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CONTENTS | TEMPLATE | BACKGROUND | RACES | CHARACTERS | SETTING | POWERS | CAMPAIGNING | APPENDIX
© 1999, 2000 by Jefferson A. Wilson | View Sidebar | Go to main RPG page.
N'FERRA Realms of Power |
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Within N'Ferra there is a great deal of discussion as to what the various realms of power are and what they can do. The descriptions below are taken from the writings of the race that has done the most thinking about that area of power, but there are many disagreements and controversies within each race, much less between races. These descriptions are useful, but certainly not complete or the final word.
Alchemy is art of using the powers of natural substances to manipulate the environment. It can be thought of (loosely) as an energy composed of components of all the other arts. Alchemy requires no innate abilities to use. It's basis is the Alchemy skill. Alchemy is very flexible and can do almost anything. However, it's not particularly powerful and requires a large expense and long preparation time.
In N'Ferra, the masters of Alchemy are the Bine. Alchemy not only includes the Alchemy skill, but also overlaps with the Biochemistry, Chemistry, Herbalist, and Metallurgy skills.
In N'Ferra, Alchemy has advanced far beyond the level described in GURPS Magic. All the formulas from Magic and Magic Items are available, as well as many others. All formulas are treated as average maneuvers with a maximum of Alchemy+5. Analysis is an Average maneuver, defaulting to Alchemy, and with a maximum of Alchemy+8.
The following two paragraphs are subject to change.
Many Elixirs can be created much more quickly than described in GURPS Magic. Elixirs with a listed component cost less than $500 can be made in 1/5 the listed time. Elixirs with component cost less than $1000 can be made in 1/2 the listed time. Elixirs with components less than $2500 can be made in 3/4 the listed time. Elixirs with a component cost of $2500 or over still take the required time.
Many Elixirs can also be made with a lesser component cost. Those listed as taking 2 weeks or less have 1/5 the listed cost. Those listed as taking 5 weeks or less have 1/2 the listed cost. Those listed as taking 10 weeks or less have 3/4 the listed cost.
Some alchemists may quickly create the effect of an elixir. This requires the Gadgeteering (Alchemy) advantage as described in GURPS Wizards.
Animal Training trains and uses animals. This is different from Bio-Tech, which modifies creatures. Animal Training uses animals to performs acts which their trainers are not capable of. Most of the Animal skill group is used by the masters of this art.
The Slahses make the best animal trainers in N'Ferra.
Bio-Tech is the art of manipulating living organisms. It includes medicine, breeding, and genetic manipulation and engineering. In general, Bio-Tech in N'Ferra is roughly the equivalent of early TL/8 in GURPS Bio-Tech. Medicine is at TL/8 levels, but few of the biomods are available. Genetic engineering is performed on a variety of animals, but is not generally used on sapient beings.
Nye are slightly more advanced in Bio-Tech, being at the high end of TL/8. About the only thing that Nye do not have is forced growth tanks.
One exception to the lack of use of genetic engineering on sentients is the Chaka-Lee.
In N'Ferra medicine is advanced to the end of TL/7. Nye make the best surgeons, but there are surgeons and doctors among all the races.
Chi energy courses through all breathing things. A Chi user learns how to release this energy in short bursts. Chi is the energy of the soul focused through the body. While this ability requires no innate gift, it does require a great deal of training. This training is represented by the advantage Trained by a Master, and it's sub-advantage Chi Training. The abilities granted by this ability are the cinematic martial arts skills and maneuvers. The full range of abilities from GURPS Martial Arts is available. Some Ch'vrr martial masters are working on expanding Chi to certain super powers.
The Ch'vrr have more knowledge of chi than any other race in the system.
As a man's breath affects things beyond his body, this art teaches the breath of the soul (chi) to reach beyond the confines of the body. This is an exceptionally advanced style which will only be taught to the most dedicated of students.
| Primary Skills: | Throwing, Hypnotism, Karate, Meditation, Stealth |
| Secondary Skills: | Acrobatics, Chi Theory, Parry Missile, Yin/Yang Healing |
| Optional Skills: | Bow, Fast-Draw (Arrow), Fast-Draw (Knife), Judo, Philosophy (Kranzai) |
| Maneuvers: | Drop Kick, Feint (Karate), Hit Location (Karate), Jump Kick |
| Cinematic Skills: | Breaking Blow, Flying Fists, Hypnotic Hands, Invisibility Art, Kiai, Mental Strength, Power Blow, Zen Archery (and/or Throwing Art) |
| Cinematic Maneuvers: | Springing Attack |
Magic is the art of shaping reality to one's will. This is usually done through the means of the spells in GURPS Magic. However, this is fairly "primitive" system of magic, and may be supplanted by other systems until the system described in GURPS Mage The Ascension is reached.
