Communion uses the rules from GURPS Powers: Divine Favor as their base.
Prerequisites
Access to Communion requires that the character be psionic (being latent is not enough! He must actually have acquired and trained powers, though how much training is necessary depends on the GM... and Communion itself!). Characters who are genetically engineered to have psionic powers are generally not acceptable to Communion (but players may take a perk, or the GM can even waive the restriction, as the rule is more in place to explain why you can't make legions of Jedi).Communion also requires -10 points worth of religious disadvantages. Generally, these are some combination of the Ethical Psions Code or Disciplines of Faith (Mysticism), but alternate faiths exist. We'll define this more completely when we design our setting.
Petition Rules
Petition generally follows the rules outlined in Divine Favors. You may not use Luck on your petition roll and you may not critically succeed or fail, but you may use Destiny, especially a Destiny related to Communion, to ensure a successful petition!The rules on modifiers are as follows:
- Leave the rules for long-duration prayer the same.
- Leave the rules for faithful followers the same.
- Apply the same rules for repeated prayers.
- Apply the same Sanctity rules. Places with high Dark Sanctity (that is, sacred to Dark Communion) or with Twisted Psionic Energy count as Low-Sanctity for Communion.
- Replace the rules for loud praying with the following: +1 for closing eyes, gesturing/pointing towards subject as well as succeeding at a Meditation roll.
Furthermore, characters can gain a bonus on their petition roll by gaining symbolic resonance with the Paths of Communion. Any character with Communion may evoke three symbols for a +1 to their Petition roll, while characters on a Path may evoke up to three symbols for a +1 for each symbol for the invocation of Path-related miracles only.
Reaction Rolls
The rules work as written: Ego is a stickler for the rules.Characters with Legendary Reputations associated with the Paths of Ego may add their reaction bonus to this rule.
When it comes to Bad or Very Bad reactions, ominous thunderclaps may or may not be appropriate. For Bad reactions, consider instead some ominous visions (and perhaps a negative destiny worth -5 points to go with it, that will occur, and thus lapse, within a day) or a headache (moderate pain -2) for the next few minutes that comes from the psionic feedback of Communion. For Very Bad or Disastrous reactions, consider a headache that causes Severe Pain (B428) for two days, or a sinister aura that causes a -2 reaction from all non-psionic people and a -6 from psionic or sensitive people, or perhaps a negative Destiny worth -15 points that will occur shortly, and a vision of said destiny.
Meditative Magic
Character who have gained a minimum of Communion 4 may use Meditation, Holiness or Study (GURPS Thaumatology, page 53-54) to generate psionic energy reserves. There is no upper-limit on how much psionic energy that may be stored up this way and it is never lost unless the character loses his connection with Communion or gains connection with another form of Communion, or grievously sins against Communion. Ignore the rule that states this power cannot be combined with fatigue: It is no different from Energy Reserves (Psionic) except that its source comes from Communion itself, rather than the hero. Finally, the maximum amount the hero may spend on a given use of psionic ability is the higher of his Will + Psi Sensitivy, or Will-Based Meditation + Psi Sensitivity.
Miracles and Learned Prayers
The rules for Communion Miracles and Learned prayers are identical to those in Divine Favor.
A special class of Miracles exist within Communion, because of its interaction with psionic powers. A character who already has access to a power may use
A special class of Miracles exist within Communion, because of its interaction with psionic powers. A character who already has access to a power may use
Minor Blessings
Minimum Reaction: NeutralBond of Communion
Learned Prerequisite: Communion 4.Learned Prayer Cost: 3 points.
Bond of Communion forms a tight,
psionic connection between two individuals across space. This lasts
connection lasts until a significant event takes place, at least an
hour, and typically no longer than a day. The bond allows the two
individuals to sense one another's emotional state, and those with
Telepathy can exploit it to automatically send messages to one
another.
As a specified prayer, this will only
apply to characters with whom the character has a friendly,
non-hostile relationship with (generally other PCs or allies). As a
Learned Prayer, the character must specify which character he has a
connection with at the outset, and it cannot change.
Confidence
Learned Prerequisite: Communion 4.Learned Prayer Cost: 3 points.
As Confidence (Divine Favors page 8).
Psionic Focus
Learned Prerequisite: Communion 4.Learned Prayer Cost: 3 points.
Entering into a state of Communion can greatly enhance one's own connection with his psionic gifts. This miracle grants +3 to any single Psionic power, chosen when the prayer activates. These bonuses last for one hour, or long enough to make use of a bonus roll, which ever is longer.
Statistics: One single defined Psionic Talent 3 (Divine -10%) [14] + Rules Exclusion: May Exceed the +4 Talent Cap [1]. Note: you must choose which Psionic Talent this applies to when you either activate this miracle as a Specific Prayer, or when you purchase it as a learned talent.
Primordial Expertise, Lesser
Learned Prerequisite: Communion 4 and either Primordial Reputation 1 or Destined (To Follow Path X) 1.Learned Prayer Cost: 3.
