House Rules · GURPS 4e
Shaman — Elemental Control
Bonded element FP costs — move, purify, create water; range, speed, zones; astral sight; Talyra checklist.
Shaman — elemental control & astral sight
Game: Orion Corridor — 2277 · Ship: Verdigris · Rules: GURPS 4e at the table. Companion: Khesret Magic System · Three-Plane Pools
Table purpose: Shamans create and control elements (water, ice, air, earth, fire, living growth — one bonded element at character creation). They see the astral (perception only) like mages but cannot astral project. Empty space hurts them less than mages because the bonded element is a living anchor.
Player contract (read every session): No free shaping. Every use = declare operation → volume → zone → pay FP → roll → apply time/range cap. If you skip the pay step, it did not happen.
Who this is for
| Role | At the table |
|---|---|
| Shaman PC (e.g. Talyra — bonded water) | Element ops + garden pool + astral reads |
| GM | Zone modifiers, void drain, pool tracking |
| Mage PC | Same astral layers; worse void tax without element bond |
| Players | This doc is public — everyone knows the costs |
Name note: Character is Talyra (Karthunai). Player habit of “free water” ends here.
Shaman vs mage (short)
| Mage (Elias lane) | Shaman (Talyra lane) | |
|---|---|---|
| Power source | Magery, spells, enchant, garden pool for big work | Bonded element + FP; garden pool for bonded element only |
| Astral sight | Yes — Layers 1–2; projection (Layer 3) | Yes — Layer 2 only; no projection |
| Dead void / empty sky | Spells throttled or off; astral drain severe | Element ops expensive but possible; astral drain reduced if bonded material present |
| Signature work | Enchant, burst spells | Move / purify / create element; Tend garden |
Core skill
Shamanic Elementalism (IQ/Average)
- Defaults: Naturalist-4, Religious Ritual-4, Meditation-4 — use best default.
- Cannot exceed best prerequisite + 2.
- Bonded element: Pick one at creation (Talyra: Water). Other elements need GM arc unlock.
- Roll: Quick Contest vs task difficulty below; margin adds +10% volume or +1 m range per +1 margin (GM picks one).
Optional GURPS overlap: if you already have a fitting spell (e.g. Create Water, Purify Water), you may roll spell skill instead of Shamanic Elementalism — same FP costs from this doc, not lower spell energy from the book.
Mana zones (element & astral)
Cross-link Khesret Magic System.
| Zone | FP multiplier (element) | Range cap | Skill mod | Astral passive drain |
|---|---|---|---|---|
| Dead void (open space, no life) | ×3 | 2 m (see bond anchor) | −4 | 1 FP / 10 min |
| Verdigris low-mana (garden bubble) | ×1.5 | Will × 2 m | −1 | 1 FP / 20 min |
| Hub / normal world | ×1 | Will × 5 m | 0 | 1 FP / 30 min |
| High / very high preserve | ×0.75 (round up) | Will × 10 m | +1 | 1 FP / 60 min |
Mage astral drain (comparison): same row but ×3 harsher — void 1 FP / 3 min, ship 1 FP / 7 min, etc. Shamans are not immune; they are buffered.
Bond anchor (why void is survivable)
If the shaman holds ≥ 0.25 L bonded element (water bottle, snow pack, live cutting from garden) or stands within 3 m of ship mana-garden:
- Range cap in dead void becomes 5 m (not 2 m).
- Astral passive drain uses ship row even in void (1 FP / 20 min) while anchor lasts.
- Create water in void is still ×3 FP — you are not a fire hose in vacuum.
Anchor lost (bottle empty, left garden zone): revert to dead void row immediately.
Four operations (all elements)
Volumes are liters (L). Pay base FP × zone multiplier (round up). Time cannot be skipped without paying Rush (below).
1. Sense (scan)
| Effect | Locate bonded element within range; rough volume, flow direction, potability / temperature sketch |
| Base FP | 0 (roll only) or 1 for deep scan (hidden pipe, poison, astral taint) |
| Time | 1 second (snap) or 10 seconds (deep) |
| Range | Zone cap |
| Roll | Shamanic Elementalism vs 12 (snap) or 15 (deep) |
2. Move (control existing)
Redirect, lift, pour, stop flow — must already exist (no creation).
| Volume moved | Base FP | Base time | Range |
|---|---|---|---|
| ≤ 1 L | 1 | 1 sec | 1 m per FP spent (max zone cap) |
| 2–10 L | 2 | 1 sec | same |
| 11–50 L | 3 | 2 sec | same |
| 51–100 L | 5 | 3 sec | same |
| > 100 L | Not one action — split into multiple rolls or ritual (10 min, 10 FP minimum) |
Examples (Talyra, water):
- Pour 1 L from kettle to bowl, 2 m on ship: 2 FP (1 L base × ×1.5 low-mana) · 1 sec · roll vs 12.
- Siphon 20 L spill toward drain, 3 m: 5 FP (3 base × ×1.5 → 5) · 2 sec.
3. Purify (cleanse)
Remove toxin, salt, radiation dust, astral sludge — bonded element only.
| Volume | Base FP | Base time | Range |
|---|---|---|---|
| ≤ 5 L | 1 | 10 sec | Touch or 1 m |
| 6–20 L | 2 | 20 sec | Touch or 1 m |
| 21–50 L | 4 | 1 min | Touch or 2 m |
| > 50 L | +2 FP per extra 25 L | +1 min per step | Ritual scene |
Examples:
- Purify 1 L IV bag (medbay): 2 FP on ship · 10 sec · touch.
