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
- GURPS 4e stays the engine — spells, Magery, FP, skill rolls, injury.
- Shadowrun texture — astral perception, traditions, street regulation (Astral Court), not a full SR magic port.
- Life-fueled magic — mana comes from living biomass; space is a desert.
- 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
| Term | Meaning |
|---|---|
| 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-Cell | Legal term for a Powerstone / mana battery |
| The Lattice | Digital plane — not astral. See Lattice Netrunning. |
| Astral | Magic plane — Court, signatures, spirits. Parallel to the Lattice. |
| Magical Null | Anti-magic human (rare) — see Magical Null. |
Mana zones
Magic strength comes from living biomass, not from “being a planet.”
| Zone | Magic (GURPS) | Life-Cell recharge |
|---|---|---|
| Dead void | None | None |
| Verdigris (ship bubble) | Low — daily garden pool | ~1 MP / week |
| Hub / colonized world | Normal | ~1 MP / day |
| High mana preserve | High | ~1 MP / 12 hours |
| Very high preserve | Very high | ~1 MP / 6 hours |
What makes high mana?
All three:
| Factor | High mana tends to have… |
|---|---|
| Humanoid load | Low — sparse population, not hive cities |
| Industry | Low TL on-site — no smelters, lattice farms, heavy extraction |
| Nature index | Very 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
| Access | Examples |
|---|---|
| Open | Khesret-Prime, standard landfall |
| Permit | Rim ecological preserves — weekly visa (₡) |
| Restricted | Aelva (Ee'la) canopy layers — Elari sponsor |
| Closed | Fae'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 step | Daily pool | Spell feel | Fast enchant cap (ship) |
|---|---|---|---|
| Full | 50 MP/day | Normal low-mana | ≤ 50 energy |
| Throttled | 30 | −2 spell skills | ≤ 30 |
| Dim | 15 | Big spells risky | ≤ 15 |
| Brownout | 5 | Cantrips only | No enchant |
| Collapsed | 0 | Off | Off 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 today | Effect |
|---|---|
| 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+ MP | Crop collapse check |
| 50+ MP in one action | Emergency 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 work | Strain |
|---|---|
| ≤ 50 | +0 |
| 51–100 | +1 |
| 101–250 | +2 |
| 251+ | +3 |
| Strain | Effect |
|---|---|
| 1–2 | Headache; −1 IQ-based skills until rest |
| 3–4 | Obvious 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 energy | Paperwork |
|---|---|
| ≤ 50 | Lodge log within 7 days (recommended) |
| 51–200 | Register 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.
| Layer | When | Who | How |
|---|---|---|---|
| 1 — Physical | Default | Everyone | Spells, guns, social |
| 2 — Perception | After enchant, gate scan, weird bounty | Mages & shamans | Perception / Thaumatology; assensing for tags & tradition |
| 3 — Projection | ~Once per arc set-piece | Mages only — shamans cannot project | 3–5 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)
| Tradition | GURPS expression |
|---|---|
| Hermetic / Court | Magery + lodge registration |
| Shamanic / animist | Spirit magic; garden keeper; element control; assense only (no astral projection) — see Shaman doc |
| Street awakened | High skills; stigma / code |
| Technomantic | Engineer + 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
- Where are they? Zone + garden step + pool remaining.
- Casting or enchanting? Pool + FP + Strain.
- Fast enchant? Enchantment Gadgeteer time only — full Q&D math.
- Afterward: Strain, signature, registration clock.
- High mana trip? Permits, sponsors, CTL for Fae'ana canopy.
Source canon: WCP_Website/campaign-authoring/palimpsest/KHESRET-MAGIC-AND-ENCHANTMENT.md