-BR on: #8 Dicas Importantes (LotM TTRpg) Regras de Magia (If you like my work consider leaving a coment)

Magic Rules

For most Sequences, your abilities are limited to the powers granted by your pathway. However, any Beyonder with sufficiently strong spirituality may perform Rituals and other mystical feats outside their Sequence.

These rules serve as a reference and guideline for creating new rituals, spells, and magical effects. The Game Master (GM) should always evaluate whether it makes sense for a character to possess the necessary knowledge or aptitude to study and use such abilities.

For example, only witches can cast spells in the manner of witches, while warriors would struggle to learn even the most basic ritual. The GM may require special materials, an appropriate environment, or a certain level of skill in order to allow the creation of specific effects.

As a general rule, each character point invested costs $500.

Mystical Skills

  • Ritual Magic for Rituals.
  • Symbol Drawing for combat magic and spells.
  • Thaumatology for creating magical items, amulets, and similar objects.

Production Time

The complexity of a creation is determined by the number of character points used in relation to the maximum point limit allowed by the character's Sequence.

  • Simple (up to 1/4 of the limit): 2d hours.
  • Medium (up to 1/2 of the limit): 1d−2 days (results lower than 1 indicate 30 minutes).
  • Complex (up to 3/4 of the limit): 1d days.
  • Astonishing (above 3/4 of the limit): 4d days.

A critical success reduces the production time by half.

Test Modifiers

The complexity of a creation may influence the difficulty of development rolls. The application of modifiers is at the GM's discretion, but the following values may be used as a reference:

  • Simple (up to 1/4 of the limit): -0.
  • Medium (up to 1/2 of the limit): -2.
  • Complex (up to 3/4 of the limit): -4.
  • Astonishing (above 3/4 of the limit): -6.

The GM may ignore or alter these modifiers if they believe a creation is particularly simple or complex for its intended nature.

Limits of Magic

In addition to the character point limits of a magical effect, there are also damage limits, which are difficult to surpass.

  • A single-target spell cannot deal more than 12d damage, 8d×1.5, or 6d×2.
  • Area-of-effect damage cannot exceed 6d×2.
  • In general, the average damage of a single attack should not exceed 42 points of damage.

Armor Divisor

Armor Divisors may be applied up to Level 2 (AD 3) for all Sequences. In special cases, the GM may allow an Armor Divisor higher than 3.

All magical effects must fit the symbolism and powers you are trying to represent. You cannot create water from fire, nor fire from the sea. Zombies cannot create plants, and witches always require some form of inspiration or thematic basis for their magic.

The GM always has the final say on what is approved and what truly makes sense within the setting.

Items, Spells, and Rituals Savant, Mystery Pryer Reader, Apothecary, Planter, Gardener, Painter, Spirit Medium, Chef
Sequence 9 15 10
Sequence 8 30 25
Sequence 7 50 40
Sequence 6 60 55
Sequence 5 75 70
u/pirinel_0-0 — 3 months ago
▲ 10 r/gurps+1 crossposts

[LotM TTRPG] #9 Apprentice Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper

You can find this post in PT-BR on: LotM TTRpg Caminhos: Aprendiz - Feiticeiro dos Segredos

Sequence 9: Apprentice

Door Opening: 20
The character is capable of opening mystical and invisible doors on surfaces and unlocking any lock that does not possess mystical interference by making an IQ roll, spending 1 FP, and taking 2 seconds while keeping both hands free. However, they are unable to bring other people with them.

Alternatively, they may open a small window to peek inside a room or container, and allies can also see through the window if permitted. The character may pass through walls up to a distance equal to how long they can hold their breath. The opening created can only carry items with No Encumbrance. Activating this ability requires the character to perform the motion of opening a door.

While using this ability, the character cannot Dodge.

Sequence 8: Trickmaster

Combustion: 10/5 = 2
The character ignites their fingers, being limited to burning objects within a range of 3 meters, dealing 16 points of burning damage.

Electric Shock: 10/5 = 2
By touching a target with exposed skin or holding onto a conductive medium, the character produces a non-lethal electric discharge. The target must make an HT-4 roll. On a failure, they become stunned (see p. 420).

Freezing: 8/5 = 2
By touching a surface with their hand or firing it as a ray, the character rapidly lowers its temperature, creating frost or a thin layer of ice weighing up to 5 kg.

The ray has the following statistics:

  • 1/2D 10, Max 10, Acc 3, RoF 1, Shots N/A, Rcl 1

The projectile travels at approximately the speed of an arrow.

Gas Transfer: 24/5 = 5
The character may control the air within a circular area with an 8-meter radius to transfer toxic or harmful gases away or to a desired location. The destination point cannot exceed 15 meters from the character.

Wind
The character may control the wind, ranging from a gentle breeze to a Beaufort Scale Level 8 gale, creating winds strong enough to break tree branches and hinder movement against the wind. The GM may determine any penalties or bonuses caused by such winds.

Flash and Loud Noise (Flashbang): 32/5 = 7
The character may create a bright flash and a loud noise that affect the sight and hearing of targets within an 8-meter radius.

This is a ranged attack with the following statistics:

  • 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, Rcl 1

All creatures within the affected area must make an HT roll. On a failure, they suffer blindness and deafness for a number of minutes equal to their margin of failure (minimum 1 minute).

The character may choose to use either the flash or the noise separately.

Trip: 33
The character may create an area up to 6 meters in radius at a distance of up to 10 meters that behaves as though covered in grease, causing targets to slip, or directly affect the balance of a specific target.

The target must make a DX roll to remain standing. On a failure by 5 or more, or on a critical failure, the target falls prone onto their back and suffers 1 point of crushing damage to the head if they fall onto a hard surface.

Object Manipulation
The character may move or cause designated objects to bounce within 5 meters, but lacks the precision necessary for more delicate operations.

Fog: 29/5 = 6
The character may create a dense fog around themselves covering an area with a 16-meter radius, imposing a -5 penalty on Vision rolls and on devices or powers that rely on laser radar. The fog may be moved by the wind.

Black Curtain: 14/5 = 3
The character may create a curtain of darkness that conceals objects, imposing a -10 penalty on Vision rolls. It may occupy an area with up to a 2-meter radius.

Escape Trick (IQ/Hard)
By combining props, loud noises, black curtains, or flashes to distract observers, the character may move unnoticed.

Make a Quick Contest between the character's Escape Trick skill and the Vision roll of every observer capable of seeing them. On a success, the character may move up to their full movement in a chosen direction without being perceived.

To observers, it appears as though the character has teleported.

Sequence 7: Astrologer

Astrologer's Talent: 20
The character gains a +4 Talent bonus to all Astrology-related skills and may apply this bonus to any rolls involving Astrology abilities and applicable skills, as determined by the GM.

Astrology: 48/5 = 10
The character possesses powerful divinatory abilities through the use of astrology and a crystal ball.

By comparing the appearances of two individuals, even if they are disguised, the character may determine whether or not they are the same person.

The character concentrates for 1 second and makes a Divination (Astrology) skill roll (IQ/Hard) to receive an answer from their divination. The GM then secretly rolls against the character's IQ to determine whether they receive any useful information.

As a secondary benefit, when performing fortune-telling roleplay or providing crystal ball readings for clients, the character gains a +1 bonus on Reaction rolls.

Anti-Divination: 68
The character may interfere with the divination abilities or Spiritual Intuition (Danger Sense) of others by holding a crystal ball.

This produces an effect that imposes a -10 penalty on one of these senses, making it difficult to detect the character and everything around them.

This ability affects an 8-meter radius centered on the character. The character is immune to their own Anti-Divination effect, and it functions invisibly.

Enhanced Abilities:
Door Opening: +35
The character may now bring other people through their doors. They no longer spend FP when using this ability and may Dodge normally while doing so.

Spiritual Intuition: 17
The character cannot always rely on this advantage, but from time to time they experience the feeling that something is wrong.

Whenever the character is in danger of an ambush, imminent disaster, or a similar threat, the GM secretly rolls against the character's Perception.

On a success, the character receives a warning that something is wrong. On a result of 8 or less, the GM should also provide some details regarding the nature of the danger.

