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

RoleAt the table
Shaman PC (e.g. Talyra — bonded water)Element ops + garden pool + astral reads
GMZone modifiers, void drain, pool tracking
Mage PCSame astral layers; worse void tax without element bond
PlayersThis 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 sourceMagery, spells, enchant, garden pool for big workBonded element + FP; garden pool for bonded element only
Astral sightYes — Layers 1–2; projection (Layer 3)Yes — Layer 2 only; no projection
Dead void / empty skySpells throttled or off; astral drain severeElement ops expensive but possible; astral drain reduced if bonded material present
Signature workEnchant, burst spellsMove / 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.

ZoneFP multiplier (element)Range capSkill modAstral passive drain
Dead void (open space, no life)×32 m (see bond anchor)−41 FP / 10 min
Verdigris low-mana (garden bubble)×1.5Will × 2 m−11 FP / 20 min
Hub / normal world×1Will × 5 m01 FP / 30 min
High / very high preserve×0.75 (round up)Will × 10 m+11 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)

EffectLocate bonded element within range; rough volume, flow direction, potability / temperature sketch
Base FP0 (roll only) or 1 for deep scan (hidden pipe, poison, astral taint)
Time1 second (snap) or 10 seconds (deep)
RangeZone cap
RollShamanic Elementalism vs 12 (snap) or 15 (deep)

2. Move (control existing)

Redirect, lift, pour, stop flow — must already exist (no creation).

Volume movedBase FPBase timeRange
≤ 1 L11 sec1 m per FP spent (max zone cap)
2–10 L21 secsame
11–50 L32 secsame
51–100 L53 secsame
> 100 LNot 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.

VolumeBase FPBase timeRange
≤ 5 L110 secTouch or 1 m
6–20 L220 secTouch or 1 m
21–50 L41 minTouch or 2 m
> 50 L+2 FP per extra 25 L+1 min per stepRitual 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 createdBase FPBase timeRange
≤ 0.25 L (cup)21 minTouch only
0.26–1 L31 minTouch
2–5 L52 minTouch or 1 m (normal+ zone only)
6–20 L85 minRitual — not combat action
> 20 LGM + garden poolSceneNeeds 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:

SourceWhen
Personal FPAlways allowed
Garden daily poolWater / 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.

LayerShaman?ActionCost
1 — PhysicalYesSpells, element ops, gunsNormal
2 — PerceptionYesAssense enchant, spirit mood, signature1 FP / min sustained, or +1 Strain if rushed
2 — Snap readYes“Is magic here?”Perception or Thaumatology — 0 FP
3 — ProjectionNoNot 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

RollResult
SuccessEffect; FP spent
FailureNo effect; FP still spent
Critical failureStrain +1; if garden pool paid, −1 garden step check

Session checklist (Talyra player)

Before you describe the cool water trick:

  1. Operation? Sense / Move / Purify / Create
  2. Liters?
  3. Zone? Void / ship / world / preserve
  4. FP math? Base × multiplier; garden or personal?
  5. Time? Normal or Rush (+2 FP)?
  6. Range within cap?
  7. 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

JobLitersZone (ship)FPTime
Fill cup0.25 L createLow ×1.531 min (or 5 rushed)
Purify IV1 LLow210 sec
Move spill10 LLow31 sec
Deep sense pipeLow210 sec
Astral assense (10 min)Ship0 then 1/min
Cup in void (anchored)1 L createVoid ×391 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-berth d100 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