GURPS:New Advantages
- 1Arcane Sanctum
- 2Blood Focus
- 3Blood Scion
- 4Bloodline Prodigy
- 5Conqueror
- 6Combat Casting
- 7Discipline
- 8Divine Sanctum
- 9Elven Voice
- 10Forestdweller
- 11Great Leader
- 12Hardiness
- 13Highlander
- 14Master Administrator
- 15Master Diplomat
- 16Master Merchant
- 17Master of the Arcane
- 18Northerner
- 19Plainsrider
- 20Regent Focus
- 21Seafarer
- 22Shadow Guide
- 23Shadow Guide, Improved
- 24Shadow Magic
- 25Shadow Walker
- 26Spell Penetration
- 27Spymaster
- 28Wilderness Savant
[top]Arcane Sanctum
Prerequisites: Blood Scion, Magery or Sorcery
Effect: +1 to all Magery or Sorcery spells cast in the designated location. May add level of Source holding in the province as additional bonus.
Cost: 10 points
Effect: +1 to all Magery or Sorcery spells cast in the designated location. May add level of Source holding in the province as additional bonus.
Cost: 10 points
[top]Blood Focus
Prerequisites: Blood Scion
Effect: +1 to effective Blood Scion level for determining effects of Blood Abilities.
Cost: 5 points
Effect: +1 to effective Blood Scion level for determining effects of Blood Abilities.
Cost: 5 points
[top]Blood Scion
The character has a divine blood, part of the remnants of the Old Gods. This is a power talent for Divine Blood power. It has several parameters associated:
Starting Bloodline Score and Strength are free. Score is improved by the GM and cannot be purchased with points. Strength improves with Score. Level is purchased with points. Max level is 2. Level 1 is prerequisite for Major Blood Abilities. Level 2 is prerequisite for Great Blood Abilities. For Blood ability advantages that require a roll to be used, the base skill is Bloodline Score / 2, rounded down.
Cost: 10 points to purchase at level 0, then 5 points per level to improve.
- Derivation: Rolled randomly or chosen in agreement with GM.
- Stength: Rolled randomly or chosen in agreement with GM.
- Score: Rolled randomly or chosen in agreement with GM.
- Level: Advantage level, represents how much of the potential is being used.
Starting Bloodline Score and Strength are free. Score is improved by the GM and cannot be purchased with points. Strength improves with Score. Level is purchased with points. Max level is 2. Level 1 is prerequisite for Major Blood Abilities. Level 2 is prerequisite for Great Blood Abilities. For Blood ability advantages that require a roll to be used, the base skill is Bloodline Score / 2, rounded down.
Cost: 10 points to purchase at level 0, then 5 points per level to improve.
[top]Bloodline Prodigy
Prerequisite: Blood Scion
Effect: Increase effects of chosen Blood Ability. Can be used twice as often.
Cost: 10 points
Effect: Increase effects of chosen Blood Ability. Can be used twice as often.
Cost: 10 points
[top]Conqueror
Prerequisite: Anuirean or Vos
Effect: +1 to Leadership, Strategy and Tactics skills. +1 to Will.
Cost: 10 points
Effect: +1 to Leadership, Strategy and Tactics skills. +1 to Will.
Cost: 10 points
[top]Combat Casting
Effect: +2 to Will rolls to maintain concentration when disrupted while spellcasting.
Cost: 3 points
Cost: 3 points
[top]Discipline
[top]Divine Sanctum
Prerequisite: Blood Scion, Power Investiture (Cleric or Druidic)
Effect: +1 to all Power Investiture spells cast in the designeted location. May add level of Source holding in the province as additional bonus.
Cost: 10 points
Effect: +1 to all Power Investiture spells cast in the designeted location. May add level of Source holding in the province as additional bonus.
Cost: 10 points
[top]Elven Voice
Prerequisite: Elf, trained in Singing, Charisma 1+
Effect: +1 to Diplomacy, Public Speach, Sex Appeal and Singing skills. +1 to Enchantment spells.
Cost: 15 points
Effect: +1 to Diplomacy, Public Speach, Sex Appeal and Singing skills. +1 to Enchantment spells.
Cost: 15 points
[top]Forestdweller
Prerequisite: Rjurik or Elf
Effect: +1 to Herb Lore, Mimicry and Survival in forests. +1 to Blind Fighting and Perception in forest.
Cost: 3 points
Effect: +1 to Herb Lore, Mimicry and Survival in forests. +1 to Blind Fighting and Perception in forest.
Cost: 3 points
[top]Great Leader
Prerequisite: Leadership 15+
Effect: +1 to Leadership skill. +2 to Agitate, Coronation, Investiture, Create Law Holding, Contest Law Holding and Rule Law Holding actions.
Cost: 15 points
Effect: +1 to Leadership skill. +2 to Agitate, Coronation, Investiture, Create Law Holding, Contest Law Holding and Rule Law Holding actions.
Cost: 15 points
[top]Hardiness
Prerequisite: Dwarf or Rjurik or Vos
Effect: +1 HP, additional +1 HP if character has Fit advantage, additional +1 HP if character has Discipline advantage, additional +2 HP if character has Very Fit advantage.
Cost: 5 points
Effect: +1 HP, additional +1 HP if character has Fit advantage, additional +1 HP if character has Discipline advantage, additional +2 HP if character has Very Fit advantage.
Cost: 5 points
[top]Highlander
Prerequisite: Rjurik
Effect: +1 to Mimicry and Survival in forests, hills and mountains. +1 to HT for resisting effects.