Sequence 6: Scribe

Scribe's Talent: 20
The character possesses a natural aptitude for the following skills:

  • Writing (IQ/Average)
  • Literature (IQ/Easy)
  • Symbol Drawing (IQ/Easy)
  • Thaumatology (IQ/Very Hard)
  • Occultism (IQ/Easy)
  • Ritual Magic (IQ/Very Hard)

They gain a +4 bonus to all of these skills, including default skill rolls. This bonus only increases the effective skill level and does not affect the underlying attribute.

Record: 60
After witnessing a Beyonder power, the character may attempt to Record it for a single future use by succeeding on a skill roll whose target number depends on the power's Sequence level.

However, recorded Beyonder powers are weaker than the originals, and the number of powers that may be recorded is limited.

Only manifested powers may be recorded. Transformations and rituals cannot be recorded.

Sequence 4 and Sequence 3 (Demigod Level)

  • Number of Slots: 2
  • Recording Roll: Skill Level 6
  • Power Reduction: 50% of the original

Sequence 5 and Sequence 6

  • Number of Slots: 8
  • Recording Roll: Skill Level 10
  • Power Reduction: 80% of the original

Sequence 7 to Sequence 9

  • Number of Slots: 20
  • Recording Roll: Not required
  • Power Reduction: Equal to the original

To reduce the power of copied abilities, modify their duration, damage, RoF, DR, bonuses, and other relevant statistics. Consult the GM whenever dealing with particularly unusual powers.

Improved Spells: +104

All of the character's basic spells are now enhanced for combat.

Electric Shock
The HT roll penalty is increased to HT-9. If the target fails by 5 or more, they suffer the effects of Heart Attack (see Mortal Conditions, p. 429).

Combustion
The character may now burn living creatures in addition to objects within a range of 10 meters.

Freezing
The ray now travels at bullet speed and its range is increased to:

  • 1/2D 10
  • Max 100

Gas Transfer
The maximum transfer distance is increased to 100 meters.

Wind
The winds may now inflict damage, becoming significantly more violent and capable of pushing creatures and objects. The exact effects are determined by the GM.

Flash and Loud Noise
The saving roll is now HT-2.

Enhanced Attributes: 116
IQ +2 (40), DX +2 (40), FP +12 (36).

Sequence 5: Traveler

Ritual: Configure special coordinates at four completely different locations deep within the Spirit World, each one extremely distant from the others.

Improved Record: +31
The character's ability to Record powers from higher Sequences has improved significantly.

Sequence 4 and Sequence 3 (Demigod Level)

  • Number of Slots: 4
  • Recording Roll: Skill Level 11
  • Power Reduction: 80% of the original
  • Cosmic, Demigod (+10%)

Sequence 5 and Sequence 6

  • Number of Slots: 8
  • Recording Roll: Not required
  • Power Reduction: Equal to the original

Sequence 7 to Sequence 9

  • Number of Slots: 21

Traveler's Door: 239
The character may make an IQ roll to open a door and travel through the Spirit World while sensing their coordinates in the material world, allowing them to traverse vast distances with extraordinary speed, functioning similarly to teleportation.

Within the Spirit World, the character moves 256 times faster than normal, requiring only one second to travel 2 kilometers.

The character may bring both items and other creatures during the journey. Their carrying capacity is treated as Extra-Heavy Encumbrance, which does not affect their movement while using this ability.

The Spirit World is dangerous, but the character is immune to fatigue and does not risk exhaustion while traveling through it.

On a failed roll, the character simply remains where they are. On a critical failure, dangers may arise during the journey. Regardless of the result, the character may immediately attempt the roll again without any additional penalty.

If the character spends one or more seconds concentrating on establishing a safe route, they gain a cumulative +1 bonus per second, up to a maximum of +10 on the roll.

Translocation: 100/5 = 20
The character may instantly travel short distances of up to 10 meters by making a simple IQ roll.

Once per turn, the character may Dodge an attack by making an IQ roll. The direction of the translocation is determined randomly by the dice. The character appears in the nearest safe empty space in that direction.

If no such space exists within 10 meters, the character remains where they are and the Dodge attempt automatically fails.

The character is immune to fatigue and cannot become exhausted when using this ability.

On a failed roll, they remain in place. On a critical failure, they are sent to an unintended location. Regardless of the result, they may immediately attempt the roll again without penalty.

By concentrating for one or more seconds before activating the ability, the character gains a +1 bonus per second of concentration, up to a maximum of +10.

Direction Sense: 10
The character possesses an exceptional intuitive sense of direction that prevents them from becoming lost within the Spirit World. This advantage grants:

  • +4 to Navigation (Spirit World) (IQ/Average)
  • +3 to Body Sense (DX/Easy)
  • +2 to Acrobatics (DX/Hard)
  • +2 to Free Fall (DX/Average)
  • +1 to Piloting (DX/Average)

Invisible Hand (Telekinesis 10): 50
The character is capable of moving objects at a distance without touching them, manifesting an invisible force that acts according to their conscious commands.

  • The telekinetic force is equivalent to the character's Strength (ST), represented by their Telekinesis level (TK).
  • Objects may be moved using the Move value granted by TK, modified by their encumbrance level. The maximum range of this ability is 10 meters.
  • Using Telekinesis requires constant concentration. During combat, the character must take a Concentrate maneuver to maintain its use.
  • TK functions as an invisible pair of hands, allowing the character to lift, move, attack with, or grapple objects and enemies.
  • Simple actions such as lifting and moving objects require no additional rolls. More complex tasks may require DX or an appropriate skill roll at the GM's discretion. Whenever an action would normally require a Strength roll, the roll is made against the character's TK level instead.
  • Telekinesis may assist skills that benefit from exceptional manual dexterity. On a successful IQ roll, the character gains a +4 bonus to the appropriate skill. Particularly difficult tasks may suffer penalties if the roll fails.
  • The character may throw objects using TK, requiring a Throwing or Thrown Weapon skill roll to hit the target. Once an object has been thrown, telekinetic control is released and a Prepare maneuver is required to regain control over it.
  • If the character's TK level is sufficient to support their own body weight, they may levitate by taking a Concentrate maneuver followed by a Move maneuver.
  • The character may grapple or strike enemies directly using Telekinesis. This requires a DX or unarmed combat skill roll. Targets defend themselves as if attacked by an invisible opponent. If successfully grappled and the character possesses sufficient telekinetic strength, the target may be lifted off the ground and immobilized from performing actions that require contact with the floor.

Sequence 4: Secrets Sorcerer

Ritual: Seal a Demigod-level creature. The creature must be hostile toward you. The less outside assistance used during the ritual, the better the final result.

Concealed Space: 270
The character creates a concealed space by dividing a selected area into two separate dimensions. This space is accessible only through a specific door, which may serve as both an entrance/exit and an observation point into the outside world.

The concealed space may be as large as a spacious apartment and possesses a distorted geometry due to its dimensional separation. Activating this ability requires a successful IQ roll and may target a location within 10 meters.

Concealed spaces may be created inside other concealed spaces.

Although extraordinarily secure, creatures or characters possessing exceptionally powerful perception abilities may discover the concealed space if they know what they are searching for.

Any attack attempting to penetrate the concealed space must pass through its designated door.

Mystical Items
Mystical items containing concealed spaces may be created, but these spaces are temporary.

Creating one requires 1 hour of preparation for every week of duration. Any negative effects produced by sealed artifacts stored within the concealed space still affect the item's bearer.

Transfiguration: 60/5 = 12
The character transforms into an illusory door layered upon countless other doors, extending through an infinite succession of spaces contained within spaces.

As a result, attacks become increasingly incapable of reaching them. For every second spent concentrating on this ability, the character becomes effectively 100 meters farther away from everything else, eventually rendering them nearly impossible to hit.

Anti-Divination → Keep Secret: +18
The character is capable of concealing any kind of information from divination, supernatural perception, or intuitive abilities.

This effect lasts for one hour, rendering all protected secrets completely impenetrable during that time.

Exile: 100/5 = 20
The target of this ability must succeed on a Skill-5 roll. On a failure, they are banished to another dimension.

To escape, the target must make a Skill-5 roll once per second, gaining a cumulative +1 bonus on each subsequent attempt.

