Skip to main content

Chigan: Geomancy

Geomancers in Chigan are specialists in locating and arranging spaces conducive to good luck and positive spiritual properties. Where astrologers find lucky times, geomancers find and to some extent arrange lucky places. Geomancers take the Hidden Lore (Geomancy) skill.

Geomancy has two significant uses. One is to find and arrange auspicious places at which to begin a new activity (for example, a birth, a marriage, or negotiate a treaty). “Arranging” involves modest changes to the location, such as clearing interfering shrubbery, moving furniture around, erecting temporary barriers, or painting or putting up banners or tapestries in suitable colors. An attempt takes one week and a roll against Geomancy skill using the standard Geomancy modifiers (see below). If the roll succeeds, participants in the venture present on site at the beginning (for example, a child being born, a newlywed couple, or negotiating diplomats, but not assistants or spectators) get one reroll as per Luck during that venture. On a critical success, the participants get one reroll per year, should the venture last that long. Failure by more than three results in one failed roll in the course of the venture per Unlucky, or one per year on a critical failure.

The other use is to construct fortunate and healthful buildings in which to live and work. This requires both finding the site and participating in the design of the building. The roll takes the standard Geomancy penalties and takes one month of work. Effects depend on the degree of success or failure:

Failure by 10+: -1 to HT rolls and 1 failed roll, as per Unlucky, per year.
Failure by 6-9: -1 to HT rolls to recover from injury and resist the effects of age and disease.
Failure by 1-5: no special effect.
Success by 0-4: +1 to HT rolls to recover from injury and resist the effects of age and disease.
Success by 5-8: +1 bonus to HT roll and 1 reroll as per Luck every year.
Success by 9-12: +2 to HT rolls to recover from injury and resist the effects of age and disease and 1 reroll per luck every year.
Success by 13+: +2 bonus to HT roll and 1 reroll per Luck every month.

A Geomancy roll is unmodified if the geomancer has complete freedom to pick a site within an area of 100 square miles or more. However, restrictions on available space (if, for example, other buildings are already in place or land owners prevent access to the land) can impose significant penalties in built-up areas. The roll is at -1 for every 10 square miles less the geomancer has to work with; the roll is essentially at -10 if the geomancer can only rearrange a given site. Because there are cosmic influences involved, Astrology can be used as a complimentary skill. Architecture may be used as a complementary skill for constructing buildings.


Popular posts from this blog

Writing GURPS Adventures

Someone over on the forum asked for advice on writing adventures for GURPS. Or more specifically, in context, writing GURPS adventures with an eye towards publication by SJ Games, which is a very different animal. Whatever method and structure you have for writing up adventures for your own use is, of course, the best and you should use it for your own purposes. But we're talking about commerce here, not just art, so this should be thought of as advice on how to do business with a particular publisher, not generally useful advice on how to write adventures.

I need to start by defining a term. SJ Games means something specific by "adventure." As the wish list uses the word, an adventure has a plot, or at least something plot-like in it. It presents a specific problem to solve through a progression of encounters. They are not sandboxes. Sandbox-style adventures, with their multiplicity of possible PC objectives, are, in the terminology of the wish list, locations. There ar…

Writing Historical RPGs, Doing Diversity

For a few years now, I've been seeing things like this and reading pieces elsewhere about apparent conflicts between historical accuracy in historical or pseudo-historical fantasy games and issues of deep interest to some parts (and some potential parts) of the modern gaming audience. I tend to write things which are both connected to history and are written to enable the fantasies of modern people, some of whom have a specific interest in not reproducing problematic parts of the past and present in their recreations, so it's something which touches on stuff that I do. And I think I tend to move and write in circles where this tends not to get much thought or attention even though I write for a game which makes accuracy a priority, so while none of this is new to people who grapple with these issues regularly, I'm thinking maybe I should say something about it to get it into spaces where I work.

So, how do I approach the demands of both accuracy and diversity in the stuff …

Still More GURPS Terrain

I've been playing with a few more hex floor pieces.

One thing I've been seeing in a lot of printable floors is a sort of natural stone texture. It's a little irregular and uneven, though not so much so to make it unusable as terrain. It crossed my mind that rather than build a "natural stone floor" set of pieces, I could print flat floor pieces, shear some "rock" designs in half, scale appropriately, and print with a very, very small Z height. Those get glued to the flat floor and painted. That way, I'm not dealing with huge files (those rock forms use a lot of triangles). Seems to work pretty well.

What I'm not quite so happy with is a wooden plank texture. I swiped some very detailed wood plank hexes from a design on Thingiverse and scaled it down to my 1-inch hexes. Unfortunately, it doesn't look like it works well at that scale. That said, I recently switched down from a .4 to a .3mm nozzle, so I'll try it again and see if that helps…