MMO material, along with other Warcraft lore, into GURPS 4th edition rules.
Advantages and Disadvantages
Heroic Archer Benefits
Heroic Archer benefits:
- When you use the Attack or
All-Out Attack maneuvers with a bow, you get the weapon's Acc bonus to
skill without taking a turn to aim. Extra turns spent aiming give the
usual bonus.
- When you Move and Attack, you don't get the Acc
bonus, but you ignore the usual Bulk penalty. Ignore penalties for
Flying Attack (p. MA107) or Acrobatic Attack (p. MA107)
- In Close Combat, ignore Bulk as a penalty. You don't get the Acc bonus, however.
- You
can use the Quick-Shooting Bows rules (p. MA119). Halve the skill
penalty for doing so. Add Acc to your attack roll as normal (but not
the skill roll to draw hastily).
- Halve the penalty to shoot two arrows at once with Dual-Weapon Attack (Bow). DWA (Bow) defaults to Bow-2 for you.
- Halve any penalties for using Fast-Draw (Arrow).
New or Modified Advantages and Disadvantages
Advantages
Higher PurposeCharacters with a racial animosity (such as the orcs of the Warsong
tribe, or the survivors of Admiral Proudmoore's fleet) may buy a Higher
Purpose specified as killing or fighting against their sworn enemy.
Paladin orders such as the Knights of the Silver Hand, the
Brotherhood of the Light, or even the Scarlet Crusade may buy their
respective purposes as a Higher Purpose.
SpellbookSpellcasters who memorize spells from a grimoire, such as mages or warlocks, may buy this advantage. This is a form of Modular Ability (Super Memorization) with the limitation "Only for magic spells", worth -20%. Each slot costs 5 points, and each character point for a spell within that slot costs 3 points. Thus, a spellbook with a 1-point investment in each spell costs 6.4 character points per spell the mage may have memorized at a time.
Mages may further reduce the cost of this advantage by adding limitations such as Preparation Required.
Racial Advantages
Gift of the Naaru
24 pointsThis is the mystical gift of healing bestowed on the entire Draenei race by their Naaru patrons. While it does not cure disease, it can close wounds sustained on the battlefield.
Bought as: Healing (Faith Healing +20%; Injuries Only -20%; Takes Recharge, 15 seconds -20%)
LanguagesThe following spoken and written languages are available: Common, Darnassian, Draconic, Draenic, Dwarven, Eredun, Furbolg, Gnomish,
Goblin, Kalimag, Nazja, Nerglish, Orc, Taur-ahe, Thalassian, Titan,
Zandali.
Shadowmeld
40 points
The ability of Night Elves to become unseen and undetected while motionless.
Bought as: Invisibility (Can carry objects, light
encumbrance +20%; Switchable +10%; Only when motionless in shadows -30%)
Stoneform
20 points
Titans crafted the dwarves from stone to assist them in creating the
Azeroth of today. Since this discovery, the Ironforge
dwarves zealously search for any sign of their ancestors or the titans.
This newfound knowledge also unlocked enchanted energies of their
heritage, enabling Ironforge dwarves to perform spectacular feats. The
dwarves have rediscovered the power to return to their original forms,
and turning skin to stone. They firmly believe that other powers are
waiting to awaken within them; all they need is the key.
Bought as: Resistance (Immunity to all metabolic hazards; Takes Recharge, 1 hour, -30%)
War Stomp
11 points/level
The fearsome power of a Tauren warrior
to disrupt and disorient nearby enemies by striking the earth with his
hoof.
Bought as: Affliction (Stunning, Area Effect +50%; Emanation
-20%; Takes Recharge: 15 seconds -20%)
Disadvantages
Arcane Addiction
-5 points
Addiction to the use of arcane magic or to the presence of arcane energy is a cheap, highly addictive, and legal Disadvantage. When purchased for individual characters, this addiction is psychological; for races (such as the Blood Elves) which possess this trait, the addiction can be physical at the GM's discretion.
Mages may choose to purchase some or all of their levels of Magery with the Pact limitation (p. 113). Taking advantage of this additional Magery is only possible during times when the character is indulging his Addiction; withdrawing from the addiction blocks his access.
Whispers of the Lich King
-15 points
Forsaken characters, and others haunted by the Lich King's mental domination - including, perhaps, living necromancers and members of the Cult of the Damned - suffer from a persisting mental influence, which they may choose to fight off.
This Disadvantage is mechanically equivalent to Phantom Voices (GURPS p. 148). However, through patience and discipline, the character may fight off his dark urges. The player chooses a "mitigating disadvantage" (for which he receives no extra points); examples of this would be a Vow, Sense of Duty, Compulsive Behavior or Disciplines of Faith. The character suffers the effect of Phantom Voices at the -5 point level if he chose a -10 point mitigating disadvantage, or at the -10 point level if his mitigator is only worth -5.
Characters who choose not to resist the voice of the Lich King, or who have no devotional focus to do so, suffer Phantom Voices at the full -15 point level. Characters who have a -15 point Disadvantage are so intently focused that they may ignore the Whispers entirely (although they now have an equally powerful compulsion in some other form).
Whispers of Dagun-15 points
As the Forsaken are haunted by the mental domination of the Lich King, so too are lamia haunted by the ten-thousand-year curse of Dagun. This disadvantage is modeled identically to Whispers of the Lich King, except for the identity of the former master that seeks to reclaim them.
Talents
Talents which improve a character's magical ability are not the same as having Magery or Power Investiture. For example, if a spell requires Magery 3 as a prerequisite, a druid character with Power Investiture 1 and Druidic Power 2 could not learn it. Likewise, having levels in magical Talents do not allow characters to spend more FP per round on a Missile spell than their Magery.
Arcane Power
10 points/level
This talent adds to a mage's skill level with spells which qualify as "arcane magic" (GM's decision is final, but at minimum, spells from the Fire, Water and Meta-Spells Colleges all qualify). In addition, it adds to Body Sense when recovering from a teleportation and to Innate Attacks made using Fire or Water spells and Throw Spell.
Druidic Power
10 points/level
This talent adds to a druid's skill level with spells which qualify as "druidic magic" (GM's decision is final, but at minimum, spells from the Animal, Plant, and elemental Colleges all qualify). In addition, it adds to a shapeshifted caster's IQ roll to retain his intelligence in animal form, and may benefit other rolls at the GM's discretion.
The Sacred Fire - Advantages and Disadvantages
New Advantages
Sand-Shifting
20, 30 or 40 points
This is the ability of certain Forsaken or other intelligent undead to shift their shape via an ancient magic. It may be learned in play by any intelligent undead character.
To acquire a new form into which they can shift, the Forsaken character must visit the alchemical vats of the Royal Apothecary Society or another group with sufficient expertise and resources to develop a homunculus of the character. Following this, the alchemists begin the process of grafting necromantically active flesh to the homunculus, changing its morphology as desired. Once this process is done, the character mystically merges with the homunculus and adds its new form to his library of forms. The character may retain a number of forms equal to his IQ, and may discard old forms at any time.
The magic contains three degrees of initiation. The first, taught to aspirants of the Sacred Fire, requires that the character dedicate himself anew to the Fire that burns within whenever he wishes to adopt a new form. At the second degree, the character has established habits of discipline and ritual which allow him to find his focus almost immediately. The third degree is reserved for those masters who have truly found their Fire; no further reminders are needed.
Bought as: Morph, with the following limitations: Flawed [-10%] (the new form is always distinct in some fashion, and cannot be used for impersonation) and Needs Sample [-50%] (the character must actually 'consume' a specially prepared template of his new form). The first level includes Preparation Required: 1 minute [-20%], while the second level includes Pact [-10%]. To expand his capabilities beyond his own racial template's point value, the Forsaken character may spend bonus points on this advantage.
Racial TemplatesA Forsaken character may adopt the form of his living self. This template includes Will +1, Unaging, Whispers of the Lich King, and either a 10-point Social Stigma (minority group) or a 10-point Secret (undead); the total value of this template is -5 points. A character becomes subject to the demands of the physical body, although losing consciousness from injury, suffocation or starvation will force him back into his native undead state.
A squid-like conversion, granting four tentacles instead of two arms and two legs, would include Amphibious [10], 2 Extra Arms (Extra-Flexible +50%, Foot Manipulators -30%, Short -50%) [14], 2 Extra Legs [5], Extra-Flexible for the character's existing arms [10], Nictitating Membrane 1 [1] and Pressure Support [5] for a total of 45 points.
A naga-like conversion would include Aquatic [-0], Nictitating Membrane 1 [1], Pressure Support [5], and Slippery 2 [4], for a total of 10 points. Replace Aquatic with Amphibious [10] to allow land-based movement as well.
Character Construction Notes
Converting d20 characters to GURPS characters
Roughly speaking, heroic characters are built on 100 points (as a
baseline) plus about 25 character points per experience level. Thus, a
1st-level character is about 125 points, a 5th-level character is 225,
and a 9th-level character is 325.
Well-known and experienced iconic
characters in the 18-20 level range would be 550-600 points, equivalent
in power to a capable modern superhero. Highly capable supernatural
beings, such as dragons, may range into thousands of points.