The effect lasts for up to 10 seconds, providing a temporary window in which the character may act before the target returns or escapes dimensional exile.

Enhanced Abilities

Record: +58
The character may still only Record abilities that are directly usable, such as Innate Attacks and Afflictions. However, Alternate Forms and mystical forms may now also be Recorded.

Sequence 4 and Sequence 3 (Demigod Level)

  • Recording Roll: Skill Level 11
  • Power Reduction: 80% of the original.
  • Cosmic, Demigod (+10%).

Sequence 5 and Sequence 6

  • Number of Slots: 12.
  • Recording Roll: Not required.
  • Power Reduction: Equal to the original.

Sequence 7 to Sequence 9

  • Number of Slots: 21.
  • Recording Roll: Not required.
  • Power Reduction: Equal to the original.

Traveler's Door: +22
The character may now travel through numerous concealed spaces, including the Mirror World, worlds contained within paintings, and other extradimensional realms.

Star Worms: 50 points (Maximum Level: 3)
The character may create insects composed of resplendent starlight. Their bodies are bent into semicircular shapes that emit a magical glow resembling illusory doors. These creatures are known as Star Worms.

Partitioned Mind
The character may assign different Star Worms to perform different tasks simultaneously, effectively granting a form of Partitioned Mind.

  • This allows the character to resist certain mental attacks by transferring their effects to one of the Star Worms while another remains in control of their body. Each of these minds—or "Star Worms"—functions independently and possesses full mental capabilities. Although identical in nature, hypnosis, magic, and psychic powers affect each Star Worm separately (for example, one Star Worm may be hypnotized without affecting the others).
  • This advantage does not allow the character's body to perform more than one physical action at a time. A normal character may perform one physical or mental maneuver each combat turn. For every level of Partitioned Mind, the character gains one additional mental maneuver.

For example, Partitioned Mind 1 allows the character to perform one mental maneuver and one physical maneuver (such as concentrating on a spell while attacking) or two mental maneuvers (such as concentrating on two different spells), but never more than one physical maneuver.

By utilizing the afterimages left behind by their teleportation abilities, the character may release mental Beyonder powers—such as Record—multiple times during the same turn. However, this heightened state cannot be maintained for long.

reddit.com
u/pirinel_0-0 — 3 months ago
▲ 18 r/gurps+1 crossposts

[LotM TTRPG] #9 Marauder Pathway (Sequence 9 – 4)

https://preview.redd.it/b13i74wgi2ch1.png?width=609&format=png&auto=webp&s=378c28ea831435e8e22ea96870100f98f74c513e

You can find this post in PT-BR on: LotM TTRpg Caminhos: Saqueador - Parasita

Sequence 9: Marauder

Manual Dexterity 2: 10

The character possesses remarkable fine motor control, granting a +2 bonus to DX for tasks requiring delicate manual precision. This includes all DX rolls for Lockpicking, Artist, Surgery, Sewing, Knot-Tying, Jeweler, Sleight of Hand, Pickpocket, and Leatherworking, as well as any DX rolls required for precise craftsmanship such as Machinist or Mechanic (for example, repairing a watch). This bonus does not apply to IQ-based tasks, large-scale DX tasks, or any combat-related rolls.

Superior Observation: 15

The character possesses an instinctive perception that allows them to sense valuable items within 10 yards. They instinctively know where valuable objects are located and gain a rough understanding of their worth.

This intuition can become so powerful that it allows the character to perceive the contents of containers directly. The GM secretly makes a Sense roll to determine whether this occurs.

Marauder Talent 2: 10

The character possesses an exceptional aptitude for:

  • Pickpocket (DX/H)
  • Lockpicking (IQ/A)
  • Acrobatics (DX/H)
  • Filch (DX/A)
  • Shortsword! (DX/A)
  • Thrown Weapon (DX/E)

They receive a +2 bonus to all of these skills, including default rolls. This bonus only increases the effective level of the associated skill.

Shortsword! is treated as a cinematic wildcard skill covering any one-handed melee weapon, including daggers, short swords, clubs, and similar weapons.

Kleptomania: -15

The character feels an overwhelming compulsion to steal, specifically targeting objects their intuition identifies as valuable.

Whenever an opportunity to steal presents itself, they must make a Self-Control roll, suffering a penalty of up to -3 if the object is of particular interest (not necessarily monetary value, unless the character is Poor or Greedy).

On a failure, the character must attempt to steal the object.

Anything stolen must either be kept or sold—never returned or abandoned.

Advantages That May Be Purchased: 0

  • Marauder Talent 4 (+10)
  • Manual Dexterity 4 (+10)
  • Kleptomania (Self-Control 15) (+8)

Sequence 8: Swindler

Swindler Talent 4: 20

The character possesses exceptional aptitude for:

  • Fast-Talk (IQ/A)
  • Disguise (IQ/A)
  • Carousing (HT/E)
  • Merchant (IQ/A)
  • Public Speaking (IQ/A)
  • Streetwise (IQ/A)

They receive a +4 bonus to all of these skills, including default rolls. This bonus only increases the effective level of the associated skill.

Charisma 4: 20

The character gains a +4 bonus on all reaction rolls made by intelligent beings with whom they actively interact (conversations, speeches, negotiations, etc.). They also receive a +4 bonus to all Influence rolls (see Influence Rolls, p. 359), as well as to Fortune-Telling (IQ/A), Leadership (IQ/A), Panhandling (IQ/E), and Public Speaking (IQ/A).

Voice: 10

The character possesses a clear, attractive, and resonant voice.

They receive a +2 bonus to:

  • Mimicry (IQ/H)
  • Acting (IQ/A)
  • Singing (HT/E)
  • Diplomacy (IQ/H)
  • Fast-Talk (IQ/A)
  • Public Speaking (IQ/A)
  • Politics (IQ/A)
  • Sex Appeal (HT/A)

In addition, anyone capable of hearing the character's voice receives a +2 bonus on their reaction roll toward them.

Advanced Observation: 5

The character is capable of noticing subtle facial expressions and minute bodily movements.

They gain a +1 bonus to Detect Lies, Fortune-Telling, and Psychology rolls made to analyze an individual with whom they are engaged in conversation.

If desired, the character may also attempt an IQ-3 roll to determine the target's current mental state.

Mental Manipulation: 25/5 = 5

The character can induce specific hallucinations within a target's mind.

To do so, they must engage the target in a social interaction for at least 32 seconds. Afterward, they make a Quick Contest of their Will against the target's IQ.

If the character wins, the victim experiences convincing hallucinations that can be used to deceive or manipulate them.

Advantages That May Be Purchased: 0

The character possesses both the aptitude and potential to learn certain advantages that are normally difficult or impossible to acquire.

  • Enhanced Dodge (+15)
  • Will (up to a maximum of 20)

Sequence 7: Cryptologist

Cryptologist Talent 4: 20

The character possesses exceptional aptitude for:

  • Cryptography (Per/H)
  • Body Language (Per/A)
  • Occultism (IQ/A)
  • Psychology (IQ/H)
  • Criminology (IQ/A)
  • Observation (Per/A)

They receive a +4 bonus to all of these skills, including default rolls. This bonus only increases the effective level of the associated skill.

Decipher: 30

The character can reconstruct the truth behind anything related to Mysticism or predict the course of events from only fragments of evidence.

The character may:

  • Decipher dreams, illusions, hidden mysteries, and even determine the location of enemies.
  • Decipher the Honorific Names of deities, though they must still respect and properly address them.
  • Decipher the incantations required to activate various Mystical Items and Charms.
  • Decipher the secrets hidden within Mystical Items and Sealed Artifacts.

The GM secretly rolls Cryptography, applying any relevant modifiers.

  • Success: The character learns one true piece of information.
  • Critical Success: All relevant information is revealed.
  • Failure: No useful information is obtained.
  • Critical Failure: The GM provides false or misleading information.

Physical Enhancements: 100

  • IQ +2 (40)
  • DX +2 (40)
  • Per +4 (20)

Sequence 6: Prometheus

Master Thief: 20

The character gains a new cinematic wildcard skill:

Steal! (DX/E)

This skill consolidates Pickpocket, Filch, and Lockpicking into a single wildcard skill. All character points invested in those skills are merged into Steal!, which also benefits from a +4 Talent bonus.

