House Rules · GURPS 4e

Khesret Magic System

GURPS + Shadowrun hybrid — mana zones, high preserves, Verdigris garden pool, Strain, Astral Court, three-track astral.

Khesret Magic System — GURPS hybrid

Game: Orion Corridor — 2277 · Setting: Khesret system · Ship: Verdigris · Rules: GURPS 4e at the table.

Companion: Enchantment Gadgeteer · Life-Cells (Mana Batteries) · Magical Null · Shaman — Elemental Control


Design goal

  1. GURPS 4e stays the engine — spells, Magery, FP, skill rolls, injury.
  2. Shadowrun texture — astral perception, traditions, street regulation (Astral Court), not a full SR magic port.
  3. Life-fueled magic — mana comes from living biomass; space is a desert.
  4. Sim carryover ends at the wallet — big crystals and instant factories existed in the Depth sim; out here you pay GURPS costs + Concord cred.

> Table law: House advantages change time, not physics, mana geography, law, or heat.


Naming

TermMeaning
Gadgeteer (B475)Invention — gizmos and Ultra-Tech kit. Not enchanting unless you also have the house advantage below.
Enchantment Gadgeteer (house)Fast Quick and Dirty Enchantment only — see companion doc.
Life-CellLegal term for a Powerstone / mana battery
The LatticeDigital plane — not astral. See Lattice Netrunning.
AstralMagic plane — Court, signatures, spirits. Parallel to the Lattice.
Magical NullAnti-magic human (rare) — see Magical Null.

Mana zones

Magic strength comes from living biomass, not from “being a planet.”

ZoneMagic (GURPS)Life-Cell recharge
Dead voidNoneNone
Verdigris (ship bubble)Low — daily garden pool~1 MP / week
Hub / colonized worldNormal~1 MP / day
High mana preserveHigh~1 MP / 12 hours
Very high preserveVery high~1 MP / 6 hours

What makes high mana?

All three:

FactorHigh mana tends to have…
Humanoid loadLow — sparse population, not hive cities
IndustryLow TL on-site — no smelters, lattice farms, heavy extraction
Nature indexVery high — old growth, canopy volume, living reef

Colonized port cities on the same system are usually normal mana even when the system is famous for elves.

Access tiers

AccessExamples
OpenKhesret-Prime, standard landfall
PermitRim ecological preserves — weekly visa (₡)
RestrictedAelva (Ee'la) canopy layers — Elari sponsor
ClosedFae'ana sovereign canopy (Ee'la system)Canopy Transit License (CTL), Astral Court seal, Navy convoy slot; unauthorized landing = interdiction

Fae'ana canopy (closed): CTL application ₡15,000, 6–18 month queue, Elari sponsor required. Very high mana — best recharge in the arm — not a tourist site.


Verdigris garden — daily pool & overdraw

The dorsal mana-garden is the ship’s battery. Healthy garden = low mana, not unlimited power.

Garden stepDaily poolSpell feelFast enchant cap (ship)
Full50 MP/dayNormal low-mana50 energy
Throttled30−2 spell skills30
Dim15Big spells risky15
Brownout5Cantrips onlyNo enchant
Collapsed0OffOff until reseed

Counts against pool (on ship): spell FP/HP, enchantment energy, rituals, refilling a Life-Cell from the garden (1:1). Using a stone’s stored MP does not spend pool.

Overdraw (pool below zero for the day):

Overdraw todayEffect
1–9 MP−1 garden step at day end unless shaman Tends garden (4 hr)
10–19 MP−1 step now + Strain +1
20–29 MP−2 steps + visible blight
30+ MPCrop collapse check
50+ MP in one actionEmergency drain — Brownout 72 h minimum

Catastrophic: Overdraw in Brownout; or ≥ pool + 30 in one action; or 100+ MP overdraw in 7 days without Ritual stabilize → beds can die.

Baseline upkeep: ₡650/week garden cost — skip a week → −1 step.

Ivan (Null II): Null bleed only — plants don’t thrive ~3 m from his bunk; greenhouse d100 +5 if he sleeps adjacent to the dome. Not a no-mana bubble.

Off-ship on a planet, the daily pool does not apply.


Strain (magical drain)

After heavy magic (especially fast enchant):

Energy in workStrain
≤ 50+0
51–100+1
101–250+2
251++3
StrainEffect
1–2Headache; −1 IQ-based skills until rest
3–4Obvious astral signature; gate paperwork risk
5+Spirits, wrong shadows, audit pull

Clear Strain: 8 h sleep · shaman garden scene · Null-touch (dramatic — Ivan, Grounding Null II).


Astral Court & registration

Item energyPaperwork
≤ 50Lodge log within 7 days (recommended)
51–200Register within 72 h — fee applies
201+Guild sealed job

Every fast enchant leaves an astral signature. Unregistered foci at gates → delays, fines, confiscation.

Astral disclosure license: ₡95/yr (awakened hunters) — see economy doc.


Astral play (three-track)

Magic uses the Astral track — not the Lattice. See Lattice Netrunning for the three-track model.

LayerWhenWhoHow
1 — PhysicalDefaultEveryoneSpells, guns, social
2 — PerceptionAfter enchant, gate scan, weird bountyMages & shamansPerception / Thaumatology; assensing for tags & tradition
3 — Projection~Once per arc set-pieceMages only — shamans cannot project3–5 zone sketch; silver cord; Null disrupts body

Shamans: Elemental Control — Layer 2 assense only; spirit talks happen on meat.

Do not merge Astral and Lattice — no “astral hacking.”


Traditions (flavor)

TraditionGURPS expression
Hermetic / CourtMagery + lodge registration
Shamanic / animistSpirit magic; garden keeper; element control; assense only (no astral projection) — see Shaman doc
Street awakenedHigh skills; stigma / code
TechnomanticEngineer + Enchantment Gadgeteer — not SR Technomancer

Life-Cells (summary)

Stored mana uses GURPS Powerstone rules — +1 capacity per casting, quirks on failure, one stone at a time when casting.

Sim-sized 100–1000 point cells exist in lore as vault assets — not PC loadout. Copying a 10-point cell costs ~₡51,000 + 200 energy + rolls.

Full detail: Life-Cells (Mana Batteries)


Quick GM checklist

  1. Where are they? Zone + garden step + pool remaining.
  2. Casting or enchanting? Pool + FP + Strain.
  3. Fast enchant? Enchantment Gadgeteer time only — full Q&D math.
  4. Afterward: Strain, signature, registration clock.
  5. High mana trip? Permits, sponsors, CTL for Fae'ana canopy.

Source canon: WCP_Website/campaign-authoring/palimpsest/KHESRET-MAGIC-AND-ENCHANTMENT.md