Building super-competent or super-tough characters
To build characters who are just "really good" at something, over
and above their basic stats, buy one or more appropriate Powers and
Talents. These will give dice bonuses to a wide range of advantages and
skills. This is the sort of quality possessed by many of the iconic
characters in the setting - Malfurion Stormrage, for example, has a
great deal of innate druidic power, represented by a "Power of Nature"
Power and several relevant advantages.
To build characters who are exceptionally tough, buy HP, High Pain Threshold, and Hard to Kill. You can also consider the Damage Reduction option from GURPS Powers, which divides incoming damage by some percentage amount.
To build characters who are especially formidable in combat, buy any of the above, plus one or more levels of Enhanced Defense and Innate Attack. This makes characters extremely hard to hit or hurt and lets them inflict more actual damage than their ST or weapons would indicate. This models heroes such as Tirion Fordring or Bolvar Fordragon, who are
capable of engaging multiple supernatural opponents and holding their
own.
Building magic-using characters
For an arcane caster, buy one or more levels of Magery. You can then either buy spells directly, or buy a Spellbook advantage.
Spellbook pricing: Allowing a mage to buy X spells at a time, with Y character points in each spell, costs X * (5 + 3Y) * 0.8 character points, rounding up. For example, 10 slots with 1 character point in each slot costs 64 points: 10 * (5+3) * 0.8.
For a priest, shaman or druid, buy Power Investiture. Then buy spells directly. Ignore spell prerequisites; other prerequisites (like minimum levels of DX) still apply.
Spellcasters of any type may optionally buy a Mana Pool, at 3 points per extra FP available to them for spellcasting.
Building cinematic warriors
GMs should strongly consider the Imbuement advantage (GURPS Power Ups I: Imbuements) as a way to simulate combat characters with special abilities. For example, a hunter's stings are easy to model using Imbuement and the Crippling, Drugged Weapon, Envenomed Weapon, etc. skills.
Wizards may also apply imbuements to their Missile spells at the GM's option.
Character Templates
Alliance Race - Draenei
Draenei
40 points
One month ago, a terrible explosion tore open the skies above northern Kalimdor. At that moment, the great ship Exodar plummeted from the heavens, and crashed upon the world of Azeroth. Having fled the ravaged world of Outland, the noble draenei used the dimension traveling Exodar to reach safe haven. Inspired by tales of the heroic alliance that stood against the might of the Burning Legion, the draenei have come to enlist aid in retaking their shattered homeland. Dedicated to preserving life and upholding the tenets of the Holy Light, the draenei hope to gather a new coalition of warriors to battle the Burning Legion and put a halt to its horrific Burning Crusade. Armed only with courage and their unshakeable faith in the Light, the draenei look forward to finding the alliance and ushering them towards the destiny that awaits beyond the skies of Azeroth.
Attribute Modifiers: ST +1 [10].
Secondary Characteristic Modifiers: Basic Move +1 [5].
Advantages: Charisma +1 [5]; Gift of the Naaru [24]; Magical Aptitude 0 [5]; Night Vision 1 [1].
Disadvantages: Code of Honor (follower of the Holy Light) [-10].
Features: Digitigrade posture, legs ending in hooves, tail.
Alliance Race - Dwarves
Dwarves
40 points
The
stoic dwarves of Ironforge are an ancient race of robust humanoids who
live beneath the snow-capped mountains of Khaz Modan. The Dwarves have
always been fast allies with the Humans, and they revel in the
prospects of battle and storytelling alike. In past ages, the Dwarves
rarely left the safety of their mountain fortresses. However, whenever
the call to battle sounded, they rose up to defend their friends and
allies with unmatched courage and valor. Due to a recent discovery that
uncovered fragments of their ancient origins, the Dwarves have
undergone a remarkable transformation. The discovery convinced the
Dwarves that the mighty Titans created them from stone when the world
was young. They feel that their destiny is now to search the world over
for more signs and proof of their enchanted heritage and to rediscover
the Titans’ hidden legacies. To this end, the Dwarves have sent out
their Prospectors to all ends of the world in the hopes of discovering
new insight into their shrouded past. These journeys led to Dwarven
excavation sites all over the known world, some of which serve as
outposts and some of which serve as potential hunting grounds for
enemies of the Dwarven race.
Attribute Modifiers: HT +1 [10].
Secondary Characteristic Modifiers: Basic Speed -1 [-5]; SM -1 [0].
Advantages: Dark Vision [25]; Resistant to Poison (+3 to HT) [5]; Stonecunning (+1 to Architecture,
Connoisseur, Geology, Jeweler, Prospecting, Search, Smith) [10].
Disadvantages: Odious Racial Habit (gruff and offputting demeanor, -1) [-5].
Alliance Race - Gnomes
Gnomes
40 points
The
eccentric, often-brilliant Gnomes are one of the most peculiar races of
the world. With their obsession for developing radical new technologies
and constructing marvels of mind-bending engineering, it’s a wonder
that any Gnomes have survived to proliferate.
Thriving
within the wondrous techno-city of Gnomeregan, the Gnomes shared the
resources of the forested Dun Morogh Peaks with their Dwarven cousins.
Though the dwarves of Ironforge also have a propensity for technology
and engineering - it is the gnomes who provide the critical, visionary
designs for most of the Dwarves’ weapons and steam vehicles.
The
Gnomes served the Alliance well during the Second War, but strangely,
they refused to send any personnel to aid their allies during the
Burning Legion’s recent invasion. Though their designs helped turn the
tide against the Legion, the Dwarves and Humans were shocked by the
Gnomes’ decision to withhold their courageous troops and pilots.
When
the war ended, the Alliance discovered the reason for the Gnomes’
sudden withdrawal. Apparently, an ancient, barbaric menace had risen
from the bowels of the earth and invaded Gnomeregan. Knowing that their
allies’ priority was defeating the Burning Legion, the Gnomes decided
to make their stand alone. Though they fought valiantly to save their
beloved city, Gnomeregan was irrevocably lost.
Nearly
half of the Gnomish race was wiped out during the fall of Gnomeregan.
The ragged Gnomes that survived fled to the safety of the Dwarves’
stronghold of Ironforge. Committed once again to the Alliance’s cause,
the Gnomes spend their time devising strategies and weapons that will
help them retake their ravaged city and build a brighter future for
their people.
Attribute Modifiers: ST -3 [-30]; IQ +1 [20].
Secondary Characteristic Modifiers: Basic Move -1 [-5]; Perception +1 [5]; SM -1 [0].
Advantages: Appearance (Attractive) [4]; Artificer +2 [20]; Hard to Kill 3 [6]; Lucky [15]; Night Vision 5 [5]; Pitiable [5].
Disadvantages: Curious [-5]
.
Alliance Race - Night Elves
Night Elves
40 points
The
reclusive Night Elves were the first race to awaken in the World of
Warcraft. These shadowy, immortal beings were the first to study magic
and let it loose throughout the world nearly ten thousand years before
Warcraft I. The Night Elves’ reckless use of magic drew the Burning
Legion into the world and led to a catastrophic war between the two
titanic races. The Night Elves barely managed to banish the Legion from
the world, but their wondrous homeland was shattered and drowned by the
sea. Until recently, the Night Elves closed themselves off from the
rest of the world and remained hidden atop their holy mountain of Hyjal
for many thousands of years. The Legion’s invasion brought the Night
Elves out of their long period of slumber. They now have renewed
interest in shaping the world, and for the first time are allying
themselves with other races to insure the continued survival of
Azeroth. As a race, Night Elves are typically honorable and just, but
they are very distrusting of the ‘lesser races’ of the world. They are
nocturnal by nature and their shadowy powers often elicit the same
distrust that they have for their mortal neighbors.
Attribute Modifiers: DX +1 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Perception +1 [5].
Advantages: Appearance (Attractive) [5]; Extended Lifespan 3 (maturity at 144,
aging at 400, 560 and 720) [6]; Magery 0 [5]; Night Vision 5 [5];
Temperature Tolerance 2 [2].
Disadvantages: Intolerance (Arcane magic users and despoilers of the forest) [-5]; Xenophobia (15-) [-8].
Class Template - Druid
Druid
57 points
Druids
are the keepers of the world and masters of nature with a diverse array
of abilities. They are powerful healers, capable of curing poisons and
raising fallen comrades in the thick of battle. Druids also command
nature’s wrath, calling down ranged blasts of energy, summoning swarms
of insects, or entangling their foes in the earth. But druids are also
masters of the wild, able to shapeshift into a great bear, cat, or even
sea lion, gaining their powers in combat or travel. Druids are a
diverse class with a variety of playstyles, capable of filling any
role.
Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 10 [0]
Advantages: Power Investiture 1 [10]
Disadvantages: Sense of Duty (nature) [-15]
Primary Skills: Naturalist at IQ [4]; Physician/TL at IQ [4]; Survival (any one) at IQ [2]; Theology (nature worship) at IQ [4]
Secondary Skills: Herb Lore at IQ-1 [4]; Stealth at DX [2]; Survival (any alternate) at IQ [2]
To represent a druid's shapeshifting, buy one or more Shapeshifting spells. Inexperienced druids cannot sustain a form for extended periods of time, but the Druidic Power talent both adds to the caster's effective skill with such spells (thus reducing their casting cost) and adds to the IQ roll to resist losing one's mind to the animal form (thus allowing them to remain shapeshifted for longer).