Steal Beyonder Powers: 185

The character can steal the effects of Beyonder powers within 50 yards by making a ranged attack using Steal! (DX/E). If attempting to target a specific power, the attack suffers a -5 penalty.

On a successful hit, resolve a Quick Contest of Will between the character and the target, applying the following modifiers:

  • Sequence 5: -5
  • Sequence 4: -10
  • Sequence 3: -20
  • Angel-level powers cannot be stolen.

If successful, one of the target's Beyonder powers is stolen.

On a critical failure, the character may instead steal something dangerous or harmful to themselves.

The stolen power may be used for 10 minutes. During that time, the original owner cannot use that ability for a number of hours equal to the Margin of Defeat (minimum 1 hour).

Steal Items: 50/5 = 10

The character can steal objects from up to 50 yards away or, alternatively, place items into another person's hands or pockets within the same range.

This ability is not limited to physical objects—it can even steal phenomena such as fire.

To do so, the character makes the appropriate skill roll, following the rules for Can Be Stolen (p. 117).

Mental Corruption Resistance: 10

The character possesses exceptional resistance against mental corruption.

Any Sanity damage they suffer is reduced by half.

Enhanced Abilities

Superior Observation: +5

The range and precision of Superior Observation increase to 50 yards.

The character can now distinguish exactly what kind of valuable items they are sensing, rather than merely detecting their presence.

Physical Enhancements: 70

  • ST +3 (30)
  • HT +2 (20)
  • DX +1 (20)

Sequence 5: Dream Stealer

Ritual: Become a key antagonist or supporting figure in the unconscious dreams of at least 30 people. It does not matter how long these dreams last; what matters is that they are occurring at the moment the potion is consumed.

Stealing Talent: 25

The character gains a +5 Talent for all abilities related to Steal!.

This bonus applies to both IQ rolls and Steal! rolls made to activate their theft abilities.

Dream Infusion: 55

The character may project their consciousness, spending 5 FP to invade another person's dream.

Within the dream, they can implant scenes and experiences intended to influence the target's future decisions and actions.

The character must concentrate for 1 second and then make a Quick Contest between their IQ (or Dreaming skill, if higher) and the target's Will.

On a success, they bypass the target's mental defenses and plant a subliminal suggestion.

Using this ability requires 1 hour of preparation.

Dream Theft: 138

The character can now steal thoughts, intentions, knowledge, ideals, memories, and dreams.

To activate this ability, they must concentrate for 1 second, then make a Quick Contest of IQ + Stealing Talent against the target's Will.

The following rules apply.

Thoughts

The character may steal a target's thoughts, causing them to temporarily forget their own actions and ideas.

The victim may never realize their thoughts were stolen unless they carefully reflect upon what happened.

However, after absorbing those thoughts, the character is compelled to act according to the stolen thoughts, as though they were now their own.

  • During combat, the character may steal the target's next declared action, but is then required to perform that same action on their own turn—even if it involves an ability they normally do not possess.
  • Dodge, Block, Parry, or other free actions cannot be stolen unless the character first spends their own maneuver Preparing, declaring in advance which specific action they intend to intercept.

Dreams, Memories, and Ideals

The character may steal dreams, memories, and ideals from a target, and may also implant those stolen dreams into another person.

When attempting to inflict mental disadvantages through this process, the character suffers a -1 penalty for every 5 points of disadvantages imposed upon the target's mind.

Disguise (Theft of Celestial Mysteries): 10

The character can disguise themselves as a follower of an entity, allowing them to bypass divine defenses, steal answers to prayers, and perform various forms of ritualistic magic, potentially obtaining enhancements, powers, or mystical charms.

The more intelligent the deity, the greater the chance that the deception fails and divine punishment follows.

Enhanced Abilities

Enhanced Steal: +30

The character's stealing abilities have evolved.

  • Maximum range increases to 100 yards.
  • Stolen Beyonder powers may be used for 30 minutes.
  • Victims remain unable to use stolen powers for one week.

Steal Knowledge: +25

The character may temporarily steal skill levels from another person, causing the victim to forget that knowledge while it remains stolen.

Steal Mundane Abilities: +25

The character may steal ordinary abilities, such as the ability to walk, fly, or speak.

Power Theft Modifiers

  • Sequence 5: -2
  • Sequence 4: -5
  • Sequence 3: -10
  • Angel-level powers cannot be stolen.

Steal Items: +6

The range of Steal Items increases to 100 yards.

The character may now steal even biological objects, such as a fetus from a mother's womb.

Decipher: +3

The character's Decipher ability has improved.

They are now capable of deciphering and breaking through Demigod-level illusions.

Attribute Improvement: 33

  • Will +3 (15)
  • FP +6 (18)

Sequence 4: Parasite

Ritual: Convince nine targets to willingly offer everything they possess in order to sustain you.

Avatars: 25 points per copy

After completely digesting the potion, the character may separate surplus Beyonder characteristics to create Avatars.

Each Avatar possesses the Sequence of the Beyonder characteristic used to create it, though it cannot possess the same Sequence 4 characteristic as the main body.

The character must spend character points to purchase each Avatar.

Avatars can act independently and are capable of consuming Beyonder characteristics from the same Pathway. The character may also establish a maximum power limit for every Avatar; if that limit is exceeded, the Avatar automatically splits into multiple Avatars, preventing the creation of rebellious or uncontrollable clones.

Insect Physiology: 25

Parts of the character's body have become insect-like, granting extraordinary resilience.

The character can survive until reaching -10×HP, only dying once their physical body is completely destroyed.

However, attacks that strike the Vitals may still kill them normally.

The character must still make all required HT rolls to survive after reaching -1×HP from a given source, and dies immediately if that same source reduces them to -5×HP.

Parasitic Worm Form: (15 + (84 -10%)) = 91 +100% = 182

The character may concentrate for 10 seconds to transform into a parasitic worm composed of eight transparent rings covered with intricate three-dimensional patterns.

In this form, they can parasitize another creature's Spirit Body and control it.

The character retains access to all Beyonder powers of their current Sequence while transformed.

Traits

  • Vermiform (-35)
  • Clumsy (-5)
  • Hideous (-24)
  • Monstrous Appearance (-3)
  • SM -10 (approximately 5 cm long)

Parasitic Possession

To parasitize a target, the character must first become Insubstantial, spending 12 FP.

While in this state, they are unaffected by the physical world, may fly at their normal Move, and can enter the target's body.

Modes of Operation

Hidden Mode

The character simply hides inside the host's body.

They may see and hear everything perceived by the host but cannot control them.

Damage dealt to the host does not affect the character unless it specifically targets the parasite.

Parasitic Concealment

Any Divination attempting to locate the character while they are inside a host suffers a -10 penalty.

Control Mode

The character concentrates for 1 second and makes a Quick Contest of Steal! against the target's Will.

The victim receives a +5 bonus if actively fighting the character or already on high alert.

Results

Tie or Failure

The character becomes mentally stunned for 1d seconds and cannot attempt to possess that target again for 24 hours.

Success

The character seizes complete control of the host's body, suppressing the host's personality.

Upon leaving the host, the victim regains control after 1d seconds of mental stun and remembers nothing of the possession.

The character retains their own IQ, Per, Will, and all mental traits, but gains the host's ST, DX, HT, and physical advantages.

Certain social traits may also be retained, depending on local customs and laws.

  • Skills based on IQ, Per, and Will remain unchanged.
  • All other skills retain the same relative skill level using the host's physical attributes.
  • While possessing an intelligent host, the character can access basic memories such as their name and daily routine, but cannot learn IQ-based skills. Remembering specific information requires an IQ roll.

Description and Risks

Continuity

The character can theoretically live forever by continuously transferring from one host to another.

However, if the host dies while under Control Mode, the character dies as well.

Animal Influence

While possessing an animal, the character may gradually lose the ability to speak or even forget their human identity.

Regular interaction and conversation with humans are necessary to avoid this degradation.

Beyonders

When possessing another Beyonder, the character may use both the host's Beyonder powers and their own, provided they belong to the same Pathway or the host is Sequenceless.

