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.
Magic Items | Mages | Wizards | Talents | Magic Advantages | Calamity Table
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