GURPS rules for playing in the 3x3 Eyes Universe, Version 0.10 (draft)
Copyright (c) 1996,97 by Henrique de Moraes Holschuh

Original 3x3 Eyes manga, story, art and characters
Copyright (c) 1987-97 by Yuzo Takada


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   This section introduces two new magic systems for GURPS. They describe
   the way magic usually works in the 3x3 Eyes universe better than GURPS'
   standard magic system, covering Beast magic and Chinese paper charms
   and wards. It also describes the 3x3 Eyes-style familiars, as well as
   other miscellaneous information directly related to magic.



   4.1 - Beast Magic

     Beast magic is a special and very powerful class of magic. It is not
     very well known outside the Sanjiyan's sphere of influence, and it is
     very dangerous for normal magicians, so it's usually only practiced by
     demons, Wu, Sanjiyan and other very powerful creatures.

     In beast magic all the spells are related to the creation or summoning
     of living creatures to perform the desired effects, and the control of
     those creatures. Almost every single spell accessible to a normal
     magician (one who uses the regular GURPS magic) can be performed by a
     beast magician, provided he knows (and controls) a beast capable of
     generating the desired effects.

     Also, due to the nature of beast magic, a subset of those creature-
     based spells are of great aid in combat, for they are much more
     powerful and effective fatigue-wise than their normal magic
     counterparts. On the other hand, they are much more expensive and
     dangerous to acquire as well.

     Although other aspects of beast magic can be found in the 3x3 Eyes
     story line, the summon beast subset of beast magic certainly receives
     most of the attention, due to its powerful advantages in combat. This
     is reflected in this text, where only very few of the beasts described
     are not combat related. The GM is encouraged to build his own beast
     spells for his NPCs, and to allow his players to pick most listed
     spells as beast magic at a reasonable cost. There _are_ beast mages
     capable of developing new beasts, like Benares in the 3x3 Eyes manga.

     The basis of most of the summon beast magic are rituals capable of
     enslaving a beast to the caster's will. The most wide spread ritual,
     and the only one known by most of the beast magicians, will enslave
     only beasts who hatch from eggs. In turn, the beast will be granted
     sort of an immortality. This ritual requires Magery 1 or higher and
     the following spell:

     Beast Enslaving (Mental/Hard, Regular, Prerequisite: Magery 1)
       This is the ritual needed to put a beast under one's control, by
       binding the beast's existence to the operator's blood. The casting
       cost is dependent on the beast, and although the ritual is quite
       simple, it's one of the most dangerous parts of beast magic.

       He who wants to control the beast must hatch the beast's egg using
       some of his own blood. The egg will hatch, and the beast will
       awaken, usually wild and in a state of rage. The beast will want
       more blood, and will hunt down the person whose blood hatched it.

       To complete the ritual, a blood alliance must be forged by marking
       the beast with its new master-to-be's blood. This is normally done
       by cutting a symbol (clan marks, arcane symbols or other meaningful
       characters) on one's palm and applying it to the beast's forehead
       or another exposed main body section (like the head). Arms, legs or
       tentacles are never marked, perhaps to avoid the possibility of a
       beast going berserk if the marked limb is lost. Wu and Sanjiyan
       will always use the Sanjiyan Unkara's variation of the AUM
       devanagari character (the dot-dash-three symbol).

       The mage must press his hand against the beast's body for at least
       15 seconds, more if the beast is too large, while he recites the
       words which will create the binding between them.

       Of course it's safer to dominate and knock down the beast before
       attempting this, since it will NOT stay quiet and willing to lose
       its freedom.  Most magicians will hatch the egg inside a magic
       circle (the Pentagram magic works quite nicely), to trap himself
       and the beast and prevent it from escaping before the ritual ends.
       Normal magicians may find this a very deadly condition, and never
       walk out of the circle alive.

       A failure means the beast rejected the enslavement. Since the
       ritual cannot be restarted by another person (the beast cannot be
       hatched twice!), that beast is lost and will retain its free will.
       The caster might attempt the usual Control spells from the Animal
       College now, to cut his losses.

       A critical failure will utterly destroy the beast and will cause
       physical damage to the operator (2d damage on the operator's hand
       or whichever limb he used to mark the beast, more if the beast was
       unusually powerful).