Intelligent Sealed Artifacts

The character may parasitize intelligent Sealed Artifacts, suppressing their negative effects and forcing them into obedience.

Enhanced Abilities

Decipher: +5

Decipher has evolved.

The character can now locate a specific person or object using only fragmented information.

Steal: +85

The character's Steal! abilities have been greatly enhanced.

  • Theft is subtle and does not alert the victim unless a Beyonder power is stolen.
  • Area of Effect: 4 yards.
  • RoF: 1–3.
  • Multiple theft attempts may be made simultaneously, though only one Beyonder power may be stolen per attempt.
  • Stolen powers remain usable for 2 hours.

Power Theft Modifiers

  • Sequence 5 and below: +5
  • Sequence 3: -5
  • Sequence 2: -10
  • Sequence 1: -20 (A terrible idea.)

Steal Lifespan: 130/5 = 26

The character can steal years from another person's lifespan.

The victim must be helpless, and the character must maintain physical contact.

Each second of draining ages the victim by one month (see Age and Aging, p. 444).

The character may rejuvenate themselves by one month for every two months stolen, if desired.

Steal Items: +3

Steal Items is further enhanced.

  • Range increases to 100 yards.
  • RoF: 1–3.
  • Area of Effect: 4 yards, allowing the character to choose affected targets.
  • The theft may be delayed until any chosen moment.
  • The theft automatically fails if the object is moved to another dimension before activation.

Steal Organs: +7

Within 500 yards, the character may steal one internal organ—such as a heart or brain—from a target.

Make a Steal! roll opposed by the higher of the target's ST or HT.

On a success, the organ instantly appears in the character's hand.

This is an exceptionally difficult use of the ability:

  • No bonuses are gained from familiarity with the target.
  • Damage modifiers still apply.
  • RoF does not apply to this ability.

Thought Usurpation: +10

The character is no longer compelled to act according to thoughts stolen through Dream Theft.

Steal Distance and Position: 235/5 = 47

The character may make an IQ roll to steal the distance between two locations with extraordinary subtlety, effectively creating a form of teleportation.

They may choose where each affected object or creature appears.

When used against an unwilling target, resolve a Quick Contest of Steal! versus the target's ST.

For example:

If the character is at point A and steals the distance separating A and B, they may instantly appear at B. Likewise, an object located at B may instead be brought to A.

The maximum distance that may be stolen is 500 yards.

This ability is unaffected by Extra Effort and cannot wear out through repeated use.

On a failure, nothing happens.

On a critical failure, the character is displaced to an unintended location.

Regardless of the result, the character may immediately attempt the ability again without any additional penalty.

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u/pirinel_0-0 — 3 months ago
▲ 13 r/gurps+1 crossposts

[LotM TTRPG] #8 Seer Pathway (Sequence 9 – 4)

https://preview.redd.it/sailccqjv8ah1.png?width=667&format=png&auto=webp&s=217918005ed14bac117a95cc32a4ec57d63a9705

You can find this post in PT-BR on: LotM TTRpg Caminhos: Vidente - Feiticeiro Bizarro

Sequence 9: Seer

Seer Talent: 20

The character possesses a natural talent for Prophecy and Divination, gaining a +4 bonus to all related skills and abilities. They may purchase Seer abilities using Character Points even without any prior training in the field. In addition, they learn Divination skills 40% faster. (Divination skills are based on Divination (IQ/Hard) and require a specialization; see p. 174. The character may also learn the Spirit Vision skill.)

Divination:

By learning divination skills, such as Dream Divination (IQ/Hard), the character can obtain information about the past, present, and future. However, visions are rarely clear or absolute, requiring careful interpretation and proper context.

Performing a genuine divination requires two key elements:

  • Connections: A link to the target, such as personal belongings, names, important dates, or other meaningful items.
  • Information: The more relevant information available, the more accurate the vision becomes.

Divination cannot be used through simple logical deduction or trial-and-error methods. Events that are closer in time or more closely connected to the character are easier to foresee, while distant or uncertain events become extremely difficult—or even impossible—to predict.

The methods of divination vary depending on the practitioner's tradition, including tarot cards, astrology, spirit pendulums, and dowsing, each with its own strengths and limitations.


Sequence 8: Clown

Unreadable: 10

The character's body language, facial expressions, and posture never reveal their true intentions. Other characters suffer a -8 penalty on Empathy, Body Language, and Psychology rolls made to interpret their emotions or determine whether they are lying.

In addition, opponents suffer the same penalty in Quick Contests involving Acting, Fast-Talk, or Gambling, including IQ, Detect Lies, and Gambling rolls made to spot bluffs or deception.

Perfect Balance: 15

The character possesses extraordinary balance, allowing them to walk across narrow but stable surfaces—such as ropes, tree branches, or reefs without requiring any rolls.

On slippery, unstable, or wet surfaces, they gain a +6 bonus on rolls to maintain their balance.

During combat, they receive a +4 bonus on DX rolls and DX-based skills to avoid falling or being knocked prone. In addition, they gain +1 to Acrobatics (DX/H), Climbing (DX/A), and Riding (DX/A).

Paper Daggers: 4

The character can temporarily harden sheets of paper until they are as rigid and sharp as steel, allowing them to be thrown or wielded as daggers. These weapons deal cutting damage.

Danger Sense: 21

The character cannot always rely on this ability, but from time to time they experience an instinctive feeling that something is wrong.

Whenever the character is about to face an ambush, an imminent disaster, or another similar threat, the GM secretly rolls against their Perception. On a success, the character receives a warning that something is amiss. On a roll of 8 or less, the GM should also provide some details about the nature of the danger.

Improved Attributes: 10

HT +1


Sequence 7: Magician

Paper Figurine Substitute: 39

Whenever the character is hit by an attack, they may instantly replace themselves with a paper figurine, reappearing in an unoccupied safe location within 30 meters.

To activate this ability, make a skill roll with a target number equal to 9 + Symbol Drawing (IQ/H) (e.g., Symbol Drawing +5 = Skill 14). The character may spend 2 FP to gain an additional +1 to this roll.

The maximum number of prepared paper figurines is HT/2 + 3. Creating a new figurine or replacing one that has been used requires 10 minutes of preparation.

Against surprise attacks, the activation roll suffers a -4 penalty.

Alternatively, the character may spend 1 FP to transform a paper figurine into a simple physical decoy.

Each figurine weighs 50 g, has Size Modifier -8 (10 cm), DR 2, and can be detected or bypassed through stealth or deception.

Damage Transfer: 20

The character may pass their hand over a wound and transfer it to another part of the body. This is most commonly used to relocate severe injuries or dangerous bleeding to less debilitating locations, such as moving a shattered knee to a broken rib.

For example, a crippling leg injury imposing -4 DX can be converted into an injury with little or no functional penalty.

Each injury may only be transferred once, and this ability can be used on both the character and other targets.

Flame Jump: 25

The character may spend 1 FP to instantly teleport to any visible source of fire within 20 meters, such as a lit candle.

After arriving, larger flames do not harm the character for 2 seconds.

The character may only bring equipment up to their Basic Lift.

Flame Manipulation: 5

The character may manipulate flames within 20 meters, allowing them to ignite flammable objects, change the position of existing flames, or alter their color.

These effects require only simple gestures and may also be used to prevent the character from being burned by fire.

Air Bullet: 21

The character gains the Air Bullet (DX/Very Hard) skill, allowing them to compress air into high-speed projectiles.

To fire an Air Bullet, the character must either snap their fingers or imitate a gunshot with their mouth.

Ranged Attack

  • Damage: 2d pi+
  • Accuracy: 2
  • Range: 75 / 170
  • RoF: 2
  • Shots: ∞
  • Recoil: 1

The damage increases to 2d+2 pi+ once the skill reaches DX+1, and to 2d+4 pi+ at DX+2.

Illusion Creation: 25

The character gains the Illusion Creation (IQ/A) skill.

This ability creates illusions complete with sound, color, and scent, making them highly convincing despite lacking any physical substance.

On a successful Quick Contest against the target's Perception, the illusion successfully deceives them.

Underwater Breathing: 5

The character can create an invisible 5-meter air conduit connecting them to the surface.

