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Channeling is a mental, supernatural advantage, described in Basic Set, p. 41, and referenced in GURPS Banestorm, p. 183, on speaking with spirits; GURPS Powers, p. 14, on suitable powers, and p. 186, on interaction with other supernatural advantages.

GURPS Powers, p. 43-44, adds the new special enhancement Aware, and the new special limitation Specialized. The Aware enhancement is also listed in GURPS Dungeon Fantasy 5: Allies, p. 15.

Since it works on "spirits" the Spirit Templates on B263 are important.

AlternativesEdit

Affliction also has a base cost of 10 points

  • Possession reduced to -80% would cost 20 points (a +200% enhancement to Afflict it) here is how:
    • No Die Roll Required +100
    • Accessibility, One Person Only -80
    • Easily Resisted 4 -20
    • No Memory Access -10
    • Spiritual -20
    • Hard to Use 2 -20 (Subject willing: +10 from Ghostly Possession Modifiers means a net +4
    • Granted by (Other) -40
    • Blood Agent -40%


  • Changing it to a Will roll that the target can waive is Malediction +100% (maledictions also inherently "Affect Insubstantial" so that enhancement isn't needed)
  • No Die Roll Required (afflicting the advantage doesn't require additional rolls once in the trance) is +100%.
  • Reliable 3 +15%: to prevent effective skill from being reduced below 3, which could happen if penalties take you to Will 0, the absolute minimum.

This is a total of +415% to offset.

First 100%

  • Preparation Required (1 minute, -20%)
  • Insubstantial Only -30%
  • Melee Attack, Cannot Parry -35%
  • Requires Concentrate -15%

next 50

  • Fixed Duration +0% (lasts 3 minutes instead of margin minutes)
  • 1/3 duration -10% (lasts 1 minute)
  • 1/60 duration -35% (lasts 1 second)

"You are unaware of the world around you while you are in this state." Temporary disadvantages:

  • Absent-Mindedness -15

Easily Resisted 4 -20% (using the suggested cap of 4 per PU8p13, a spirit who doesn't want to be given this advantage doesn't need to take it!)


See AlsoEdit