Cost: 4 points
Effect: +1 to Mimicry and Survival in forests, hills and mountains. +1 to HT for resisting effects.
Cost: 4 points
[top]Master Administrator
Prerequisite: Accounting 15+ or Administration 15+
Effect: +1 to Accounting and Administration checks, +2 to Create Province, Contest Province and Rule Province actions. Half penalty from domain size for reducing domain maintenance.
Cost: 25 points
Effect: +1 to Accounting and Administration checks, +2 to Create Province, Contest Province and Rule Province actions. Half penalty from domain size for reducing domain maintenance.
Cost: 25 points
[top]Master Diplomat
Prerequisite: Diplomacy 15+ or Politics 15+
Effect: +1 to Diplomacy and Politics checks, +2 to Diplomacy, Create Temple Holding, Contest Temple Holding and Rule Temple Holding actions.
Cost: 15 points
Effect: +1 to Diplomacy and Politics checks, +2 to Diplomacy, Create Temple Holding, Contest Temple Holding and Rule Temple Holding actions.
Cost: 15 points
[top]Master Merchant
Prerequisites: Market Analysis 15+ or Merchant 15+
Effect: +1 to Market Analysis, Merchant and Diplomacy skills. +2 to Create Trade Route, Contest Trade Route, Create Guild Holding, Contest Guild Holding and Rule Guild Holding actions.
Cost: 15 points
Effect: +1 to Market Analysis, Merchant and Diplomacy skills. +2 to Create Trade Route, Contest Trade Route, Create Guild Holding, Contest Guild Holding and Rule Guild Holding actions.
Cost: 15 points
[top]Master of the Arcane
Prerequisite: Occultism 15+ or Thaumatology 15+
Effect: +1 to Occultism, Ritual Magic, Symbol Drawing and Thaumatology skills. +2 to Create Ley Line actions. +2 maximum known Realm Spells.
Cost: 15 points
Effect: +1 to Occultism, Ritual Magic, Symbol Drawing and Thaumatology skills. +2 to Create Ley Line actions. +2 maximum known Realm Spells.
Cost: 15 points
[top]Northerner
Prerequisite: Rjurik or Vos
Effect: +1 to HT to resist effect, +2 if effects are of cold weather.
Cost: 4 points.
Effect: +1 to HT to resist effect, +2 if effects are of cold weather.
Cost: 4 points.
[top]Plainsrider
Prerequisite: Khinasi
Effect: +1 to Animal Handling, Riding and Veterinary skills when used on a horse.
Cost: 2 points
Effect: +1 to Animal Handling, Riding and Veterinary skills when used on a horse.
Cost: 2 points
[top]Regent Focus
Effect: +4 to a selected domain action.
Cost: 20 points
Cost: 20 points
[top]Seafarer
Prerequisite: Brecht or Khinasi
Effect: +1 to Seamanship skill. +1 to Acrobatics, Climbing and Free Fall skills on a ship.
Cost: 3 points
Effect: +1 to Seamanship skill. +1 to Acrobatics, Climbing and Free Fall skills on a ship.
Cost: 3 points
[top]Shadow Guide
[top]Shadow Guide, Improved
Prerequisite: Shadow Guide
Effect: Jumper (Shadow World, No Die Roll Required, may take people and units)
Cost: 300 points
Effect: Jumper (Shadow World, No Die Roll Required, may take people and units)
Cost: 300 points
[top]Shadow Magic
Prerequisite: Magery or Sorcery or Power Investiture or Bard-Song
Effect: Modifies all spellcasting to use Shadow Magic. +1 to Illusion and Necromancy spells. -1 to all other spells.
Cost: 0 points
Effect: Modifies all spellcasting to use Shadow Magic. +1 to Illusion and Necromancy spells. -1 to all other spells.
Cost: 0 points
[top]Shadow Walker
Prerequisite: Halfling, IQ 12+
Effect: Jumper (Shadow World, Cannot Escort, No Die Roll Required)
Cost: 190 points
Effect: Jumper (Shadow World, Cannot Escort, No Die Roll Required)
Cost: 190 points
[top]Spell Penetration
Effect: Counters Magic Resistance. Subtract the level of Spell Penetration advantage from the level target's Magic Resistance advantage when casting spell on a target with Magic Resistance. Spell Penetration may decrease or nullify penalty from target's Magic Resistance, but it may never reverse it into a penalty.
Cost: 2 points per level
Cost: 2 points per level
[top]Spymaster
Prerequisite: Current Affairs 15+ or Intelligence Analysis 15+
Effect: +1 to Area Knowledge, Current Affairs, Intelligence Analysis and Streetwise skills. +2 to Espionage actions and Domain Initiative rolls.
Cost: 15 points
Effect: +1 to Area Knowledge, Current Affairs, Intelligence Analysis and Streetwise skills. +2 to Espionage actions and Domain Initiative rolls.
Cost: 15 points
[top]Wilderness Savant
Prerequisite: Naturalist 15+
Effect: +1 to Naturalist, Herb Lore and Survival skills. +2 to Create Source Holding, Contest Source Holding and Rule Source Holding skills.
Cost: 15 points
Effect: +1 to Naturalist, Herb Lore and Survival skills. +2 to Create Source Holding, Contest Source Holding and Rule Source Holding skills.
Cost: 15 points
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Created by Last edited by , 11-01-2011 at 03:09 AM 0 Comments, 3,527 Views |
, 10-28-2011 at 02:12 PM
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