This knowledge however is far from merely academic and can be applied in many ways.
Pyramid #3/114 Mind over Magic, article "Names Have Power" is recommended reading.
Thaumatology (Ren) M/VH
This is the study of True Names and their symbols. Use this as a research and invention skill for studying names and as a core skill for relevant magic.
Basic Abilities
- Autohypnosis: Mastery of your own name can provide exceptional perseverance, this skill can default off Thaumatology (Ren) instead of Meditation.
- Diviner of Names: This is Gadgeteer or Quick Gadgeteer with the-50% specialized limitation and helps with researching True Names.
- Resistant (Obscure Name) +3 [1].
- Speaker of Names (Rapier Wit with Words of Power, +100%) [10] See Powers, p. 70 and B79 for details. Afflictions can be added!
- True Name (Entity): This perk enhances ability with targeted powers and spells and can also activate disadvantages or give a bonus to Intimidation. For forces its a prerequisite for spells.
- Ultimate Stranger: (Zeroed, dialed up!) 15 or 40 points. See Pyramid #3/114 for details.
- Words of Power [10]: See GURPS Thaumatology, pp 178-179 for details. This is the word for some force or power and has extremely powerful effects, if you survive saying it.
Martial Arts
Martial Artists may learn their own True Name which allows them unusual abilities to manipulate thier bodies and protect themselves from certain attacks,
Named Attack, +15% is common for some very flashy finishing style moves and can be combined with Elementalist or Ki powers. Named Attack (Blowing Wind) could create a powerful wind gust for example.
Powers: Metabolism Control; Mind Shield; Resistant;
Magic
This is primarily used with Ritual Path Magic and adds another Path to that system, called Path of Names (Ren).
Ren Master
This is someone who has mastered a number of abilities based on Name Magic.
It is typically bought as a set of alternative abilities, often with Speaker of Names or Ultimate Stranger as the base.
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