Class Template - Shaman
Shaman
75 points
Shaman
are the spiritual leaders of their tribes and clans. They are masters
of the elements, using spells and totems that heal or enhance their
allies in battle while unleashing the fury of the elements upon their
foes. Shaman can wear medium armor, and even wield massive two-handed
weapons in combat. They are a versatile class that can wade into
battle, restoring their allies while hurling elemental bolts of
lightning at their enemies.
Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0]
Advantages: Medium [10]; Power Investiture 1 [10]
Disadvantages: Sense of Duty (the community and the ancestors) [-10]
Primary Skills: Axe/Mace at DX [2]; Diplomacy at IQ [4];
Leadership at IQ [2]; Naturalist at IQ [4]; Survival (any one) at IQ
[2]; Theology (ancestor worship) at IQ [4]
Secondary Skills: Herb Lore at IQ-1 [4]; Survival (any alternate) at IQ [2]
Background Skills: Area Knowledge (home) at IQ [1]
Dragons
Dragons
250 points
Description here.
Attribute Modifiers: ST +15 (Size, -20%) [120].
Secondary Characteristic Modifiers: HP +6 [12]; Per +2 [10]; SM +2.
Advantages: Alternate Form (humanoid) [15]; Claws (Talons) [8]; DR 6 (Can't Wear
Armor, -40%) [18]; Dragon Breath (Innate Attack, 4d) [20]; Enhanced
Move 1/2 (Air) [10]; Extra Legs (4 legs) [5]; Flight (Winged, -25%)
[30]; Magery 0 [5]; Striker (Tail; Crushing) [5]; Teeth (Fangs) [2];
Unaging [15].
Disadvantages: Bad Grip 3 [-15]; Horizontal [-10].
Dragons may purchase Extra Attack to make use of their tail, limbs and breath weapons at the same time.
A dragon's Alternate Form will include Magery and Unaging as well as
the normal traits of its chosen racial template. Choose one of the
Alliance or Horde racial templates.
Powering Up:
-
SM can go to +4, and ST can go to +20.
- Claws can become Long Talons [11].
-
Innate Attack may become more capable.
- Add more Enhanced Move.
- Add Extra Attacks and Hard to Kill.
Horde Race - Blood Elves
Blood Elves
40 points
For
nearly seven thousand years, the high elves cultivated a shining
magical kingdom deep within the forests of northern Lordaeron. But five
years ago, the undead Scourge invaded Quel’Thalas and drove the elves
to the brink of extinction. Led by the evil death knight Arthas, the
Scourge destroyed the mystical Sunwell, thereby severing the elves from
the source of their arcane power. Though the scars of that conflict are
evident, the remaining elves have banded together and retaken much of
their homeland. Calling themselves “blood elves”, these grim survivors
are committed to regaining the vast powers they once commanded.
Inspired by the leadership of their beloved prince, Kael’thas
Sunstrider, the blood elves now seek out new sources of arcane magic
and the means of defending their land against the undying horrors of
the Scourge.
Attribute Modifiers: IQ +1 [20].
Secondary Characteristic Modifiers: HP -1 [-2]; Will +1 [5].
Advantages: Magical Aptitude 1 [15]; Night Vision 5 [5].
Disadvantages: Arcane Addiction [-5].
Features: +1 to Thaumatology [2].
Horde Race - Forsaken
Forsaken
40 points
Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron’s former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas’ royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.
Forsaken, unsurprisingly, look like dead people. Their skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with dim, white ghostlight. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile (unless their lips have rotted away — in which case they can appear to be smiling all the time). Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal.
Secondary Characteristic Modifiers: Will +1 [5].
Advantages: Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, Unliving) [25]; Night Vision 5 [5]; Unaging (Physical Decay -10%) [10].
Disadvantages: Appearance (Monstrous, Universal) [-25]; Bad Smell [-10]; Disturbing Voice [-10]; No Sense of Taste/Smell [-5]; Social Stigma (Walking Dead) [-20]; Whispers of the Lich King [-15].
Features: Affected by spells which affect the undead.
Individual Forsaken may have disadvantages such as Mute, One Eye, One Hand, and so forth, representing injuries received prior to their death. Others might have mutations brought about by the Plague itself or added via necromancy.
Example: your body was refined further into a weapon for the Scourge. Add Sharp Claws [5] and Damage Resistance 1 [5].
Notes on the Physical Decay limitation on Unaging: Forsaken make aging rolls every year, starting immediately after their resurrection as undead. However, they only fail these on a 17 or 18, and only ST, DX and HT can be lost. Forsaken characters cannot die from old age as such, but they can rot away (possibly gaining the Astral Entity meta-trait to become ghosts).
Horde Race - Orcs
Orcs
40 points
The
savage, green-skinned Orcs are one of the most prolific races of
Azeroth. They are commonly believed to be brutal and mindless,
possessing no humanity or empathy for other races. Born on the hellish
world of Draenor, the Orcs were brought into the kingdom of Stormwind
through the dimensional gateway known as the Dark Portal and forced to
wage war on the Humans. Although few are aware of their history, the
Orcs once cultivated a noble, Shamanistic society on the world of
Draenor. Tragically, the proud Orc clans were corrupted by the Burning
Legion and used as pawns in the Legion’s invasion of Azeroth. The Orcs
managed to rebel, however, and they were ultimately able to help turn
the tide against their demon masters. Led by the young Warchief,
Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs
stand ready to fight not for the sake of conquest, but for their right
to survive in their adopted world.
Attribute Modifiers: ST +2 [20]; HT +1 [10].
Secondary Characteristic Modifiers: Basic Move +1 [5]; HP +3 [6].
Advantages: High Pain Threshold [10]; Night Vision 5 [5].
Disadvantages: Berzerk (Battle Rage +50%; 15-) [-8] Code of Honor (Orcish tribal tradition) [-10].
Racial Skills: +1 to Animal Handling [2].
Lenses:Fel Orc [-10 points]: Replace Code of Honor with Bad Temper [-10] and Bloodlust [-10].
Horde Race - Tauren
Tauren
40 points
The
Tauren are huge, bestial creatures who live in the grassy, open barrens
of central Kalimdor. They live to serve nature and maintain the balance
between the wild things of the land and the restless spirit of the
elements. Despite their enormous size and brute strength, the
remarkably peaceful Tauren cultivate a quiet, tribal society. However,
when roused by conflict, Tauren are implacable enemies who will use
every ounce of their strength to smash their enemies under hoof. Under
the leadership of their ancient chief, Cairne Bloodhoof, the Tauren
allied themselves with the Orcs during the invasion of the Burning
Legion. The two races have remained steadfast allies ever since. Like
the Orcs, the Tauren struggle to retain their sense of tradition and
noble identity.
Attribute Modifiers: ST +4 (Size -10%) [36].
Secondary Characteristic Modifiers: HP +1 [2]; SM +1 [0].
Advantages: Animal Friend 1 [5]; Fur [1]; Horns (piercing striker, Cannot Parry
-40%, Limited Arc -40%) [1]; Spirit Empathy (Only ancestral or natural
spirits -50%) [5].
Disadvantages: Intolerance (Arcane casters and despoilers of nature) [-5]; Social Stigma (treated as barbarians or animals) [-5]
.
Horde Race - Trolls
Trolls
40 points
The
vicious Jungle Trolls, who populate the numerous islands of the South
Seas, are renowned for their cruelty and dark mysticism. Barbarous and
superstitious, the wily Trolls carry a seething hatred for all other
races.
One tribe, however, was forced to overcome its
prejudices when it encountered the Orc Warchief, Thrall, and his mighty
Horde. The Trolls of the Darkspear tribe, long since exiled from their
ancestral lands in Stranglethorn Vale, were nearly destroyed by a band
of aquatic Murlocs, but Thrall and the Horde managed to save them. In
return the grateful Trolls swore an oath of eternal allegiance to the
Horde.
Led by the cunning Shadow Hunter, Vol’jin, the
Darkspear Trolls now make their home in Durotar along with their Orcish
allies. Their village, named after their fallen tribal elder, Sen’jin,
lies along the eastern coast of the harsh, rocky land. The Darkspear
tribe also occupies tracts within the nearby jungles of the Echo Isles.
As
part of the Horde, the Trolls have extended their loyalty to the mighty
Tauren, but they have little trust for the manipulative Forsaken, whom
they believe will visit only misery and strife upon their allies.
Attribute Modifiers: DX +1 [20]; IQ -1 [-20]; HT +2 [20]
Advantages: Flexibility [5]; Perfect Balance [15]; Very Rapid Healing [15].
Disadvantages: Bloodlust [-10]; Callous [-5]
Monster Race - Murlocs
Murlocs
0 points
Description here.
Attribute Modifiers: IQ -1 [-20].