Although intangible, this conduit functions as an air tube, allowing the character to breathe underwater.

It ceases to function if the character dives deeper than 5 meters.

Escape Artist: 5

The character can temporarily soften their bones, granting +3 to Climbing (DX/A), Escape (DX/H), Erotic Art (DX/A), and all attempts to break free from grapples or restraints.

Paper Weapon Creation: +5

The character can transform sheets of paper into throwing knives as well as larger weapons, such as clubs or even bricks.

These weapons deal either Swing +1 or Thrust +1 damage and may inflict either impaling or crushing damage, depending on their form.

Purchasable Advantages: 0

As a Magician, the character's agility is enhanced, allowing them to purchase the following advantages by spending Character Points, provided they have an appropriate in-game justification:

  • Ambidexterity (p. 38)
  • Arm DX, up to Level 2 (p. 56)

Sequence 6: Faceless

Morph: 50

The character can alter their appearance at will. Their abilities and racial template remain unchanged. This includes Mass Conservation and Retains Shape, allowing them to assume the appearance of anyone they have previously seen and studied, or to create an entirely new appearance from their imagination. The disguise cannot be exposed through physical appearance alone.

Faceless Talent: 40

The character has a natural aptitude for Acrobatics (DX/H), Fortune-Telling (IQ/H), Mimicry (IQ/E), Acting (IQ/A), Acting (IQ/A), Disguise (IQ/A), Escape (DX/H), Fast-Talk (IQ/A), Lip Reading (Per/A), Body Language (Per/A), Meditation (Will/H), and Mime (IQ/VH).

They gain a +4 bonus to all of these skills, including default rolls. This bonus only increases the effective level of the associated skill, not the underlying attribute.

Mimicry: 10

The character can imitate any simple sound (such as an alarm, a revolver shot, etc.) after hearing it for one second and succeeding on an IQ roll.

They can also imitate a person's voice after listening to it for at least 10 seconds, whether in person, through a recording, or remotely, by succeeding on an IQ roll.

Paper Figurine Substitute: +21

The maximum number of prepared paper figurines increases to HT/2 + 6, and each figurine now weighs only 5 g.

Damage Transfer: +20

The character can further reduce the severity of an injury, even restoring lost HP from a single attack (rounded down), by spending 2 FP for each injury treated.

The amount of HP restored is calculated separately for each individual attack. If the target has suffered damage from multiple sources, each attack must be treated independently.

At this level, Damage Transfer can reduce an injury by 50%.

Flame Jump: +5

The maximum teleportation distance increases to 100 meters.

Flame Manipulation: +2

The range of Flame Manipulation increases to 50 meters.

Air Bullet: +14

Air Bullet becomes significantly more powerful, dealing 3d6 pi+ damage with RoF 3. Its damage further increases by +6 once the skill reaches DX+3.

Illusion Creation: +23

The character can now project illusions at any point within 100 meters, affecting an area with a 4-meter radius.

Underwater Breathing: +9

The maximum operating depth of Underwater Breathing increases to 50 meters.

Escape Artist: +10

The character can now soften not only their flesh but also their bones, allowing them to bend with extraordinary flexibility.

They gain a +5 bonus to Climbing, Escape, Erotic Art, and all attempts to break free from restraints or grapples.

In addition, they may ignore up to -5 in penalties for operating in confined spaces.

Paper Weapon Creation: +4

The character can now reinforce paper until it is as durable as steel, giving all paper weapons an Armor Divisor (2). These weapons remain intact for 20 hours, even while away from the character.

Improved Attributes: 92

IQ +1 (20), DX +1 (20), FP +10 (30), HT +2 (20), HP +1 (2).


Sequence 5: Marionettist

Ritual: Consume the potion amidst the song of sirens.

Seeing Spirit Body Threads: 18

The character can perceive individuals who are normally invisible within a range of 100 meters. By observing Spirit Body Threads, they can detect invisible targets, such as a Shadow Ascetic's Shadow Concealment or a Witch's Invisibility, tracing their presence and movements through the threads that connect all souls.

Spirit Body Thread Manipulation: 137

The character can manipulate a target's Spirit Body Threads, directly influencing both their body and soul. This control is incredibly subtle and difficult to detect, and can only be perceived by individuals with Divination abilities or exceptional proficiency in Body Language.

Phase One:

The character requires 16 seconds to begin the first stage of converting a target into a marionette. During this time, they may still perform any actions that do not require concentration.

  • To initiate the control, the character only needs to see the target once and maintain focus, whether through direct sight or peripheral vision. This ability is irresistible and can even affect Demigod-level beings. The initial control has a range of 10 meters and unfolds in two phases.
  • During the first phase, the target's thoughts and movements begin to slow dramatically, often serving as the first indication that the process has begun. The target experiences time at half its normal speed, perceiving one subjective second for every two real seconds. They can still think and fight back, but much more slowly. In combat terms, the player only receives one turn every two seconds (effectively a "half-turn"), meaning actions such as Move and Attack may need to be split across two turns. This process can be interrupted by sudden external stimuli, most commonly intense physical or mental pain. If interrupted, the target immediately regains full control of both body and mind, forcing the character to restart the entire process from the beginning.

Phase Two:

If the process remains uninterrupted for 3 minutes, the second and final phase is completed. At this point, control becomes permanent and the target is transformed into a marionette.

For ordinary humans, this stage requires only 1 minute. For Demigods, it requires 7 minutes. Angels are completely immune to this ability.

Marionettes: 7

After successfully completing the second phase of Spirit Body Thread Manipulation, the character transforms the victim into a puppet-like being completely under their control.

  1. The marionette is considered dead for all purposes and can no longer advance through the Beyonder pathways, although it still retains its soul.
  2. Initially, the character may control only one marionette. By spending 7 Character Points, they may gain one additional marionette slot, up to a maximum of three after spending a total of 14 Character Points. If a marionette is destroyed, the invested points remain available for a future replacement.
  3. The character may still use Spirit Body Thread Manipulation, but cannot fully convert additional targets into marionettes while exceeding their current limit.
  4. The maximum control range is 100 meters.
  5. The character may use all of a marionette's original Beyonder powers, but doing so consumes the character's own FP.
  6. Marionettes retain every language they knew in life. However, the character does not learn those languages themselves.

Marionettist Connection: 47

The character shares a mental link with their marionettes, allowing them to experience everything the marionettes see and feel.

They may also recover fragments of a marionette's memories whenever it encounters something familiar, such as a person, object, or location. This process is entirely passive; the GM secretly rolls against the character's IQ to determine whether those memories resurface.

Enhanced Abilities

Paper Figurine Substitute: +24

The maximum number of prepared paper figurines increases to HT/2 + 11.

Damage Transfer: +10

Damage Transfer can now reduce injuries by 75%, restoring three-quarters of the HP lost.

Flame Jump: +5

The maximum teleportation range increases to 500 meters.

Flame Manipulation: +2

The range of Flame Manipulation increases to 100 meters.

Air Bullet: +24

Air Bullet is further enhanced, dealing 4d6 pi+ damage with Armor Divisor (2).

Underwater Breathing: +6

The maximum operating depth of Underwater Breathing increases to 80 meters.

Paper Weapon Creation: +7

Paper weapons now deal Swing or Thrust +2 damage.

Improved Attributes: 63

FP +21 (63).


Sequence 4: Bizarro Sorcerer

Ritual: Trust in your own strength and strategy to orchestrate a grand performance before a large audience, culminating in the death of a Demigod-level Beyonder. At the conclusion of the performance, consume the potion.

Sequence Concealment: 15

The character can conceal their Sequence from any Beyonder of the same Sequence or lower who possesses abilities capable of identifying Beyonder levels.

However, this ability cannot conceal the fact that the character is a Beyonder.

Enhanced Abilities

Damage Transfer: +10

The character may now transfer their own wounds—or those of an ally—entirely into a prepared paper figurine, completely healing the injury.

Doing so consumes one paper figurine.

Air Bullet → Air Cannon: +39

The compressed air projectile evolves into an Air Cannon, increasing its destructive power to that of an actual cannon.

