GURPS Enhancement Rituals
Enhancement Rituals are in simple terms, usage of magic to enchant one body and mind, with added advantage that they can't be dispelled by magic or disabled by no mana zone as they are anchored and powered up by soul of the enhanced being.
Enhancement Rituals are divided into three separate types:
Physical Enhancement: This enhancement allows to empower body with various new abilities, like wings to fly, a tail, eyes that can see in the dark, gaining claws or even to breathe underwater with gills. In meta terms it allows one to gain physical advantages.
Mental Enhancement: This enhancement allows to empower mind with abilities like enhanced time sense, photographic memory, lightning calculator, compartmentalized mind or altered time rate. In game terms it allows one to gain mental advantages.
There is however a limit to both of these, one being cannot hold more than 10xIQ for Mental and 10xHT for physical worth of CP through these advantages, any more and the body and mind cannot handle the stress.
To begin Enhancement Ritual, one does need to first know spell which will explicitly grant such an advantage at level of 10 and above, roll for success aplies.
Then you must use Slow and Sure enchantment to enhance the body or mind by infusing the subject with 300 times the energy cost of the spell. You cannot have assistants for this enhancement ritual.
This is a burdensome process and one must do it with peace and quiet, a major disturbance like someone attacking the mage can make ritual unstable(even when he isn't currently sending mana into subject or himself), which will require that mage makes IQ roll for every attack, fight is disadvantageous for this so the best option is escape in this case.
Once enhancement ritual is complete, mage needs to roll lower of Enchantment or Spell skill to see the results:
Critical Success: Enhancement Ritual succeed perfectly and subject does need to roll vs HT/IQ after a week to see if ritual properly anchored itself to the soul.
Success: Enhancement Ritual succeed. subject needs to roll vs his HT/IQ depending on ritual to see if it anchored itself properly to the soul, if the roll fails then the enhancement dissolves and one needs to try again.
Failure: Enhancement Ritual failed and mage needs to try again.
Critical Failure: Enhancement Ritual failed spectacularly, subject gains random one disadvantage at least half as and at most equal to the cost of advantage the ritual would give. GM should choose something opposite of the advantage.
This disadvantage can be removed by learning or researching new spell if it's unknown and then using ritual again, on success, the subject disadvantage vanishes, on critical failure subject gains another one.
One cannot gain more disadvantages worth of negative CP than they have their HT/IQx10, so -10 CP disadvantage is worth 10 CP in this case and so on.
On critical success when trying to remove that disadvantage, the anchoring succeeds and it's transformed into previously desired advantage, thus not requiring to try again with gaining it.
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