Secondary Characteristic Modifiers: Move +1 [5].
Advantages: Amphibious [10]; Doesn't Breathe (Gills -50%) [10]; Nictitating
Membrane 1 [1]; Night Vision 7 [7]; Slippery 3 [6]; Sharp Teeth [1].
Disadvantages: Social Stigma (Subjugated) [-20].
Monster Race - Naga
Naga
20 points
The naga are former Highborne night elves who mutated into vengeful humanoid sea serpents. While many remain on Azeroth to attempt to reclaim the surface world, a large group followed the power-mad betrayer, Illidan Stormrage, into Outland and proceeded to claim the watery areas of the shattered land.
Advantages: Basic Move (ground) +2 [10]; Doesn't Breathe (Gills -50%) [10]; Nictitating Membrane 1 [1]; Night Vision 7 [7]; Pressure Support [5]; Slippery 1 [2].
Disadvantages: Fanaticism [-15].
Features: No Legs (Semi-Aquatic) [0]; Tail.
Lenses:Pick a gender-based lens.
Male [+35 points]: add ST +3 [30] and Damage Reduction 1 [5].
Female [+35 points]: add IQ +1 [20] and Magical Aptitude 1 [15].
Pick an optional lens.
Lamia [0 points]: Replace Fanaticism with Whispers of Dagun [-15]; replace Doesn't Breathe (Gills) with Doesn't Breathe (Oxygen Storage 25x); replace Basic Move (ground) +2 and No Legs (Semi-Aquatic) with Basic Move (water) +2 and No Legs (Slithering).
Optional AdvantagesIn the course of their exposure to the chaotic energies of the Maelstrom, many naga have developed a variety of physical and mystical mutations, meaning that a wide variety of exotic or supernatural Advantages are available to naga characters. Here are some examples of common mutations:
- DR 4 [20] representing tough scales. This mutation is common in male naga (stacking with their template's DR 1) and less common in females.
- Two Extra Arms [20]. Extra arms are quite common among females, much less so in males.
- Sharp Claws [5], Short Spines [1], Long Spines [3], or Sharp Teeth [1].
- Poison, bought as Toxic Attack or Affliction. Example: Toxic Attack 2d6 (Cyclic, 1 second, 2 cycles, resistible 100%, Follow-Up: Claws 0%, Resistible HT -40%) [16].
- Racially Innate Spells (B453). Whether a specific spell is available as an innate naga spell is subject to GM approval.
- Naga may buy points of Magical Aptitude with the limitation "racially innate spells only, -40%); this will apply only to the innate spells that they actually have.
- Example: Ice Dagger (H) at IQ+1 [4], Skill: Innate Attack (projectile) (E) at DX+2 [4].
As always, the GM is the final arbiter on which mutations are allowed.
Neutral Race - Goblins
Goblins
35 points
Description here.
Attribute Modifiers: ST -2 [-20]; DX +1 [20]; HT +1 [10]
Secondary Characteristic Modifiers: Basic Move -1 [-5]; HP +5 [10]; SM -1 [0]
Advantages:
Artificer +2 [20]; Hard to Kill 5 [10]; High Technology: TL5 [5]; Night Vision 5 [5].
Disadvantages: Curious (12-) [-5]; Greed (12-) [-15].
Undead Templates
Gargoyle
40 points
The dreaded gargoyles of Northrend are voracious flying creatures who revel in slaughter and mayhem. Brought from the frozen north by the armies of the Lich King, these strange, wiry flyers have rough, crystalline hides which protect them from all manner of attacks. In times of great peril, gargoyles can land and condense their hides into a stone-like surface. Though they are unable to attack in this state, they can take time to regenerate their wounds and replenish their energies.
As Forsaken, plus:
Attribute Modifiers: ST -3 [-30]
Secondary Characteristic Modifiers: HP +2 [4]
Advantages: Sharp Claws [5]; Damage Resistance 2 (Tough Skin -40%) [6]; Flight (Winged -25%) [30]; No Disturbing Voice [10]
Disadvantages: Mute [-25]
Geist
??? points
Geists are hideous crawling, gangrel creatures of the Scourge. Agile and quick despite their crawling gait, they are one of the lower-ranking forms of undead. Aside from use in combat, geists see a lot of service as manual labor. Despite their gagged, hooded faces (dominated by only one eye) and muffled, harsh cackling, geists are capable of coherent speech.
Attribute Modifiers: x
Secondary Characteristic Modifiers: x
Advantages: x
Disadvantages: x
Nerubian
??? points
x
Attribute Modifiers: x
Secondary Characteristic Modifiers: x
Advantages: x
Disadvantages: x
Swarm Shape
35 points
This is a swarm of tomb-dust animated by magic.
Attribute Modifiers: ST -9 [-90].
Secondary Characteristic Modifiers: SM +1; HP +9 [18].
Advantages: Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Flight [40]; Immunity (Metabolic Hazards) [30]; Injury Tolerance (Diffuse) [100]; Innate Attack: 1d corrosion (Aura +80%, Always On -20%, Melee Attack -30%) [7]; Obscure Sight 5 (Defensive +50%; Always On -50%) [10].
Disadvantages: Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; No Legs (Aerial) [0]; Social Stigma (Monster) [-15].
Magic
Assisted Spellcasting
This is a summary of the relevant rules from GURPS Thaumatology, regarding spirit-assisted spellcasting.
Acquiring Power
-
Wizard must summon or find, and negotiate with, a potential candidate. Powerful spirits, elemental lords, the dragonflights, demons of the Burning Legion, etc. are all candidates for such agreements.
-
Each successful pact cost 1 character point (a Perk).
-
Look at the options on p. 91 for what else specific patrons might do.
-
Wizards can have contracts with multiple patrons.
Using Power
-
Casting time is the longer of 2 seconds, or the spell's normal casting time.
-
Mandatory and significant modifiers work at half bonus, or full penalty.
-
Reduce spell energy cost by 3x Occultism or 3x Thaumatology, whichever is better. Particular patrons may disapprove of certain spells or certain uses of those spells.
-
Failed casting rolls consult table on p. 260
-
At the end of any day where a caster used this benefit, roll Will+Magery. Apply a penalty equal to the total energy borrowed since the last test of this type. Failure gives one level of spiritual distortion per 10 points by which he failed.
Spiritual Distortion
-
This is a skill penalty on any spell cast without such assistance.
-
At 10 levels, the caster undergoes significant changes.
-
Removing the penalty: (20-Will) days per level, abstaining from all magical activity.
College Correspondences
The following table summarizes the mapping between GURPS Magic Colleges and schools of magic from World of Warcraft. A "yes" in a column means that some or all of the spells in the College are favored by practitioners of the given school.
Totals: Arcane [4]; Holy [3]; Fire [1]; Frost [1]; Nature [6]; Shadow [3]
College
|
Arcane
|
Holy
|
Fire
|
Frost
|
Nature
|
Shadow
|
Air
|
|
|
|
|
Yes
|
|
Animal
|
|
|
|
|
Yes
|
|
Body Control
|
|
|
|
|
|
|
Communication and Empathy
|
|
|
|
|
|
|
Earth
|
|
|
|
|
Yes
|
|
Enchantment
|
Yes
|
|
|
|
|
|
Fire
|
|
|
Yes
|
|
|
|
Food
|
|
|
|
|
|
|
Gate
|
Yes
|
|
|
|
|
|
Healing
|
|
Yes
|
|
|
Yes
|
|
Illusion and Creation
|
|
|
|
|
|
|
Knowledge
|
|
|
|
|
|
|
Light and Darkness
|
|
Yes
|
|
|
|
Yes
|
Making and Breaking
|
|
|
|
|
|
|
Meta-Spells
|
Yes
|
|
|
|
|
|
Mind Control
|
|
|
|
|
|
Yes
|
Movement
|
Yes
|
|
|
|
|
|
Necromantic
|
|
|
|
|
|
Yes
|
Plant
|
|
|
|
|
Yes
|
|
Protection and Warning
|
|
Yes
|
|
|
|
|
Sound
|
|
|
|
|
|
|
Technological
|
|
|
|
|
|
|
Water
|
|
|
|
Yes
|
|
|
Weather
|
|
|
|
|
Yes
|
|
Enchanting Rules
Ceremonial Enchantment: Material-Assisted
This is a variation on the Quick and Dirty variation of ceremonial enchantment. The caster does not supply any energy of his own, nor does he have assistants. However, he must have enough enchanting materials to fully cover the energy cost, and using the materials consumes them and all their energy (even if the ritual requires less energy than the ingredient holds).
The ritual takes one hour to complete per piece of enchanting material used, rather than per energy point. This means that enchanters are usually limited to a dozen or so distinct material components.
Example: a single enchanter uses a large prismatic shard to enchant a spell on his weapon. The enchantment costs 3000 energy, which is supplied by the shard, and the mage spends 1 hour performing a Material-Assisted enchantment ceremony. At the end of that time, the shard is gone and his weapon is enchanted.
The materials may be constructed using the Imbue Essence spell or regathered via Remove Enchantment. However, many naturally-occurring materials, such as rare earths, arcane-infused wood, or special gems, may also contain latent magical energy suitable for use by enchanters.
