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.

Comments

Popular posts from this blog

More Nattering About Writing Historical RPGs

omeone made the mistake of asking me to expand on some things I'd said about writing historical rpg material, so you all must suffer for it. I write a lot of historical rpg stuff as well as entirely fictional setting material. So why make historically themed games rather than just making stuff up? Well, because it's an effective way of achieving the purpose of writing settings and adventures in general. The purpose of settings and adventures, I would aver, is to give players things to do in a convincing context. Convincing context doesn't necessarily mean realism. Players have different levels of understanding of what's "realistic" in different situations and are more or less sensitive to how closely those situations adhere to reality. For example, I'm a history and culture guy. Put me in SF campaigns (which happens with some regularity) and the specifics of how reaction drives, orbital mechanics, and subatomic physics work entirely escape me. I don't,...

Stuff I Wouldn't Do With Purchased Minis

One of the great things about the advent of 3d printing, when it comes to gaming, is that it allows me to take more risks and try stuff I wouldn't do otherwise. Take, for example, experimenting with painting techniques. Maybe I want to see what an unusual color scheme would look like or try doing an odd way of achieving an effect. Factory-made miniatures are expensive. Too expensive for me to risk it. Which, as someone who's not very good at painting minis and needs lots of practice, is one reason I've never gotten into them. I don't feel like I can afford the implied expense of getting better. Enter 3d printing. With the right files, I can print as many minis as I can like and mess around with them to my heart's content. Mess one up? That's fine. Resin isn't cheap , but it doesn't cost nearly as much as pre-made molded plastic. I can take it as a learning experience and move on. Which brings me to messing around with some Car Wars minis. I'd been m...

Briefly, How To Play GURPS

For a long time, I’ve maintained that GURPS, despite its reputation for complexity, is actually pretty simple in play. I was thinking recently that I should see if I can express the fundamentals of playing GURPS in a short, easily digested form, and so here I am.   This does not address a more general “how to play rpgs” for those who know nothing on the topic. How to approach GURPS, at that level, isn’t necessarily a lot different from how to approach D&D or TFT or any other RPG system. It doesn’t get into optional and campaign-specific sets of rules or equipment. Rather, this is stuff applicable to playing GURPS no matter what the campaign is. It also doesn’t address how to build GURPS characters, which is a vastly more complicated topic. Rather, this is about how to engage GURPS rules when you’ve already got your character sheet and are sitting at the table to play. It’s a trifle over 1000 words, which I think isn’t too bad.   How To Play GURPS Most of what you’ll need t...