Improvised Magic is particularly common among the Rachak, and is known to the other races. There is no equivalent of Rune Magic, although there is no reason why such magic will not work. High Magic (per Mage the Ascension), is possible, but will suffer problems from paradox.
According to the Lon, N'Ferra is full of something they call "meta-energy." This energy is always moving, flowing everywhere without pause. Meta-Energy feels everything it touches, caressing it in a very familiar manner, and then flowing onward. However, the more complicated an object is, the more meta-energy tends to pool within and around it. Eventually, if something becomes complex enough, meta-energy is released in a fashion which affects the object's environment. How the energy is released depends on the nature and style of the pooling and circulation that developed within the thing. As the most complicated things currently known are sentient beings it is not surprising that meta-powers seem to be restricted to those beings. However, as anyone who has studied the matter is quick to point out, this does not mean that this will always hold true.
The only race that has studied meta-powers in any depth is the Lon.
Meta-Powers are possibly the strongest of all the powers, drawing on a seemingly inexhaustible power supply. However, every individual's Meta-Powers are seemingly unique. A character with Meta-Powers is required to build his abilities around a "theme." All advantages and powers must fit into that theme. A character will seldom have more than one power, but can combine different powers into one as long as the different powers fit the theme. (Meta-Powers are based on GURPS Supers.)
There are schools where people with meta-powers can learn to enhance their abilities or remove limitations. The Lon are the best at this, but such schools are known to the other races. The Lon have developed certain "power patterns" which will sometimes enable an individual to gain a power enhancement that he does not otherwise possess. The smallest of these patterns is roughly 150 yards in diameter.
Planetology is an environmental art. It seeks to understand the large-scale underpinnings of the environment. The Pladone are masters of planetology.
Psionics is the art of looking at the universe in such a way that it responds to what you are thinking. Psionics is neither particularly powerful nor particularly flexible, and it is near impossible to create enduring effects. It is relatively fast, but it's main strength is it's ability to be combined with the other powers.
Psionics in N'Ferra are very well developed, with the Fibrien having the greatest knowledge in this area. All of the skills in GURPS psionics are known, and other psionic skills exist, including a number which draw on two or more powers. Psionic devices in the form of spells and elixirs are also available, although not yet common. Devices which create psionic affects are near nonexistent, but the principles needed to make them are known.
A few vehicles have been created which are powered by Telekinesis or Levitation. However, they tend to be of very limited utility except in wildspace. There has been some recent success in tapping engines to increase psionic energy.
Psychology is the knowledge and art of how and why people think and behave. It contains knowledge of such things as psychology, anthropology, and sociology. In some area of N'Ferra it is very advanced, creating cultures which seem idyllic, yet which are flexible enough to cope with anything. Most areas of N'Ferra, however, have people with no more knowledge or success in these area than the modern US.
Seenee are the race best versed in the art of Psychology.
Sanctity draws upon the power of a divine being. In N'Ferra the only divine being of any note is the god Ferris. Ferris makes no claim to be the only or supreme god, only the god placed over this particular realm.
Theoretically, there is only one church in N'Ferra: the Ministry of Inquiry. However, in practical terms each, planet has its own church, within which there are several areas which are more-or-less independent. Ferris has appointed chancellors over each of the races, but they let the primates of the mortal churches go their own way for the most part. In addition to the geographical divisions there are a large number of orders and sects (particularly among the Varn) which emphasize different areas of church doctrine.
Spiritualism calls upon spirits to perform tasks. This knowledge requires the Initiation advantage, and uses the ceremonies and rituals from GURPS Voodoo, and can gain gifts from GURPS Werewolf the Apocalypse. The shapeshifting Gennen are best versed in Spiritualism.
Technology is the art of using tools to manipulate the environment. The primary focus of this art is the Engineering skill. Technology in N'Ferra is on the border between TL/5 and TL/6 (although there are many areas which are far less advanced). Some areas of the Nurha planet Eclipse have fully advanced into early TL/6.
Not much is know about the power of Unlife (also known as Chaos, Corruption, Entropy, and Dark Power). This power is used by vampires and by a handful of necromancers. Unlife is extremely powerful. It seems to work by breaking down or destroying things. Mastery of the power of unlife will eventually kill the user, but that user is then likely to rise as a form of undead. There are a few users of Unlife who seek to escape their tortured existence, but most revel in their power, spreading terror and death.