Innately Powerful Materials
Many materials in the world have some some sort of natural magical potential. When properly worked, items made from these materials gain an automatic enchantment in addition to their normal qualities.
AdamantineAdamantine is an ultra-hard metal that adds to the quality of a
weapon or suit of armor. Weapons fashioned from adamantine have a
natural ability to bypass hardness when sundering weapons or attacking
objects. Only weapons, armor, and shields normally made of metal can be
fashioned from adamantine; an arrow (the arrowhead) can be made of
adamantine, but a quarterstaff cannot.
Innate Enchantment: Adamantine weapons have Penetrating Weapon (2) automatically. Further enchantment may improve this. Armor crafted from adamantine has one level of Hardening applied to its Damage Resistance: reduce armor piercing effects against it by one step.
Adamantine costs $1000 extra per pound of weight.
ArcaniteThis grayish metal looks dull even when tempered, but it holds a keener
edge than any other metal on Azeroth. Arcanite is extremely flexible
and can be worked into a springy armor that turns aside the mightiest
blows. Only weapons, armor, and shields normally made of metal can be
fashioned from arcanite; a warblade can be made of arcanite, but a
tauren totem cannot.
Innate Enchantment: Arcanite weapons have Puissance +1. Arcanite armor has Deflect +1. Further enchantment may improve this.
Dark IronFound only in the deepest cores of the greatest mountains, dark iron is
inherently volcanic in origin. It can be forged only in the hottest of
environments, and only when such places are uncorrupted by magic. The
deep-dwelling dwarves of Blackrock Mountain employ a forge constructed
directly into a river of molten lava, the only place they could find
that could generate the required amount of consistent heat. There are
also rumors that a similar forge exists in the heart of the Elemental
Plane, where dark iron is much more common. A journey to this site
would not be for the faint of heart.
Dark iron is inherently sensitive
to magic. If corrupted by incorrectly cast spells, it fractures into
useless powder. Magical enhancements can be added to dark iron arms and
armor only as the newly forged item cools to just the right temperature
and consistency. Once the item is complete, no further enhancements or
enchantments can be added. Such attempts simply fail, wasting any
ingredients used in the attempt. For obvious reasons, magic dark iron
items must be created at the time they are forged. Items made of dark
iron are a shadowy gray color. They appear more like charcoal than
metal, and if struck give a flat, dull tone instead of a metallic
clang. Although they have a fragile appearance, dark iron items are
exceptionally tough and resilient in battle.
Innate Enchantment: Dark iron weapons have Flaming Weapon or Flaming Missile automatically. Armor
crafted from Dark Iron has Fortify +1 automatically.
DragonhideTODO
ElementiumElementium is an extremely rare metal, found only in some of the most remote regions of Azeroth. It is believed by archaeologists to have been formed during the prehistoric reign of the Old Gods, in places where there were high concentrations of elemental creatures. In fact, elementium isn’t native to Azeroth, and is found only near high concentrations of elemental creatures because they bring it from the Elemental Plane where it is actually quite common. The unique properties of elementium allow it to absorb and channel elemental forces. Skilled smiths temper elementium in blistering forges, adding to the quality of the item.
Lightforge IronArmor constructed from lightforge iron is especially good at combating the forces of evil.
Innate Enchantment: Items made from Lightforge iron contributes 250 energy toward spells of the Enchantment college, or any enchantment or spell usable by "good" or "holy" characters. In addition, there is no energy cost to add the Bane enchantment to this item, if the Bane is targeted against creatures of evil or death.
MageweaveTODO
MithrilItems made wholly or mostly of mithril weigh half as much as an equivalent item made of steel. In addition, weapons of "average" or better quality are treated as one quality level higher.
Innate Energy: Items made of Mithril contribute 250 energy toward any spell of the Enchantment College being placed on the item (such as basic Armor or Weapon enchantments, but not Fiery Weapon or similar specialized magic).
Mithril costs an extra $500 per pound.
RuneclothTODO
ThoriumThis rare metal combines the weight of lead with the strength of steel. Orcs prize it for weapons because the extra weight allows a skilled user to strike with more force. Thorium armor is amazingly heavy and strong — only adamantite pierces it with any degree of reliability. Thorium is heavier than most metals. An item made from thorium weighs twice as much as the same item made from other metals.
Iconic Spells
Certain spells are an integral part of the Warcraft universe, either because they have appeared in canonical material or because their existence embodies the Warcraft setting.
Arcane Missile
Currently Arcane Missile is priced as an advantage rather than a spell as such.
Earth Shock
There are two ways to represent this spell's effect. A modified version of Fumble (Magic p. XX) from the Body Control college would work, as would a new custom Blocking spell in the Earth College. Alternately Earth Shock could be seen as a low-powered Missile spell that was held and cast quickly.
In terms of game balance, a Blocking spell is advantageous because it cannot be used from long range, it has an energy cost (which high skill does not reduce), and it generally offers a defense of some kind to the caster. Spells lost by being interrupted don't cost the target caster more resources than they did the Earth Shock caster - the mage who used Earth Shock paid the most significant price, and in return got a significant outcome: the interruption of a hostile spell.
Ice Barrier
A variant of the Armor spell can supply Ablative Damage Resistance, giving DR 5 per 2 energy spent on the spell (to a maximum of DR 25). This would be considered both a Protection and Warning spell and a Water spell.
Polymorph
The Shapeshift Others spell allows the transformation of an opponent into an animal form.
Power Word: Shield
This variant on Armor would be purchased like Ice Barrier, but would not be a Water spell and could be used on other people.
Ley Lines and Nodes
Ley Lines
Ley lines are channels of magical energy which crisscross the world. They can be thought of as underground rivers or streams, invisible and undetectable to mundane eyes. They can be buried deep within the earth or close to the surface.
Ley lines are rated for their total Fatigue per second. This is the amount of magical power that a wizard can draw out of the line at maximum efficiency. Not all wizards are skilled enough to master a powerful ley line, and multiple wizards attempting to tap a ley line might exceed its total capacity.
Ley lines are detectable by mages with an IQ+Magery roll, similar to detecting a change in mana level.
Nodes
Nodes are confluences of ley lines, like river deltas of power. Tapping the energy of a node gives you access to the combined Fatigue per second of all the ley lines which contributed to that node. For this reason, such sites are extremely valuable to wizards - several weak ley lines can still form a powerful pool of magic.
Wizards' Towers
Powerful wizards are capable of shaping the direction of a ley line. With a solid enough structure, wizards may direct ley line energy from underground and hold it upright. This is often the only way to access a deeply-buried ley line.
Wizards commonly build towers or other tall, cylindrical structures whose primary purpose is to trap and divert ley line energy to the top of the tower - where the wizard and his associates work. Horizontal ring structures, such as those used by Malygos' forces during the Nexus War, may also divert a ley line above ground. Mages may use warding spells of different kinds to secure the ley line's energy for their own use.
Example towers with an emphasis on magic include Karazhan; the Wizard's Sanctum in southwest Stormwind; the Tower of Azora in Elwynn Forest and the tower of Ilgalar in the Redridge Mountains; the tower of Althalaxx in Darkshore; the tower of Arathor in Stromgarde; the Azshara Tower; and the tower of Althalaxx.
Finding a Ley Line
Wizard PCs will often be interested in finding ley lines. To establish the chances of a nearby ley line, roll 3d6.
11 or higher - there are no ley lines within a few miles.
10 or less - a weak ley line is within a mile of the character; roll 1d6 for its Fatigue/second capacity.
7 or less - a strong ley line is nearby. Roll 2d6 for its Fatigue/second capacity.
4 or less - a powerful ley line is near! Roll 3d6 for its Fatigue/second capacity.
Magic Rules
Spell Visibility
The incantations and gestures of a spell, combined with the visual and auditory side effects of a spell, make it possible to identify a casting with a Thaumatology roll. Apply any relevant Perception modifiers (such as darkness.) Success is automatic if the observer actually knows the spell in question.
Casting Modifier: Encumbrance
Arcane casters (those with Magery instead of Power Investiture) suffer a -2 penalty to their spellcasting per encumbrance level. Others (those who use Power Investiture) do not suffer this penalty.
Market Value of Spells
The market value of learning a spell is $25 times the spell's prerequisite count. This is for a character with Power Investiture, or a mage with Spellbook, to acquire knowledge of the spell.
Rune-carving and Devotional Enchantment
Tauren and other cultures practice symbolic magic in the form of rune-carving. Tauren totems are the most frequently encountered form of devotional enchantment (GURPS Magic p. 71), but many other examples exist.
Symbol Magic
Symbol magic in the form of rune-carving is available to spellcasters of all types. The symbol language used in symbol magic (GURPS Magic p. 205) is called Azerothic.
Magical Advantages
These are specialized abilities which skilled mages might possess. They enhance or replace certain aspects of conventional spellcasting.
Arcane Focus
3, 6 or 12 points
The sorcerer may invoke Arcane Focus to make his spells and attacks more likely to succeed, at some cost of magical energy. When using an offensive spell, the caster may use the best of three rolls for either the spellcasting check or an Innate Attack check. He may do so once per hour, per 30 minutes, or per 10 minutes, depending on the level at which this advantage was taken.