       Some beasts might cause penalties to the roll due to their stronger
       will. The beast's IQ must be less than 7, otherwise the magic will
       not work, and the casting ST cost is half the creature's mass in kg
       (or whatever cost the GM decides) with a minimum cost of 10.

       Every beast enslaved by this ritual will acquire the Slave
       Mentality [-40] disadvantage (p. FF37, CI94), and lose all
       self-initiative.

     After the beast has been enslaved, it will fade out to an alternate
     plane.  Then, it will be available for summon upon its master's mental
     or vocal command, and instead of dying it will disappear (and become
     reavailable for summon) if it takes too much damage. In other words, if
     a beast fails any roll to stay conscious due to damage, or reaches 0
     HT, it will disappear.

   Controlling beasts:

     Each enslaved beast will require a summon and control skill of its own.
     This combined skill is a special Mental Hard spell and requires Magic
     Aptitude as a prerequisite. Apply Magery and Eidetic memory bonuses as
     usual. The casting cost varies with the beast, and the skill level will
     not reduce the casting cost, since it is related to the control of the
     beast and not to the summoning. Failure will result in the beast not
     being summoned and will cost the caster 1 point of fatigue. A critical
     failure might summon the beast but the backlash should cause it to hit
     its master, doing normal damage (to both) and then disappearing,
     becoming unavailable for at least 10 minutes. Or another equally
     harmful and fitting effect left to the GM's evil imagination.

     Some summoned beasts will require extra control rolls, which may or may
     not cause the caster to spend extra fatigue. A summoned beast may be
     dismissed by its master anytime with a successful control roll. The
     first roll applies to the summon AND counts as one control roll; the
     beast will be summoned already knowing what is its target, or that it
     should wait further orders.

     *Any* order to a beast requires a control roll. Failure means the beast
     couldn't understand and will disregard the order. Critical failure
     means that the beast misunderstood the order and will do something the
     operator doesn't want it to do.

     An interesting side effect of all of the beast enslaving rituals is
     that an enslaved beast becomes completely immune to regular Control
     spells such as Mammal Control or Arachnid Control.

     Although beast magic is available to Sanjiyan, they will usually prefer
     to have powerful familiars instead of enslaved beasts. Friends are
     always better than slaves anyway, and familiars can have higher IQ than
     beasts, and act on their own.

   Point Cost:

     Each creature a beast mage acquires implies a point cost. This cost
     takes the form of the Beast Dominance advantage, which is 25 points
     plus 5 points for every 50 points of dominated beasts. The cost is zero
     if the mage has not dominated any beasts yet. Add the 'point value' of
     all beasts together, and round up to the next 50 point boundary to
     figure this advantage's point cost.

     It's up to the GM whether creatures acquired during a campaign should
     be paid for in previously unspent character points or not. Obviously,
     acquiring an egg should be something quite dangerous and difficult to
     accomplish, and might be a nice adventure on its own.

   Handling beast magic:

     The Summon and control of a beast using beast magic is somewhat
     different from casting a regular spell. Apply the rules for regular
     GURPS spellcasting (see pp. M5-9 or the first pages of the Basic Set
     chapter on magic), including the ones for reducing the time to cast,
     with the following modifications:

     Disregard all bonuses which reduces the casting cost in ST (fatigue).
     Unless stated otherwise, a beast is always summoned either in the
     caster's hex or in one of the adjacent hexes. Use the long distance
     modifiers table (p. M10/B151 side bar) for Control rolls.

     During combat, summoning one of the beasts should be handled as a
     spell, but control rolls should be handled as any other maneuver. For
     the Advanced Combat System, use the "Step and ..." rules. When the
     beast is summoned, it takes its first turn at that moment and then the
     caster's turn continues. After its first turn, treat the beast as any
     other NPC.

     If a character can use both normal and beast magic, any normal spell
     being maintained will cause the usual penalties to _both_ casting other
     normal spells and _any_ beast magic roll. A beast does not count as an
     active spell, and will cause no penalties to other beast magic rolls,
     or to any normal magic rolls.

     Optional rule: If the players are prone to abusing rules regarding
     magic, the GM may rule that summon and control rolls requiring fatigue
     to be spent cannot benefit from any alternate sources of spell ST, such
     as power stones or the Draw Power spell. This rule severely limits
     beast magic and will unbalance its point costs when compared to other
     magic systems.