Ranged Attack

  • Damage: 5d pi++
  • Accuracy: 0
  • 1/2D: 100
  • Max Range: 200

Flame Jump: +10

The maximum teleportation distance increases to 1 kilometer.

Using Flame Jump no longer costs FP.

Illusion Creation: +97

Illusions now become true long-range projections.

Attack Statistics

  • 1/2D: 10
  • Max: 100
  • Acc: 3
  • RoF: 1
  • Shots: N/A
  • Recoil: 1

Each illusion can occupy an area with a 128-meter radius.

The character no longer needs to concentrate to maintain their illusions. Once created, control may be delegated to the subconscious.

Their illusions are now powerful enough to conceal an entire cruise ship or implant false thoughts into a target's mind.

They deceive every known form of perception and detection, including ultraviolet vision, radar, infrared sensors, magical senses, mental perception, and spiritual perception.

Shapeshifting: +30

The character can transform into any animal, provided the size difference is not excessively large.

While Insubstantial, this size restriction is removed.

All forms retain the same weight as the character's original body.

If the character's original weight falls outside the valid weight range for a particular species, they cannot assume that form.

Spirit Body Thread Manipulation: +6

The first stage of controlling a target's Spirit Body Threads now requires only 4 seconds.

Complete control (Stage Two) is achieved after 16 seconds.

The maximum control range increases to 200 meters.

Marionettes: 7 points / Additional Marionette

The character may control up to 50 marionettes, depending on how many Character Points they invest (7 points per additional marionette).

The control radius increases to 1 kilometer.

A marionette that leaves this radius neither dies nor escapes the character's control, provided it returns within 10 minutes.

All marionettes use the character's IQ, Perception, Will, and all other mental attributes.

Creating additional marionettes still requires completing the full conversion process on a new target.

Spirit Worm

Whenever the character creates a new marionette, they may implant a Spirit Worm into it, allowing the marionette to use the character's Beyonder powers.

  • The maximum effective control range increases to 1,200 meters. This consists of 1,000 meters for controlling existing marionettes and an additional 200 meters from any Spirit Worm-bearing marionette, allowing the character to extend their influence through their own puppets.
  • Because marionettes are technically dead, they can use Shapeshifting to assume forms impossible for living creatures, such as a humanoid body only two fingers wide.
  • If a marionette containing a Spirit Worm is destroyed, its Beyonder characteristics will eventually return to the character. However, if this return is interrupted, the Spirit Worm is permanently lost, along with the 7 Character Points invested in it.
  • Since Spirit Worms are extensions of the character themselves, they do not grant independent thought or self-awareness to the marionettes.
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u/pirinel_0-0 — 4 months ago
▲ 5 r/gurps+1 crossposts

[LotM TTRPG] #7 Important Tips: Spirit Vision, Substitutes, and Organizational Integrity

You can find this post in PT-BR on: #7 Dicas Importantes (LotM TTRpg) Visão Espiritual, Substitutos e Integridade Organizacional

Spirit Vision

Spirit Vision: 2 points/level (maximum 10)

The character's eyes can perceive spirituality, incorporeal entities, and can also infer a person's health and emotional state. Additionally, they can identify whether something possesses a magical aura, such as ghosts, spirits, or enchanted objects.

For each level:

  • Ignore a -1 penalty caused by darkness on vision-related rolls or during combat, provided there is at least some spirituality present in the environment. (Objects possessing spirituality emit a faint glow similar to a glow stick.)
  • Ignore -1 of the penalty caused by the Invisibility of Spiritual beings.
  • Gain a +0.2 bonus per level (rounding down) to Detect Lies, Divination, and Psychology rolls when attempting to understand a target's emotions, as well as Diagnosis, Physiology, and First Aid rolls used to determine a target's physical condition.

Substitutes

Substitute: 60 points

The character may as a Active Defence replace themselves with a prepared item or illusion when targeted by an attack, instantly appearing in an unoccupied location up to 30 meters away and outside immediate danger.

To activate this ability, make a roll against Skill Level 9 + Symbol Drawing skill bonus.

Example:

  • Symbol Drawing 24 grants a +5 bonus.
  • The resulting effective Skill Level becomes 14.

The character may spend 2 FP to gain an additional +1 Skill Level for the roll.

The maximum number of stored substitutes equals half of the character's HT (rounded down).

Preparing new substitutes requires 10 minutes per substitute.

When surprised by an attack, this ability may still be used, but the activation roll suffers a -4 penalty.

Enhancements

This advantage may not use the standard Reduced Fatigue Cost or Requires Preparation enhancements.

Instead, use the following custom enhancements.

Improved Activation Skill

Each +1 to the activation Skill Level costs: +20%

Additional Stored Substitutes

For each substitute beyond the normal HT-based limit: +10%

Shared Substitute

The character may provide one of their prepared substitutes to an ally.

Restrictions:

  • Only one substitute may be lent to a given ally at a time.
  • The ally must remain within the user's range of influence.
  • The user must be conscious of the attack.
  • The ally rolls using the user's activation Skill Level.

Enhancement Cost: +20%

Limitations

The substitute item receives the damage in the user's place.

The item must be prepared beforehand, and its size and weight significantly affect the value of this advantage.

Size and Quantity

The item's Size Modifier (SM) affects both the difficulty of noticing it outside combat and the difficulty of striking it during combat.

It also influences how many substitutes can realistically be carried.

Size SM Limitation
7 cm -9 -5%
10 cm -8 -10%
15 cm -7 -15%
20 cm -6 -20%
30 cm -5 -25%
Larger than 30 cm — -25%

Weight

The heavier the substitute item, the less practical it is to carry in significant quantities.

Weight Limitation
25 g or less 0%
50 g -5%
100 g -10%
250 g -15%
500 g -20%
1 kg or more -25%

Other Limitations

Additional limitations from the standard modifiers list may also be applied with GM approval.

Organizational Integrity

This system is primarily used to measure the influence of malicious Beyonders of the Patient Pathway and determine how severely an infiltrated organization has deteriorated.

Organizational Integrity Table

Healthy (100%)

  • Full operational efficiency.
  • Strong hierarchy.
  • Proper procedures are followed.

Effects:

  • +2 to social rolls involving authority, internal cooperation, and organizational reputation.

Stable (75%)

  • Minor internal disputes.
  • Moderate bureaucracy.

Effects:

  • No bonuses or penalties.

Troubled (50%)

  • Internal factions emerge.
  • Operational mistakes become common.
  • Morale begins to decline.

Effects:

  • -2 to rolls related to efficiency, reputation, and external authority.

Corrupted (25%)

  • The organization has been infiltrated, sabotaged, or fundamentally distorted.
  • Loyalty is rare.
  • Most members prioritize personal gain.

Effects:

  • -4 to all social rolls related to organizational operations.
  • +2 for characters attempting to manipulate, exploit, deceive, or embezzle resources from the organization.

Collapsed (0%)

  • The organization exists only on paper.
  • Hierarchy is purely symbolic.
  • Actual operations have ceased.

Effects:

  • No benefits from Rank, Status, or organizational Resources.
  • Attempts to leverage the organization's influence suffer -6 penalties or automatically fail at the GM's discretion.
u/pirinel_0-0 — 4 months ago
▲ 8 r/gurps+1 crossposts

[LotM TTRPG] #6 Important Tips: Attributes, Skills, and Character Points

You can read this in PT-BR on: #6 Dicas Importantes (LotM TTRpg) Atributos, Pericias e Pontos de Personagem (Not a Ad mods)

Throughout my experience running GURPS 4e in the Lord of the Mysteries setting, I learned that, very often, less is more. Today's post is a compilation of several rules I use to prevent character point inflation and maintain balance between skills, attributes, and combat effectiveness.

Attribute Improvements

(Attributes may be improved to a certain extent without relying on mystical powers.)

Primary Attributes

  • ST, DX, HT, IQ: may each be increased by up to +2, to a maximum value of 12.

Secondary Characteristics

  • HP: Maximum increase of +10 (maximum 20).
  • Will: Maximum increase of +5 (maximum 25).
  • Perception: Maximum increase of +5 (maximum 25).
  • FP: Maximum increase of +10 (maximum 30).
  • Basic Speed: Maximum increase of +1 (maximum 20 points invested).
  • Basic Move: Maximum increase of +4 (maximum 20 points invested).