Bought as: Luck (Active -40%; Aspected: magical attacks -20%; Game Time +0%; Costs Fatigue 2 -10%; Arcane Power -10%) [3], Extraordinary Luck (same) [6] or Ridiculous Luck [12].
Clearcasting
20 points
The spellcaster may occasionally enter a state where his spells' energy cost is immediately refunded to him. This does not allow him to cast a spell more expensive than he can normally sustain.
Bought as: Mana Enhancer 2 (Trigger: any spellcasting, -10%; Costs Fatigue 1, -5%; Maximum Duration: 1 minute, -65%) [20]
Evocation
20/25/30/38 points
Through concentration, an experienced spellcaster may temporarily overcharge his body with arcane energy, stimulating an outpouring of magic power and recharging his reserves. This ability can be used for up to a minute, but may not be used again until five minutes have passed.
Bought as: Regeneration, 1 point/turn (FP Only +0%; Arcane Power -10%; Maximum Duration: 1 minute -65%; Requires Concentration -15%) [20]. To function while evocating, remove Requires Concentration [25]. Increase to 10 FP/turn [30 or 38].
Honored/Revered/Exalted Secrets of the Kirin Tor
9/18/36 pointsThis is the Imbue advantage from
GURPS Power-Ups I: Imbuements, with the Magical (-10%) Power limitation. Mages may empower their Missile spells and Jet spells. Magery adds to all skill rolls.
Magic Absorption
26 points
This is the mystical ability of an arcane spellcaster to resist magical damage and take the energy from it to replenish his own stores of power. The first 3 points of magical damage inflicted instead restore 1 FP to the mage.
Bought as: Damage Resistance 3 (Absorption: healing +80%; Force Field +20%; Limited: magic -20%; Magical -10%) [26]
Ceremonial Mana Pool
3 points per 2 FP
This is a reservoir of arcane energy which the mage can call upon to cast large, expensive spells.
Bought as: Energy Reserve (Preparation Required: 1 hour, -50%)
Missile Barrage
5 points
An arcane spellcaster with an Innate Attack spell of some kind may fire it immediately after using a Missile spell. Rather than using a separate Unreliable roll, the caster should use his most recent attack roll for the check.
Bought as: Extra Attack (Accessibility: only to make a magical attack, -20%; Trigger: only after casting a Missile spell, -20%; Unreliable: 8-, -40%) [5]
Magical Theory
Principles of arcane magic:
- Magical power concentrates itself to a greater or lesser degree in people, places or things.
- Magical power is transferable.
Concentrated Power
An example of concentrated power is the Well of Eternity ("The glowing, swirling pool known as the First Well of Eternity (usually just called the Well of Eternity) was once a lake containing immense arcane energy." -
Well of Eternity). Even a physically small vessel is able to contain great amounts of magical power ("However, Illidan had filled seven magical vials with water from the Well of Eternity, and he poured three of the magical vials of water into the lake at the top of Mount Hyjal, creating a new Well." - Well of Eternity).
Power of sufficient concentration is able to physically warp nearby creatures ("All that is known for certain is that a tribe of nocturnal humanoids came to live on the shores of the first Well of Eternity, and the Well's cosmic energies changed them into the night elves we know today." - Well of Eternity). The naga were affected as well ("Since then they have further been twisted by the residual cascading energies of the Well of Eternity. They took on new shapes, new powers and became the hateful, serpentine naga." -
Naga).
Transferable Power
An example of
transferable power is the Guardian of Tirisfal. Magical power is imbued by a select group of spellcasters ("Each Guardian of Tirisfal is empowered through a long ritual by a council of seven archmages" -
Guardian of Tirisfal). This represents a transference rather than granting a power where none previously existed ("Each archmage participating in the empowering ritual loses part of their power."). This may also be done by individuals possessing great power ("she imbued her new son
Medivh with the powers of a Guardian").
Individuals may possess a high amount of magical power ("She also notes that like Medivh, Med'an is a "beacon of power"." -
Med'an).
Managing such power can be difficult ("When that time came however, the power of Tirisfal was too much for him
to properly channel and the resulting backlash of magical energy
pouring from the child killed his father Nielas and reduced Medivh to a
comatose body." -
Aegwynn).
Magic may result in permanent advantages such as Unaging, which may be then undone in exchange for considerable temporary energy ("Medivh had stripped her of all remaining magic, but neglected to drain
her anti-aging spells. Unraveling the spells, Aegwynn used them to
teleport herself as far away as she possibly could..." - Aegywnn). Lost magical power may be reaccumulated ("she would save up her magic, piece by piece until she could bring back
The Last Guardian. It took her 21 years, and again nearly cost her her
life." - Aegywnn).
Sacrifice of life also has power, and this power is also transferable ("she sacrifices herself to give her grandchild the extra power needed to defeat the evil Ogre" - Aegwynn).
New Alchemical Creations
Arcane Plague
This is a highly infectious magical plague, spread by ingesting corrupted substances such as grains or water. It can combine the effects of a mundane disease with an alchemical concoction such as a potion, or can have more potent and permanent transformative effects.
As the Plague of Undeath, Arcane Plague caused people to sicken and die. Upon their death, the magical component became operative, reanimating their corpses as undead under the control of the Lich King.
TODO: cost and time to create
New Spells - Enchantment College
Craft Totem
Enchantment
This spell creates a new totem, a spiritual aid used by tauren shaman. Totems are most frequently created via Devotional Enchantment (GURPS Magic p. 71.) Tauren shaman normally use prayers, meditations, vision quests and challenging spiritual achievements to create their totems. Totems are normally hand-carved from wood and have a distinctive appearance.
Totems must be dedicated to one of the four elements: Air, Earth, Fire or Water. TODO: College alignments.
Totems accumulate ley line energy from the earth, and so must be planted in the ground to be effective. Placing a totem in soil takes a single Ready action. Once placed, the totem becomes an effective aid to a shaman's spellcasting: he may choose to cast spells through the totem rather than from himself. He may only cast spells in this fashion if the totem's College list includes the spell's College.
Casting spells through the totem provides two benefits. First, the totem itself contributes at least one point of energy to the spell, reducing the cost to cast or maintain - possibly more, if the totem has been planted on an active ley line. Second, the shaman calculates range to his subject from the totem - not from himself.
Even a totem that has not been planted in the ground still functions as though it were a Staff in all respects.
Totems may have other enchantments on them. Spells which were enchanted onto the totem may be cast from that totem as normal.
Energy cost to cast: 250
Prerequisites: Enchant, Staff, Tap Ley Line.
Imbue Essence
Enchantment
This spell creates a new crystalline shard, magical essence, dust, or other such material and imbues it with potential magical energy. The materials may then later be used in a Material-Assisted enchanting ceremony.
Example: A circle of 20 enchanters gather and begin a Slow and Sure enchanting ceremony to create a large prismatic shard (with an energy capacity 3000). It requires 3000 mage-days, or 150 days of work for the circle, before the shard is fully completed.
Energy cost to cast: 1 point per point to be invested into the material.
Prerequisite: Enchant.
Remove Enchantment
Enchantment
In addition to its normal function, this spell now yields materials similar to those created by Imbue Essence. The total yield (in energy) is 60% of the cost to place the enchantment originally.
Magical Penetration
Enchantment
Ranged weapons with this enchantment have a chance to penetrate even magical defenses. When the weapon is used against targets protected by Missile Shield, Reverse Missiles, or similar spells, the attacker rolls a Quick Contest of the enchantment's Power (the skill at which Magical Penetration was cast) against the skill with which the missile protection spell was cast. More expensive versions of this enchantment may add a bonus to the attacker's roll.
Energy cost to cast: 1000 for the base spell. Multiply by 5 for each additional +1 added to the penetration roll.
Prerequisites: Enchant, Accuracy, Find Weakness.
New Spells - Meta-Spells College
Seek Ley Line
Information
Identifies
the direction and approximate distance of the nearest ley line. Use
the long-distance modifiers (Magic p. 14). Any specific ley lines may
be excluded if the caster specifically mentions them before beginning.
Cost: 3.
Time to cast: 10 seconds.
Shape Ley Line
Regular
Allows
the caster to shift a ley line's position. The subject of this spell
is the ley line; assess distance penalties like any other Regular
spell. The ley line can be moved about at a Move of 1 per second; only
one segment of it will move, and the rest of the line will shift to
accommodate this. To move an entire stretch of a given ley line
requires repeated castings.
Powerful ley lines are difficult to
move; assess a penalty to the caster equal to the ley line's maximum
Fatigue per second. If the ley line is being tapped by one or more
wizards, their Tap Ley Line spells resist Shape Ley Line - use only the
highest effective skill of any wizard tapping the line. The caster may
not tap a ley line's energy for the purposes of shaping that line,
although he can tap the energies of one line to shape another.
The ley line may be drawn aboveground, although it will not stay there without assistance.
Duration: 1 minute.
Cost: 4 to cast, half to maintain.
