Saturday, April 25, 2020

The Energies List and their Interactions

The Energies
These are the forces that are used by sapient kinds to power abilities and spells. They come from different sources and overlap in places. They are learned, gifted, and applied differently from one another.
Kah Focused life energy
Users Monks
Shi Focused necromantic energy
Users Necromancers, Vampires, Ghouls
This covers the whole Necromancy tree.
Wo-ehl Focused devilish energy
Users Devils, Pactsworn, Fiends
Aeth Focused magic energy
Users Spellcasters, Wizards, Sorcerers, Magicians
Heka Focused old energy
Users Witches, Talamhviri Choruses
Will Focused divine energy
Users Paladins, Clerics
Will also covers the Necromancy tree in parts. With notable exceptions being the use of stealing energies and other malevolently read spells.

Counters
Kah disrupts Aeth. Attacks of Kah users (generally those that were trained by a master and have innate attacks like the monk template in this blog) gain an armor divisor of 2 when made on magical creatures like most monsters in the world (wendigos, drekavacs, elokos, wihwins, caoranachs, etc.)
Kah and Will disrupts Shi. This is represented by things such as DR being lowered by things powered by these (see the Gravestone Scythe in the equipment section) or damages being increased or special effects and afflictions caused on the counters.
Kah and Will both gain armor divisor (2) on attacks using Innate Attacks (like the monk's) assumed to be powered by these and Kah or Will imbued weapons and equipment (like the Gravestone Scythe) when attacks are made on Shi powered targets such as zombies, ghouls, and vampires
Will disrupts Wo-ehl. Attacks on devilsh anima gain armor divisor (2).
Heka disrupts Will. Attacks on angyl anima gain armor divisor (2).

Other effects may also be added such as Stun, Itch, and the like.


Mechanically
For GURPS purposes, the energies are narrative background for why spells and certain abilities work. They technically pull from different sources, but generally if there is a difference between how GURPS does magic or the equivalent of ki versus how I've designed certain weaknesses or strengths it will be worked into the users via advantages or spells they have through the existing game mechanics. While GM discretion is advised in deciding when to apply counters and ascribe energies to characters, there will be expansion upon these rules over time where the definition of what the energies mean to how they affect gameplay.

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