Skill Improvements

Learning new skills should be gradual and tied to the character's actions, experiences, and studies.

Improving skills that the character already possesses may be handled more freely, but the GM should always pay attention to excessive optimization.

Regardless of the skill, the maximum investment is 48 character points. If a skill exceeds this amount, remove the excess points and spend them elsewhere.

Skill Balance

According to GURPS Basic Set: Campaigns (Deluxe Edition), page 172, a Skill Level (SL) of 25 is already extraordinarily high, and there is generally no reason for a character to possess a higher value.

Even a Skill Level of 16 succeeds approximately 98% of the time under normal circumstances.

To preserve balance, a character's effective skill level may never exceed 25.

If bonuses would increase a skill beyond 25, any value above 25 is ignored.

High Rate of Fire

When a weapon's Rate of Fire (RoF) exceeds 3, the normal rule requiring increasingly larger margins of success to avoid multiple hits is not used.

Instead, each point of margin achieved on an Active Defense (minimum 1) allows the defender to negate up to one-third of the total hits generated by the attack.

  • Margin 1: Negates up to one-third of the hits.
  • Margin 2: Negates up to two-thirds of the hits.
  • Margin 3: Negates all hits generated by the attack.

No more than three points of margin may be applied in this manner.

This rule represents the defender effectively blocking, dodging, or parrying portions of a burst rather than relying on the standard multiple-hit mechanics.

Skill-Based Resistance (Effective Skill Tests)

This modification allows abilities such as Afflictions, Mind Control, and similar powers to be resisted through an effective skill roll rather than a roll against HT, Will, or another attribute.

This can be either an advantage or a disadvantage depending on the target.

If the attack successfully affects the target, they must roll 3d6 under the effective skill level of the Affliction to resist its effects.

Effective Skill of the Affliction

Effective Skill Enhancement Cost
5 +800%
8 +400%
11 +200%
14 +100%

This enhancement cannot be combined with Cosmic modifiers.

Natural resistances and immunities always increase the target's effective resistance or may ignore the effect entirely when appropriate.

Sequence Restriction

Only Sequence 5 Beyonders and above may access this enhancement.

These rules are intended to keep characters within a manageable power range while still allowing meaningful progression.

u/pirinel_0-0 — 4 months ago
▲ 2 r/gurps+1 crossposts

[LotM TTRpg] #4 Important Tips (LotM TTRPG) Acting

The Acting Method

The Acting Method is the primary technique used by Beyonders to digest their potions and gradually reduce the mental remnants left behind by previous owners. The theory behind this method is simple: a potion's powers are not merely energy or knowledge, but also carry fragments of an identity, a way of thinking, and a set of impulses associated with that Sequence.

Imagine the powers granted by a potion as a heavily guarded castle. Within it reside psychic remnants capable of influencing, corrupting, or even dominating a Beyonder. There are two ways to claim ownership of this castle.

The first is to conquer it by force. The Beyonder attempts to impose their own will directly upon the potion's powers, suppressing its impulses and constantly resisting its influence. While this approach is possible, it is extremely dangerous and often leads to mental conflict, loss of control, or incomplete digestion.

The second method is far safer and more effective. Instead of attacking the castle, the Beyonder encourages its gates to open willingly. To accomplish this, they must understand the essence of their Sequence and act in accordance with it. In simple terms, the Beyonder learns to play the role associated with the powers they have received. By behaving as someone who would naturally possess that Sequence, they gradually earn the acceptance of the potion's powers themselves, allowing digestion to proceed much more quickly and stably.

However, acting does not mean merely imitating superficial behaviors. The goal is not to portray a character, but to understand and internalize the fundamental principles of the Sequence. Every Beyonder develops their own interpretation of those principles, and two people of the same Sequence may act in completely different ways while still embodying the same essence.

For this reason, it is recommended that each player create a list of Acting Principles for their character. These principles should be short, easy to remember, and meaningful enough to guide decisions throughout the campaign. A good principle does not describe a specific action, but rather a way of viewing the world.

For example, a Spectator might adopt principles such as:

  • Observe before acting.
  • Understanding is more important than judging.
  • Emotions reveal the truth.

Meanwhile, a Hunter might follow principles such as:

  • Initiative belongs to the predator.
  • Never show hesitation.
  • Every confrontation has a weak point.

These principles serve as reference points for both the player and the GM when evaluating digestion progress.

Acting Mechanics

Above all else, acting is a narrative tool. The GM has the final say regarding potion digestion progress and which behaviors genuinely represent the essence of a Sequence.

Optionally, the GM may use an Acting Points system to track this progress. At the end of each session, players receive points for demonstrating the principles of their Sequence through roleplay.

Examples of qualifying criteria include:

  • Following an important Sequence principle during the session.
  • Making a significant decision based on their acting.
  • Solving a problem using the mindset of the Sequence.
  • Accepting risks or complications in the name of their acting.
  • Demonstrating creativity while expressing the essence of the potion.

A suggested guideline is to award between 0 and 3 points for each relevant criterion at the end of the session.

These points may be used in several ways depending on the campaign's preferences:

  • As a requirement for advancing potion digestion.
  • As a narrative measure of growing mastery over one's powers.
  • As a prerequisite for purchasing upgrades within the current Sequence.

The GM may also award additional bonuses when a player demonstrates an especially deep understanding of their Sequence or discovers new and meaningful aspects of their interpretation.

There is no perfect way to act. The Acting Method is a deeply personal experience. Mentors may offer guidance and examples, but no one can provide a definitive answer on how to digest a potion. Each Beyonder must discover for themselves the true meaning of their powers and how those powers manifest within their personality.

When executed well, acting ceases to be merely a progression mechanic and becomes a fundamental part of a character's identity, reflecting their slow conquest of a castle that once belonged to someone else and that now, little by little, is becoming truly their own.

reddit.com
u/pirinel_0-0 — 4 months ago
▲ 6 r/gurps+1 crossposts

[LotM/Coi Completed] LotM Gurps 4e TTRppg Adaptation: Sanity #1 Points and Insanity

Hey Boyonders, It is time to reveal the first of my LotM Gurps 4e TTRpg Compilation, this is a link for my post in Pt-BR
https://buymeacoffee.com/pirineu/regras-importantes-lotm-ttrpg (I'm not advertising mods!!)

The base book that you will need are Gurps 4e delux and Gurps Powers. you can get them on warehouse23 (still not a AD)

This post covers the core rules that should be established to transform your campaign into a true Lord of the Mysteries experience. Today's topic is Insanity and Sanity Points (SP)!

Sanity Points and Insanity

Sanity Points are a value derived from the Will attribute. Just as Fatigue Points and Hit Points are tied to HT and ST, respectively, Sanity Points are tied to Will. Unlike those attributes, however, SP cannot be increased.

The effects of reduced or negative Sanity Points are described below. All effects are cumulative.

Less than 1/3 SP

The character begins to struggle against impulses and intense emotions. Whenever they are under stress, they must make a Self-Control roll. On a failure, one of their disadvantages or quirks begins to influence their behavior.

0 SP or Less

The character's mind becomes unstable. Whenever they are under stress, fail an important action, or lose additional Sanity Points, they must make a Self-Control roll. All Self-Control rolls suffer a -2 penalty.

-1×SP

Episodes of instability become more frequent and severe. They may last longer and drive the character toward dangerous behavior, including harming allies, acting against their own goals, or temporarily losing control of the situation.

-5×SP

The character completely loses control of both their mind and their Sequence. They become a distorted manifestation of their pathway, ceasing to function as an individual. Control of the character passes to the GM, and this condition is, for all intents and purposes, equivalent to the permanent loss of the character.

Meditation

Meditation can be used to focus the mind and temporarily suppress Insanity. By making a Meditation roll during a Concentrate maneuver, the character may temporarily recover Sanity Points equal to their Meditation skill level in dice. A critical success doubles the number of dice rolled. Any other result, whether a normal failure or a critical failure, simply causes the character to lose their turn without gaining any benefit.

(I translated this using a A.I. Sorry for any mistakes)

u/pirinel_0-0 — 5 months ago