Prerequisites: Magery 2, Tap Ley Line.
Tap Ley Line
Regular
Makes
the energy of a ley line available to the caster to power his spells.
The subject is a spell; Tap Ley Line is cast first (and counts as a
spell "on"), followed by the spell the caster wishes to power. The
caster must be on or very near the ley line to be tapped.
The
maximum Fatigue per second a caster may tap is equal to his HT times
(Magery squared). If two or more casters tapping the line would exceed
its total capacity, split the power between them in proportion to their
maximum capacity.
Duration: 1 minute.
Cost:
None to cast. 1 to maintain (due to the need to invest some of the
caster's own energy in regulating the ley line flows). This maintenance
cost is not reduced due to high skill.
Prerequisites: Magery, Seek Ley Line and at least two spells from 10 different colleges.
----
Magic Circle
Area
This spell creates a circular zone in which energy may be stored and channeled into other spells. Once cast, a glowing purple circle on the ground at the caster's feet.
Any caster standing within the bounds of a magic circle may draw on the stored energy when casting his spells. A mage may not limit the potential recipients of this energy, but he may erect other barriers to block hostile mages from benefiting from his spell.
The circle is a valid recipient for the Lend Energy spell, which can enlarge the amount of energy stored in the circle. However, a critical failure erases the circle along with all the energy put into it.
Duration: 1 minute.
Base Cost: 1/2 (minimum 1 energy). 2 to maintain, regardless of the size of the circle. The caster may also invest additional energy into the circle at casting time.
Prerequisites: Magery.
New Spells
Healing
Continual Lend Energy
Regular
As Lend Energy, but with a duration of 1 minute. During that time, the caster may lend as much FP as he currently has to the target. This allows casters with faster fatigue regeneration to continually empower someone or something else.
Illusion and Creation
Reflective Disguise
Area
This spell creates an illusion whose appearance depends on the viewer: it will always look like a typical member of an individual observer's species. If used in conjunction with Illusion Disguise, the caster himself will take on this appearance.
Duration: 1 minute.
Base cost: 2 to cast. Half that to maintain.
Prerequisites: Perfect Illusion and Foolishness.
Shadow ImagesRegular
Several images
of the caster appear around him (one in each unoccupied hex, up to a maximum of six) and move with
him for the duration of the spell. These images may not be disbelieved, and each one has 20% of the caster's maximum HP. Reducing an image to 0 HP destroys it but leaves other images intact. Images do no actual damage and are otherwise immaterial.
The images emulate the caster's
actions to the extent possible, react realistically to damage taken,
and will shift their position with respect to the caster in order to
deceive observers about his real position. To determine the real caster amongst his images, roll a Quick Contest of Perception vs. the caster's skill with this spell, at a penalty equal to the number of remaining images.
The caster may not sustain more than six images of himself at a time, but he may cast this spell repeatedly to replace destroyed images.
Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Prerequisites: Phantom and Independence.
Protection and Warning
Ice Barrier
Regular
Surrounds the caster with an aura of ice magic which wards off attacks. Every 2 points of energy provides DR 5 of Ablative armor, up to DR 25, which applies to incoming damage before all other sources of DR. The spell may not be maintained, only recast; the DR from the new spell replaces that of the old. This is also a Water spell.
Duration: 1 minute.
Cost: 2 to 10 points; every 2 points provides Ablative DR 5.
Prerequisites: Either Shield or Shape Water.
Power Word: Shield
Regular
Surrounds the subject with holy energy, providing DR 5 of Ablative armor, up to DR 25, which applies to incoming damage before all other sources of DR. The spell may not be maintained, only recast; the DR from the new spell replaces that of the old.
Duration: 1 minute.
Cost: 2 to 10 points; every 2 points provides Ablative DR 5.
Prerequisites: Shield, or "good" or "holy" status (GM's decision).
Water
Frost Nova
Area
A burst of frozen magical energy emanates outward from the caster,
inflicting 2d cutting damage to everyone except him.
Anyone who takes damage from this attack is considered caught by the
sudden jagged spurs of ice, and must win a Quick Contest of ST or
Escape vs. the ice's ST of 12 to escape. Escape attempts take 1 turn
and cost 1 FP if the attempt fails. The ice may also be attacked (as
per Binding) and has a DR of 3. Each point of damage reduces the ice's
effective ST by 1.
Base Cost: 4.
Prerequisites: Rain of Ice Daggers.
Construction notes:
this is bought as Innate Attack (2d cutting; Area Effect: 2 yards +50%;
Emanation -20%) plus Binding (ST 12; Follow-Up -20%; One-Shot -10%) [35]
Paths to Power
Spellcasters may use the Spirit-Assisted Spellcasting rules (GURPS Thaumatology, p. 90).
Spellcasters may convert character points into energy directly, with 1 point equaling 25 Fatigue. This energy may be spent as though it came from the mage's usual FP for all purposes (such as enchanting).
- Through study, spellcasters may accumulate points which may only be used for this purpose. 200 hours of magical study yields 1 point, which in turn yields 25 energy. Five weeks of 40 hours apiece would yield 1 point; 21 years of such labor would yield 210 points, or 5250 energy.
- Casters may choose to trade points invested in Advantages for energy, if that energy is put to a purpose reasonably compatible with the Advantage or if the Advantage has a magical special effect. For example, a Destiny may be exchanged for energy if casting a spell with that energy would fulfil the Destiny.
- Unspent character points may be converted to energy.
In all cases, mages may always choose to trade energy for skill when using energy from character points.
This is a generalization of the rules for devotional enchantment.
Mass Combat
The GURPS Mass Combat PDF details a system for resolving large-scale conflicts during a war. Some example elements will appear here.
Common Elements
Portal
Practitioners of the arcane can create magical portals that link two distant places. Armies with access to a portal can travel between such places, bypassing normal movement restrictions.
Multiple Portal elements can represent either individual small portals or a single portal capable of transporting a larger force. The total Transport capacity of a Portal unit represents the maximum WT that can pass through the portal without disrupting the portal's magic.
Portals have a special mobility type unique to them. They cannot be moved (so they must be raised separately at each site), but provide the equivalent of Fast Air mobility in transport capacity between them.
Although expensive, portals can be raised relatively quickly; an element with the Portals feature can raise a Portal element within 10 days (thus, twenty elements of battle mages can create a portal capable of transporting WT 20 within 10 days).
The cost below is for portals between two points on the same planet. Portals between planets cost four times as much to raise and maintain.
TS: 0
Class: T1
WT: -
Mob: Portal
Raise: 500K
Maintain: 40K
Special: Can only be raised by units with the "Portals" feature.
Elements of the Forsaken
The Forsaken may have access to plagues that replicate the effects of high-tech chemical attacks. See page 41 of the GURPS Mass Combat PDF for details on resolving these.
Abominations [Giants]
These massive, powerful units are capable of functioning as undead siege engines if properly trained and supervised.
TS: 20
Class: Arm, Art, Eng
WT: 8
Mob: Foot
Raise: 800K
Maintain: 40K (undead)
Apothecaries [Light Infantry]
The members of the Royal Apothecary Society and their plague wagons use skirmish tactics, spreading their vile plagues across wide areas. They have Good equipment (50% to TS, Raise and Maint).
TS: 3
Class: Art, F
WT: 1
Mob: Foot
Raise: 60K
Maint: 12K
Banshees [Light Infantry]
The banshee's ability to possess the living and infiltrate enemy forces make them ideal insurgents - or counter-insurgents.
TS: ??
Class: C3I, Rec
WT: 1
Mob: Foot
Raise: ??K
Maint: ??K
Features: Neutralize C3I, Neutralize Recon, Night, Super-Soldier
Forsaken Soldiers [Light Infantry]
When called upon to fight, the Forsaken favor hit-and-run tactics, night ambushes, and the like.
TS: 2
Class: Rec
WT: 1
Mob: Foot
Raise: 40K
Maint: 8K
Gargoyles [Flying Beasts]
Gargoyles are relatively slow, stupid and crude, but they can fly and be commanded to seek out the enemy. They are vicious and tough, able to regenerate from injuries in a stony form.
TS: 1
Class: Air, Arm, Rec
WT: 2
Mob: SA
Raise: 120K
Maint: 40K
Meat wagons [Light Artillery]
Meat wagons may act as catapults, firing diseased corpses or other unpleasant ammunition into the thick of battle.
TS: (4)
Class: Art
WT: 1
Mob: Foot
Raise: 40K
Maintain: 8K
Meat wagons also contribute to the logistics and force replacement aspects of mass combat.
Necromancers [Battle Mages]
Spellcasters who work with the forces of death and the dead.
TS: 5
Class: Art, C3I, F, Recon
WT: 1
Mob: Foot
Raise: 200K
Maint: 40K
Elements of the Naga
Naga are heavily adapted to the water. They can breathe air and move on land, but their land mobility is greatly reduced. Elements with a Mobility of "Foot (slow)" can travel half as fast as normal Foot units (10 miles/day on roads or 5 miles/day off-road).
