| Talents | ||||||||||||
| People with the ability of creating magical effects without the use of spell magic are known as Talented, or Talents. Talents buy their powers according to the rules for Knacks in GURPS Magic. Talents may take no more than two powers, and a Talent may not be gained in play. | ||||||||||||
| Threshold and RR Talents have a Base Thresh of 25 and Base RR of 2d-1. These may be modified by the Increased Thresh and Increased RR advantages. Any Talent who spends more than 20 pts on these advantages must also buy a 5 pt Unusual Background. Using Talents Talents are used as described for Knacks in GURPS Magic with the following modifications. Use of a Talent does not cost fatigue. Instead, the amount of energy required to use a Talent is added to the Tally. This may be decreased by adding Power to the Talent. Talents may spend fatigue to reduce the addition to their Tally at the rate of four fatigue per point of reduction. If a Talent is the subject of his own power, the power works automatically. Otherwise, treat it as a spell cast with a skill of 15. Magic Resistance and Susceptibility affects this just as any other spell. Exceeding the Threshold As may be expected, Talents are more likely to Exceed their Thresh than any other magic-user. The inherentness of their abilities tends to make them less careful in using their power. A Talent Exceeds the Thresh any time a use of his ability causes his Tally to be larger than his Thresh, wether this is the initial use, or a maintaining of the effect. This causes a Talent to have to roll on the Calamity Table. Talents also have to roll for Calamity any time a maintaining of their power increases the Tally another 5 pts beyond Thresh. Any use of a Talent after Tally has exceeded Thresh requires a roll for Calamity. Sample Talents This is a small list of some common Talents and their point costs. This does not include any Speed or Power. Create Fire 6 pts Light Jet 4 pts Beast Soother 12 pts Fire-Ball 32 pts Wallwalker 20 pts Compel Truth 12 pts Minor Healing 24 pts Major Healing 60 pts !! Invisibility 24 pts Infravision 2 pts Levitation 16 pts Suggestion 20 pts Power and Speed add 10 pts for one point, 20 pts for 2 and 40 pts for 3. Talents are not likely to have higher levels of Power or Speed. |
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| Magic Items | Mages | Wizards | Talents | Magic Advantages | Calamity Table | ||||||||||||
| Qengho's GURPS Page | ||||||||||||