- Purify rain barrel 30 L: 6 FP on normal world · 1 min.
4. Create (condense / grow)
Pull humidity, melt ice to drinkable, condense on cold surface — hardest action.
| Volume created | Base FP | Base time | Range |
|---|---|---|---|
| ≤ 0.25 L (cup) | 2 | 1 min | Touch only |
| 0.26–1 L | 3 | 1 min | Touch |
| 2–5 L | 5 | 2 min | Touch or 1 m (normal+ zone only) |
| 6–20 L | 8 | 5 min | Ritual — not combat action |
| > 20 L | GM + garden pool | Scene | Needs living zone or garden |
Rush (combat): Pay +2 FP to compress time one step (1 min → 1 sec per liter tier). Still pay zone multiplier. Max 5 L rushed per round.
Examples:
- Cup of water in galley (ship): 3 FP (2 × ×1.5) · 1 min or 5 FP rushed to 1 sec.
- 1 L in dead void with suit canteen anchor: 9 FP (3 × ×3) · 1 min — announce it.
Paying from FP vs garden pool
On Verdigris, Talyra may pay water costs from:
| Source | When |
|---|---|
| Personal FP | Always allowed |
| Garden daily pool | Water / plant ops only; 1 MP = 1 FP equivalent; counts against garden pool |
Rules:
- Pool payment still uses zone multiplier on the FP equivalent.
- Overdraw garden pool → same step penalties as mage (shaman tends garden to prevent).
- Other PCs cannot spend garden pool on element ops unless GM grants ritual assist (−1 per helper, max 2).
Astral sight (perception only — no projection)
Locked: Shamans do not leave the body. No silver cord, no astral map, no Layer 3 set-pieces. That is mage-only — see Khesret Magic System.
Shamans operate on Layer 1 (meat) and Layer 2 (assense / read) only.
| Layer | Shaman? | Action | Cost |
|---|---|---|---|
| 1 — Physical | Yes | Spells, element ops, guns | Normal |
| 2 — Perception | Yes | Assense enchant, spirit mood, signature | 1 FP / min sustained, or +1 Strain if rushed |
| 2 — Snap read | Yes | “Is magic here?” | Perception or Thaumatology — 0 FP |
| 3 — Projection | No | — | Not available — use element bond + spirit negotiation on meat |
Shaman bonus: With bond anchor (above), first 10 minutes of Layer 2 per scene cost 0 FP on ship or in void. After 10 min, pay normal 1 FP / min.
Spirit contact: Negotiate with spirits in person (garden, lodge, job site) — not by walking the astral. Deep spirit work = Religious Ritual scene, not projection.
Not allowed: Astral Lattice hacking — digital stays digital.
Astral backlash (no cord — perception only)
Shamans have no silver cord. They can still take spirit backlash from hostile assensing or spirit attacks while on meat:
- Use 10 + Will only when a spirit directly contests the shaman’s Layer 2 read or lashes out at their physical presence.
- In dead void, −2 to resist that backlash (mage projection: −4).
- Overflow → FP on meat first (standard biofeedback dial).
No “snap back from projection” scenes for shamans — they never left.
Failure & discipline
| Roll | Result |
|---|---|
| Success | Effect; FP spent |
| Failure | No effect; FP still spent |
| Critical failure | Strain +1; if garden pool paid, −1 garden step check |
Session checklist (Talyra player)
Before you describe the cool water trick:
- Operation? Sense / Move / Purify / Create
- Liters?
- Zone? Void / ship / world / preserve
- FP math? Base × multiplier; garden or personal?
- Time? Normal or Rush (+2 FP)?
- Range within cap?
- Roll Shamanic Elementalism — tell the table the number
GM: If steps 1–4 are skipped, answer is “You feel the pull but nothing moves — pay first.”
Talyra quick reference card
| Job | Liters | Zone (ship) | FP | Time |
|---|---|---|---|---|
| Fill cup | 0.25 L create | Low ×1.5 | 3 | 1 min (or 5 rushed) |
| Purify IV | 1 L | Low | 2 | 10 sec |
| Move spill | 10 L | Low | 3 | 1 sec |
| Deep sense pipe | — | Low | 2 | 10 sec |
| Astral assense (10 min) | — | Ship | 0 then 1/min | — |
| Cup in void (anchored) | 1 L create | Void ×3 | 9 | 1 min |
Garden & downtime (links)
- Tend garden (4 hr): Cancels 1–9 MP overdraw step loss — magic system.
- Clear Strain: Garden scene, same doc.
- Shaman berth upkeep:
maint-shaman-berthd100 on GM screen.
Scope lock
- Shamans do not get free Enchantment Gadgeteer speed — garden + element only.
- Create does not replace life support — ship still needs engineering.
- Bonded element is one element unless GM unlocks a second through play.
- Shamans cannot astral project — perception (Layer 2) only; Layer 3 is mage-only.
- Heat / fire bond uses same tables with GM flavor approval.
Source canon: WCP_Website/campaign-authoring/palimpsest/KHESRET-SHAMAN-ELEMENTAL.md