Characters who follow the Path of an
Archetype may draw upon the inherent knowledge within that Archetype
to improve their own skills in a particular area. Gain +3 to the
skills from a single Archetype talent worth 5/level.
Gift of the Life Force
Learned Prerequisite: Communion 5.Learned Prayer Cost: 4 points.
As Flesh Wounds (Divine Favors p9).
The Tao of Communion
Learned Prerequisite: Communion 6.Learned Prayer Cost: 5 points.
The character may commune with the general, collected wisdom of all galactic sapients and thereafter just know how to accomplish something. Sometimes, he even retains a fragment of this knowledge! Once per day, after invoking this miracle, you may use any skill that you don't know at IQ or DX for one roll (or for a series of closely related tasks, at the GM's discretion). If he has any spare character points, he may spend one on this skill, learning it instantly, though for the first month he's at -2 and cannot spend any further points on it.
Statistics: Wild Talent (Divine -10%, Retention +25%) [23]
The Wisdom of Communion
Learned Prerequisite: Communion 6.Learned Prayer Cost: 5 points.
As Divine Guidance (Divine Favors p10),
but use the Philosophy skill instead of Theology.
Learned Prayer Cost: 5.
As with Primordial Expertise, but this allows them to access talents worth 10/level, if the Archetype has one. This does not follow the normal rules for "Enhanced" Miracles, as it represents a different talent the character is gaining access to.
Statistics: Talent 3 (Divine, Path -25%) [23], Rule Exception (This talent may exceed +4) [1]
Greater Primordial Expertise
Learned Prerequisite: Communion 6 and either Primordial Reputation 1 or Destined (To Follow Path X) 1.Learned Prayer Cost: 5.
As with Primordial Expertise, but this allows them to access talents worth 10/level, if the Archetype has one. This does not follow the normal rules for "Enhanced" Miracles, as it represents a different talent the character is gaining access to.
Major Blessings
Minimum Reaction: GoodSense Communion
Learned Prerequisite: Communion 7.Learned Prayer Cost: 6.
The character can connect with
Communion to get a better sense of the state of the local Communion
(whether it is particularly Ego- or Id-aspected, etc). Distance is
nearby (how far this goes is up to the GM, but within a city, or
within a relatively small region is acceptable). It also whether any
Communion Miracles are currently active in the area. To gain greater
insights into what is disturbing local Communion (an “Analysis”
roll), the character must roll Philosophy: Communion grants him
perfect information, but the character must have sufficient knowledge
to understand what he is sensing.
The Tao of Hyperspace
Learned Prerequisite: Communion 7.Learned Prayer Cost: 6 points.
As Traveler's Blessing (Divine Favor
page 10).
Consecrate Ground
Learned Prerequisite: Communion 9.Learned Prayer Cost: 10 points.
As Consecrate Ground (Divine Favor page 12). Use Meditation rather than Religion Ritual.
Universal Psionics
Learned Prerequisite: Communion 9.Learned Prayer Cost: NA
By channeling his power through
Communion, the psion can reach distant, impossible places with
certain psionic powers. For one use of a single power (what exactly
constitutes a use is up to the GM, but a series of interrelated tasks
is appropriate, but it should take no longer than an hour), the
character may use that power “blind” and at any distance,
including interstellar distances. The GM should generally limit this
to ESP (Clairvoyance and Clairaudience especially) or Telepathic
powers (Telesend and Telerecieve especially), but he may expand this
out to a few additional powers (Remote Control or I/O Tap from
Ergokinesis, TK-Crush from Psychokinesis and so on). When using this
power “blind,” use the rules from Telesend regarding blind usage
of psionic powers.
Universal Psionics cannot be learned as
a Learned Prayer. It represents one benefit that can be gained only
via direct Communion. Psions who wish to learn to improve their
range as a standard ability should simply increase the level of the
psi-power in question. The ability to use a power blind (using the
telesend rules) is a Rules Exclusion perk.
Miraculous Power
Minimum Reaction: Very GoodPsychic Omniscience
Learned Prerequisite: Communion 11.Learned Prayer Cost: 15 points.
The character's connection with the
Communal Ego grants him perfect awareness of all Psionic Activity in
the area. It allows him to detect the state of local Communion and
the direction/power of the nearest Communal Miracle (as with Sense
Communion), and the direction and power of the nearest psion or
psionic activity. Distance is not a concern with this Miracle,
though the GM is free to limit the distance to “Within the current
star system.” If the character wishes to gain additional insights
into what he is seeing (an “Analysis” roll), roll Philosophy:
Psychic Omniscience provides perfect information, but the character
must have sufficient knowledge to understand what he's seeing.
Master of Ego
Learned Prerequisite: Communion 11.Learned Prayer Cost: 17 points.
The character's connection to the Communal Ego protects him from psionic powers drawn from baser sources. While under the protection of this miracle, no psionic power can affect him except for psionic powers coming from characters with an explicit connection to Communion (that is, Communion of at least 4), or powers that he allows to affect him. This does not prevent the character from using his own psionic powers. This protection lasts for an hour, or until it defends him at least one against a psionic power (whichever takes longer).
