GURPS Thaumatology: Chinese Elemental Powers

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GURPS Thaumatology: Chinese Elemental Powers Supernaturally Powered Beings. 92 Racial Perks . 93 Racial Disadvantages . 94 Racial Quirks. 98 CONTENTS Racial Skills . 99 RACIAL TEMPLATES . 99 INTRODUCTION . 5 Basic Lift (BL) . 28 What Is a Roleplaying Game? . 5 Damage. 28 Hunchbroad Modoscousin: The Dwarf . 100 This Book. 6 IMAGE, LOOKS, AND PHYSIQUE . 28 Dwarfs . 100 (More) About GURPS . 6 Handedness . 29 Gargoyles . 100 Some Warnings . 6 Example: Jemzarkiza of Krull . 30 About the Authors. 6 Gnomes and Pictsies. 101 SOCIAL BACKGROUND . 30 Banshees. 101 Technology Level (TL) . 30 1. ON THE BACK OF Elf-Kin . 102 Character Age . 31 Goblins. 102 FOUR ELEPHANTS . 7 Language . 31 Gnolls . 103 WHY A DISC? WHY THE TURTLE?. 8 Example: Jemzarkiza of Krull . 32 Supernatural Personifications Great A’Tuin . 8 Culture . 32 as Characters. 104 The Power of Story . 8 WEALTH AND INFLUENCE . 33 Golems . 104 Other Worlds . 9 Wealth . 33 Sapient Animals . 106 Morphic Fields . 9 Starting Funds . 33 Trolls . 107 But Really . .. 10 Reputation . 34 Troll Sizes . 108 PRACTICAL BASICS . 10 Importance. 34 Vampires . 109 Directions. 10 Regarding Yetis. 114 Weather and Temperature. 10 Female Characters. 36 Werewolves and Wolfmen . 114 Time . 11 Special Cases for Status. 38 Other Therianthropes?. 116 Discworld Light . 11 Friends and Foes. 38 Zombies . 116 Discworld Holidays . 12 Example: Jemzarkiza of Krull . 41 Mummies . 117 HISTORY (SLIGHTLY FRAYED). 12 ADVANTAGES . 41 Other Possibilities . 118 Prehistory. 12 Working for The Lady? . 44 Animated Skeletons . 119 Human Civilisations . 13 Example: Jemzarkiza of Krull . 48 OCCUPATIONAL TEMPLATES . 119 The History Monks . 13 Inspirations . 49 Low-Powered Characters . 120 BASIC GEOGRAPHY . 14 PERKS . 49 Medium-Powered Characters . 130 The Circle Sea . 14 Example: Jemzarkiza of Krull . 53 Hunchbroad Modoscousin . 137 Hubward Lands. 14 DISADVANTAGES . 53 Fairy Godmothers . 138 MAP OF THE DISCWORLD . 14 Benefits of the Barbarian Lifestyle . 58 Other Interesting Occupations . 139 Hub and Rimfall . 16 Example: Jemzarkiza of Krull . 66 High-Powered Characters . 140 The Far Rim . 16 Hunchbroad Modoscousin . 145 QUIRKS . 66 LIVING AND ADVENTURING . 16 Mental Quirks . 66 4. GOING SHOPPING . 146 Languages . 16 Example: Jemzarkiza of Krull . 68 Oggham . 17 Physical/Social Quirks . 68 PLAYER CHARACTERS AND Technology. 17 POSSESSIONS. 147 SKILLS . 69 Travel Costs . 147 Travel. 18 Buying Skills . 69 What Cost of Living Gets You . 148 Medicine. 18 Using a Skill With Living Expenses . 148 The Position of Magic. 19 a Different Attribute . 69 Weapons. 149 Caroc Cards . 19 Defaults (Skills You Don’t Know) . 70 Improvised Monster-Slaying Warfare . 19 Skill List . 70 Weapons . 150 Currencies . 20 Combat Sports . 72 Melee Weapons . 151 Magical Cheating . 74 2. MAKING CHARACTERS . 21 Thrown Weapons . 152 Example: Jemzarkiza of Krull . 83 GURPS. 22 Missile Weapons . 153 The Example Characters . 22 3. NONHUMANS AND Dwarf Bread Weapons . 153 Glossary . 22 Shields . 155 OCCUPATIONAL CHARACTER BASICS . 22 Armour. 155 Converting Existing Characters. 23 TEMPLATES. 84 Artillery . 155 Character Points . 23 TRAITS FOR NONHUMAN General Equipment. 156 Character Sheet. 24 CHARACTERS. 85 Magical Gear . 157 Skill Bonuses and Penalties. 25 Attribute and Secondary Shopping (or Not Shopping) Example: Jemzarkiza of Krull . 25 Characteristic Modifiers . 85 as an Adventure . 157 BASIC ATTRIBUTES . 26 Racial and Personal Appearance. 85 Sapient Pearwood . 158 Example: Jemzarkiza of Krull . 26 Example: Hunchbroad Example of Shopping: Secondary Characteristics . 27 Modoscousin. 85 Jemzarkiza of Krull. 159 Character Size. 27 Racial Advantages . 85 Special Cases . 161 2 CONTENTS Example of Shopping: Instant Cures for Drunks 7. “WELLCOME TO Hunchbroad Modoscousin . 161 and Knurdness . 188 ANKH-MORPORK”. 246 Shapeshifter Garments . 162 Fatigue . 188 HISTORY. 247 COMPLETED Other Hazards . 189 Ageing . 189 The Smell . 247 SAMPLE CHARACTERS . 162 The Patricians . 248 MESSIN’ WITH REALITY 5. DOING STUFF . 164 CURRENT GOVERNMENT. 248 (THE MAGIC RULES). 191 Public Transport. 248 OLLING THE ICE Basic Abilities R D . 165 Newspapers and Printing. 250 Success and Failure . 165 for Magic-Workers. 191 Repeated Attempts . 166 Deciding an Effect . 193 GEOGRAPHY . 250 Contests . 166 Staffs and Personal Style . 193 Ankh . 251 Resistance Rolls . 166 Long-Distance Modifiers . 194 Hubwards Morpork . 252 Damage Rolls. 167 Other Power Sources . 196 Disasters . 252 Other Dice Rolling . 167 Mirror Magic . 197 The Unreal Estate and the Settling Rules Questions . 167 Casting the Spell . 198 Thaumatological Park . 252 Ritual Casting . 200 The Isle of Gods . 252 PHYSICAL FEATS. 167 Rimwards Morpork Climbing. 167 Magical Fumble Table . 201 and the Shades. 252 Hiking. 167 The Forms . 202 The Port Business . 253 Jumping . 168 Standardised Spells . 203 Encumbrance and Move . 168 Spell-Like Effects . ..
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