Naga Myrmidons [Amphibious Heavy Infantry]
Male naga have a distinctly reptilian appearance, and are typically exceedingly strong. Their armor and weapons are made primarily from a species of coral raised in the intense arcane flux of Nazjatar and bred over the centuries to be as tough as metal.
TS: 4
Class: Nav
WT: 1
Mob: Sea, Foot (slow)
Raise: 40K
Maintain: 8K
Naga Sea Witches [Battle Mages]
Female naga retain some measure of their former Highborne beauty of face and form. They are frequently adept with the arcane and can call upon its power to smite their foes.
TS: 5
Class: Art, C3I, F, Recon
WT: 1
Mob: Sea, Foot (slow)
Raise: 200K
Maintain: 40K
Features: Portals
Kraken [Leviathan]
Thse giant squid have been endowed by the Old God with enormous size and intelligence.
TS: 250
Class: Nav, T10
WT: -
Mob: Sea
Raise: 10M
Maintain: 400K
Features: Sea mobility is equivalent to a TL5 sailing vessel (200 miles/day).
Threshadon [Sea Monster]
Reptilians that are bred to carry riders or howdahs, and form the backbone of the naga's mundane supply chain.
TS: 20
Class: Nav, T1
WT: -
Mob: Sea
Raise: 1M
Maintain: 20K
Features: Sea mobility is equivalent to a TL5 sailing vessel (200 miles/day).
Murlocs [Amphibious Warriors]
A species of primitive fish-men that populate nearly every major coastline in Azeroth. Frequently enslaved by the naga to establish an initial beachhead in a land campaign.
TS: 2
Class: Nav
WT: 1
Mob: Coast, Foot
Raise: 40K
Maintain: 8K
Features: Fanatic
Murloc Tidehunters [Amphibious Skirmishers]
Murlocs can move with remarkable speed and stealth on both land and water, making them ideal skirmishers.
TS: 2
Class: F, Nav, Rec
WT: 1
Mob: Coast, Foot
Raise: 60K
Maintain: 12K
Features: Fanatic
Setting and Culture
Setting and cultural notes on the peoples and lands of Azeroth.
Courtly love among the Forsaken
The Undercity has been in Forsaken hands for only a few years. Nevertheless, an intense and shared personal experience - the transition to undeath and subsequent redemption by Sylvanas Windrunner - has solidified many traditions among the Forsaken.
One of these is a practice whose name is rarely spoken, but which can be understood as "courtly love". Among the more influential citizens of the Undercity, it is a worshipful reverence for the Dark Lady, the expression of a frustrated desire for the unattainable, and a peculiar mixture of the erotic and the spiritual that recognizes the conundrum of Forsaken existence. Some Forsaken have taken this approach with other women within the society, or (sometimes) to living women whom they idolize but (rightly) believe are unattainable because of the Forsaken's nature.
Never seek to tell thy
love,
Love that never told can be;
For the gentle wind doth move
Silently, invisibly.
I told my love, I told my love,
I told her all my heart,
Trembling, cold, in ghastly fears.
Ah! she did depart!
Soon after she was gone from me,
A traveller came by,
Silently, invisibly:
He took her with a sigh.
Languages
Arthropoid LanguagesSeveral of the speaking races of Azeroth, most notably the arthropoids (makrura, nerubians, and qiraji) have very different mouth parts from the vertebrate races. There are some sounds that arthropoids can make that no vertebrate can mimic, and vice versa. This means that is impossible for a member of one phylum to pass as a native speaker of the other.
In game terms, this means that a vertebrate cannot use the
spoken variant of an arthropoid language at the Fluent level, and vice versa. In the War of the Shifting Sands, both the qiraji and the night elves developed a number of effective
shibboleths to prevent infiltration of the opposing camps.
Magic and technology can overcome this limitation, of course; a human mage may buy spoken Qiraji at the Fluent level and then use the Voices or Complex Illusion spells to perfectly mimic a native qiraji speaker. Likewise, a gnome tinker may purchase Fluent spoken Qiraji and then create a gadget that will replicate the sounds his natural voicebox cannot imitate. Note that in both cases, perfect mimicry is not possible until the character actually purchases spoken Qiraji at the Fluent level.
A mage with the Enchant and Voices spells, or a tinker with an appropriate Engineer specialty (such as clockwork, electrical, or electronic, or others at the GM's option), may create an amulet or gadget that allows them to automatically replicate the non-reproducible sounds of an incompatible language as a 1-point Signature Gear perk. Such a piece of Signature Gear may be modified to accomodate multiple incompatible languages at no additional cost, provided the relevant language skill is first purchased.
Nerglish Murlocs and makrura both speak Nerglish as their native tongue; it is unclear which of the races was the first to develop it, or if perhaps the two races once had a more friendly relationship with one another, but whatever the case may be, it was developed as a common tongue for both vertebrate and arthropoid races, and thus can be spoken with perfect fluency by other members of either phylum; both night elves and nerubians can speak flawless Nerglish. Thus Nerglish is neither an arthropoid nor a vertebrate tongue.
It is worth noting that murlocs and makrura are highly tribal races. Nerglish is a blanket term for the
lingua franca of all such species, but each race has a number of local dialects, many of which are nearly mutually incomprehensible. Characters who learn Nerglish must choose a native dialect, presumably that of their teacher, and speak any other dialect as if they had one less level of comprehension (thus, someone who learns Nerglish at the Broken level may
only communicate in dialects they have specifically learned, whereas someone who is Fluent in Nerglish speaks unfamiliar dialects at the Accented level). A character who knows any Nerglish at all may learn a dialect by interacting with a native speaker of that dialect for one full day; no additional character point cost is required.
Murlocs still may not normally speak any other arthropoid language fluently, nor may makrura speak vertebrate languages fluently.
Teleportation to Cities
Teleporting into the confines of a major city is at a -15 penalty, unless the caster knows the security passwords for the city's teleport wards. All cities, however, have a zone where teleportation is permitted. If the caster knows the password to use the city's Beacon, he may halve the energy and penalty to teleport to this area.
Only the city's trusted defenders are given the passwords to teleport inside a city. For example, Jaina Proudmoore has been entrusted with the secrets of teleporting within the city of Dalaran, as have the Stormwind court mages.
A Very Good or better reaction from the city's leadership is required to get the password to the city's beacon. Mages with this knowledge are expected to be responsible with the knowledge, as the beacon could be used as an invasion point to the city. Of course, beacons are also well-guarded for this reason.
The Mechanics
The Teleport Shield spell (Magic p. 170) can be cast over an area at a cost of 50 energy per yard of radius, with a height of four yards (Magic p. 11, "Area spells"). This cost buys a -5 penalty to teleport in; doubling cost buys -10, and tripling cost buys -15.
Major cities should be assumed to have permanent Teleport Shields over all their major areas at the -15 penalty level. By comparison, Trafalgar Square in London is 110 meters by 110 meters. To provide full coverage to such an area would require 11,700 energy (times the desired height). This would take 33 mages about a year to enchant via a mixture of Slow&Sure and Material-Assisted enchantment - a few master mages to perform the actual enchantment, and apprentices or journeyman mages to create the materials.
Smaller areas could be constructed using materials enchanted with the Quick&Dirty style - so individual houses or buildings, for example, would take much less time. A 3000 square foot house would require 1350 energy for a single floor. The usual cutoff point for Q&D enchants - 750 energy - would enchant 100 square yards.
The Password enchantment may be added to these zones, at a cost of 400 per enchantment (regardless of the size).
To create a Beacon (Magic p. 83) costs 1000 energy, plus another 400 to provide it with a magical Name.
Skills
Area KnowledgeValid regions for this skill include the continents of the Eastern
Kingdoms, Kalimdor, and Northrend, sub-regions within those (e.g.
Ashenvale, Westfall), and individual cities (Stormwind, Ironforge,
Darnassus).
CartographyAn optional specialization for Cartography is "Ley Lines" - the creation and study of ley line networks, or lines of power criss-crossing the world of Azeroth. This specialty defaults to Thaumatology-4.
Hidden LoreNew specialties available for Hidden Lore include Demonology (the study of demons and the Burning Legion, including the secret names of demon lords and the practices of summoning such creatures), Elementalism (the study of elementals and the elemental forces of the cosmos), and Titan Lore (information about the Pantheon, the Titans' creations, the Curse of Flesh and other similar topics).
A successful roll against this skill gives a +2 reaction bonus among creatures to whom the skill applies. For example, a mage may use this skill to gain a reaction bonus when summoning an elemental.
HistoryValid periods for historical study include:
- The Gurubashi or Amani Empires
- The War of the Ancients
- The War of the Shifting Sands
- The First, Second or Third Wars
LanguagesThe following languages are available: Common, Darnassian, Draconic, Draenic, Dwarven, Eredun, Furbolg, Gnomish,
Goblin, Kalimag, Nazja, Nerglish, Orc, Taur-ahe, Thalassian, Titan,
and Zandali.
Characters without an appropriate Unusual Background may not start the game knowing Titan.
NaturalistIn addition to its mundane applications, this skill also provides an understanding of the more natural aspects of druidic or shamanic magic.
ThaumatologyThis is the study of the arcane in all its forms.