Note that this does not protect the character from Divine miracles. Characters with a connection to the Communal Id can still channel Id to defeat the character, they just cannot use their own psionics to do so.
Statistics: Static (Psi; Divine -10%, Accessibility, not against people with Communion 4+ -20%, Discriminatory +150%, Cosmic, may still use powers +50%) [81]
Consecrate Ground (Enhanced)
Learned Prerequisite: Communion 11.Learned Prayer Cost: 18 points.
As Consecrate Ground (Divine Favor page 14). Use Meditation rather than Religion Ritual.
Channel Archetype
Learned Prerequisite: Communion 12 and either Primordial Reputation 3 or Destined (To Follow Path X) 3.Learned Prayer Cost: 18 points.
Rather than simply draw on some of the
expertise, the character may attune themselves fully with their
archetype. This communion takes 1d6 seconds, even as a learned
prayer, and costs 1 fatigue. Once complete, the character gains
marks and features that betray the fact that she is channeling an
archetype (what they are depend on the archetype), but also gains the ability to access any three skills
associated with the archetype's talents at IQ or DX +3, as well as +3
to any archetype skills she already knows. Finally, each archetype
has its own, often subtle, power that the character gains access to.
The precise cost and benefits of the archetype varies from path to path. See the Paths of Communion for more details.
The precise cost and benefits of the archetype varies from path to path. See the Paths of Communion for more details.
Lesser Avatar
Advantages: Wild Talent 3 (Aspect, only skills associated with path talents -20%, Divine -0%) [48], unique path template [varies].
Disadvantages: Dependency (Return to natural form, hourly, fatigue only -50%) [-10], Hidebound [-5], Obsession (Specified Goal) [-5], Unnatural fear (Marks of possession) 2 [-2], Vow (To precisely follow the symbolism of the archetype) [-10]
World-Shaking Miracles
Minimum Reaction: ExcellentDominion of Ego
Learned Prerequisite: Communion 13.Learned Prayer Cost: 24 points.
This works as Master of Ego, except that it also protects the character from Divine powers as well! It defeats any psi-power of Communion power from a character whose Communion does not exceed his own. This explicitly defeats Communion Miracles from characters with less Communion than your own, and any Dark Communion Miracles, but it does not defeat Broken Communion Miracles.
Statistics: Static (Psi; Divine -10%, Accessibility, not against people with Communion equal to or higher than own -5%, Discriminatory +150%, Cosmic, also against Divine +100%, Cosmic, may still use powers +50%) [116]
Consecrate World
Learned Prerequisite: Communion 14.Learned Prayer Cost: 30 points.
As Consecrate Ground (Divine Favor page 14), only with the area
increased to 4000+ miles (this area is the radius of a circle, thus
the full diameter twice this, and the Earth's diameter is less than
8000 miles). The character must first orbit the world to enact the
miracle. Use Meditation rather than Religion Ritual.
Primordial Avatar
Learned Prerequisite: Communion 16.Learned Prayer Cost: varies.
Characters with a profound connection to a primordial image can manifest as an incarnation of that primordial image. In that state, their own personality merges with the mythic imagery found in the heart of communion. This gives them enormous psychic power, but channeling that much energy burns them out. For the duration of the effect (which lasts at most an hour), they regenerate 1 fatigue per turn, gain +5 to resist death and unconsciousness, the effects of High Pain Threshold with an additional +5 to resist stunning, knockdown and torture, and gain a "second mind," the combined psyche of their avatar and their own mind, that can each concentrate on and perform separate tasks. The price of this power is the damage it causes on the body: Initiating the change already causes 2 HP of damage, and every minute that passes inflicts another point of damage. While in this state, in addition to the marks of possession, similar to the lesser avatar, the characters eyes glow, and he speaks with both his own voice and the voice of the avatar (plus a few voices of previous wielders of the avatar, etc). The avatar must behave in a fashion consistent with the avatar, is highly predictable, and fixated on a goal chosen when the character changes form. Once that goal is accomplished, the changed state vanishes.
Statistics: Alternate Form (Archetype Avatar; Divine, Path -25%, Maximum Duration, 1 hour -10%, Reduced time 1d6 seconds +40%, Costs 2 HP -20%) [13] + Chosen Avatar Template.
Greater Avatar
Secondary Traits: Will +5 [25];
Advantages: Compartamentalized Mind [50], Hard to Kill +5 [10], Hard to Subdue +5 [10], Immunity to Pain [30], Regeneration (Very Fast, Divine -0%, Energy Reserves (Psionic) only -0%) [100], unique path template [varies].
Disadvantages: Dependency (Return to natural form, constant) [-25], Hidebound [-5], Obsession (Specified Goal) [-5], Unnatural fear (Marks of Possession, glowing eyes, multi-toned voice) 5 [-5], Vow (To precisely follow the symbolism of the archetype) [-10].
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