Special Ymirean Advantages and Perks

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

 

Advantages
Fool's Sanctity
Industrious
Mageblood
Military Rank
Patron - Guild
Sentinel Sense
Talent - Autotrance
Talent - Lithe
Talent - Martial Mastery
Unusual Background - Martial Devotion
Wealth - Regular income - Farmed Manor

Perks
Quaffer

 

Legal Immunity: Fool's Sanctity (10 points)

As the people of Ymirea hold the mad to be sacred, fools and madmen are allowedc a certain leeway. First and foremost, fools are allowed to say what they please, wherever they please. They need not observe any rules of etiquette. Fools may not in any way be punished for their speech nor for any breaches of conduct. They may be punished for theft and other lesser crimes, but not killed. However, if a fool or madman commits major assault or murder, his sanctity will probably be ignored, with fatal consequences for the fool.

On the down side, a Fool has very limited legal rights, see Social Stigma - Fool in Ymirean disadvantages.

Genuine fools will suffer from at least 30 points worth of mental disadvantages such as: Absent-Minded, Confused, Delusions, Flashbacks, Gullibility, Lunacy, Manic-Depressive, Truthfulness .

There is a certain sort of rogues, "Ibrahim men", who pose as madmen to enjoy the benefit of Fool's Sanctity.

 

Industrious (5 pts)

You tend to take great joy and pride in your work, and to do your best. You get a +1 to your Job Success Roll, and a +1 to any lengthy task (most Craft rolls, foraging, Research). The latter bonus does not add to Single-Minded's bonus.

Single-Minded and Workaholic are common attendant traits for Industrious people.

 

Mageblood (10 pts) (esoteric, campaign advantage)

You have inside you the blood of the mage. This blood may or may not be strong enough for you to become a sorceror. On a succesful IQ roll (made by GM) you may recognize magical items and other beings with Mageblood, but only if you touch them. Unless you are aware of the nature of your gift (unlikely except for a sorcerer or other educated person ) you will only know that these people and items are "special".

The increased potential of your aura allows you to purchase the following advantages during play: Awareness (one level), Extra Life, Hard to Kill, Longevity. During play you may also purchase one of the following advantages: Augur, Channeling, Charisma (up to +5, may be increased over time), Harmony with the Tao, Luck (one level), Medium, Spirit Host, Weapon Master. All advantages acquired through Ma geblood during play must be paid for in advance.

 

Military Rank (5 points per level, maximum 7)

You hold a rank in an army. This advantage is detailed on B30. There are no courtesy ranks in Ymirean lands.

For every level of Status, one attains one level of Military Rank without point cost. For instance, a Banneret could attain Lieutenant rank without paying any points, to be a Captain, he would have to pay 5 points, to be a Lieutenant-Major, 10 points.

To attain any Military Rank, one's Status must be 0 or better. Normally, one's rank cannot exceeds one's Status by more than 3. For every level by which Military Rank exceeds this limit, 5 points of Unusual Background is required.

For three levels (rounded to nearest) by which a character's Military Rank exceeds his Status, he gets a +1 reaction bonus. A gentleman (Status 1) of Captain rank would get a +1 to reactions.

Player characters are not allowed to start with Military Rank greater than 5.

 

Patron - Guild (variable)

You are a guild member in good standing with your guild, and the guild can be counted on to provide information, loans, to support you in lawsuits and to generally provide social support. A guild is normally worth 10 points as a patron, modified by frequency of appearance.

 

Sentinel Sense (15 pts) (esoteric, requires Mageblood, and see below)

You are preternaturally conscious of combat. Your body remains alert against danger, no matter how distracted you might otherwise seem. As long as you are not sleeping, unconscious or stunned, you always get to make an Active Defence, even if you are completely surprised or your foe is imperceptible (invisible, etc.). Penalties to Active Defences due to impairment of the senses (darkness, spells such as Invisibility) are halved. However, if the your mind is befuddled by poison (including alcohol) or magic, these penalties are not halved, but you still gets to make an Active Defence. Similarily, you will always get a chance to dodge a deadfall, leap clear of a pit at the last possible moment.

You may react equally swift if someone to whom you have a Sense of Duty, or whom is your Dependent, is threatened. Blocking an attack targetted at someone else will make your shield unready.

Sentinel Sense requires Mageblood. It may be bought after character creation, by a character who has already got both Mageblood and Combat Reflexes.

Unlike Danger Sense, you gain no premonition of being under threat, your body simply reacts appropriately and instantly whenever you are in imminent danger. For instance, if a bodyguard with Danger Sense and Sentinel Sense is accompanying his employer towards an ambush, he will make a Danger Sense roll as they approach the ambush site. It this fails, or they nevertheless proceed towards the ambush site, his Sentinel Sense will come into play only the instant when is attacked or otherwise in imminent danger of being harmed. The bodyguard may not be consciously aware of the threat until after he has defended against it. If he feels a Sense of Duty to his employer, he may also defend him when he is attacked.

 

Talent - Autotrance (5 pts/level)

You are adept at shaping your own mind. You gain a bonus to Autohypnosis, Dreaming, Meditation, Mental Strength, Mind Block. A person using Hypnotism on you with your cooperation gains your talent bonus to his skillt

You gain a reaction bonus from all encountered in the Plane of Dreams.

 

Talent - Lithe (10 points/level)

Acrobatics, Aerobatics, Aquabatics, Climbing, Dancing, Erotic Art, Flight, Flying Leap, Jumping, Light Walk, Sports, Stealth, Skiing, Skating, and Swimming.

Also affects balance rolls, and DX rolls to stop or change position suddenly.

 

Talent - Martial Mastery (20 pts per level, maximum of two levels)

To be a Martial Master you must have either the "Reawakened" or the "Unusual Background: Martial Devotion" advantage.

A character with Martial Master gets a +1 to all Combat/Weapon skills per level of the advantage (maximum two). He also gains one additional defense per turn when using any skill with which he is proficient (including dodging), per level of the advantage. A martial master may learn any Esoteric combat skill allowed in the campaign. Martial master cannot be made cheaper by limiting oneself to a single weapon of martial mastery.

 

Wealth: Regular Income - Farmed Manor (see below)

This advantage provides 10% of your Monthly Cost of Living per point invested in it. It comes from manorial lands run by your bailiff, assume the manor to be one acre per $4 earned from it, so a Status 3 character with 10 points worth of Farmed Manor (income $1500 per month) will own a smallish manor of about 400 acres farmland.

 


Perks

Quaffer (1 pt)

Due to long experience, you can swallow liquid very quickly. You can drink a potion in one round.