   4.2 - Chinese paper charms magic

     The Chinese paper charms are probably the most powerful enchantment
     magic school available, and performs a major role on the 3x3 Eyes
     universe. In game terms, they behave almost like magic scrolls and
     talismans would, but the nature of their power is different, and so is
     the way to activate and use that power.

     Basically, paper charms and wards are rectangular pieces of paper with
     complicated writing on them. True Chinese paper charms are drawn with a
     brush made of peachwood and a pigment made of red cinnabar and paint,
     which are believed to have strong magical properties. They are always
     written on either yellow or red paper using either red or black ink,
     and in a special script called Thunder Writing, or Celestial
     Calligraphy.

   Using paper charms:

     Paper charms work somewhat different from scrolls, as they are stand-
     alone magic items. When a paper charm contains a spell, anyone may
     activate it, regardless of knowledge, magic aptitude and even magic
     resistance.  Like scrolls, charms containing a spell will lose their
     power after one usage, usually burning and turning into ashes or their
     ink fading. This behavior can be modified, though. Charms are special
     enchanted items, and as such may receive any spell including Power and
     thus become permanent or reusable.

     Paper charms are usually activated either by sticking them to
     something, which will be the subject of the magic, or in very rare
     cases by being touched by the subject. Thus, to "ignite fire", a mage
     would draw the charm and stick it to something, which will start to
     burn if it's combustible. If the subject has some sort of magic
     resistance, or the magic is resistible, the rolls and penalties should
     be applied to the Charm's power level, as per the rules for scrolls.

     Missile spells are available to paper charm mages; the paper magic
     version of the Explosive Fireball spell would be a charm which would
     turn into an explosive fireball as soon as it was thrown by the mage,
     acquiring the same range modifiers and other projectile statistics as
     its regular spell counterpart.

     In Chinese lore, one could also burn the charm and drink the ashes
     mixed with some liquid for improved effect. It is up to the GM to rule
     whether this is true or not, and for what charms should it work. One
     must remember that if there IS an improved effect, the caster must pay
     for it in some way. Some spells might actually look better if done by
     the "burn the charm" process. Spreading the ashes of a Purify Earth
     paper charm over the target hex would look much better than sticking a
     charm to the ground. Of course, other spells might backfire if their
     charms were burned. Knowledge on whether to burn or not a charm, and
     how to use its ashes is always learned along with the spell itself.

     Some permanently active charms are actually wards (especially those
     made by priests to fight "evil"), and do not require to be touched by
     the subject to work (but sticking a ward to a spirit's receptacle's
     'forehead' might prove to be a far more efficient and painful way to
     get rid of it). Wards are done using a variation of the Repel
     <whatever> area spells, and their effect is twice as effective if they
     touch whatever they were supposed to repel, as well as additive if more
     than one ward is used. Note that Sanjiyan and Wu are as susceptible to
     some of these wards as any other demon or spirit.

     To use a properly made charm, just trigger it (sticking it to the
     subject is the usual trigger) and the spells contained in the charm
     will then be activated immediately. Custom made triggers may be done by
     using link spells (Delay, Hang Spell...). The GM rules what is the
     default trigger for a certain paper spell, and that same trigger should
     be the default for that same spell for all charms made by any character
     in that game.

     Spells requiring the caster to touch the subject either require the
     charm to touch the subject (e.g.: Death Touch) or both the magician and
     the charm (e.g.: Steal Attribute). Resistance rolls are done the same
     way as in regular magic. Obviously the target can try to destroy the
     charm so as to stop the magic (but it might also cause a backlash
     targeted both at the magician AND the subject of the magic), or try to
     avoid the charm's proper triggering.

     Most spells with a duration of more than 5 seconds require the charm to
     be kept touching the subject. Removal of the charm will abort the spell
     earlier than its maximum duration. There are exceptions, which are left
     to the GM's discretion. A paper charm spell cannot be maintained in the
     usual sense, but it can be created with an extended duration. The
     energy cost for such an extended duration charm is the same as if it
     was being maintained for the desired time.

     All permanent or long-duration spells, but not enchantments, made with
     paper charms require that either the charm itself or the "shade"
     produced by one be kept touching (stuck) to the target. The "shade" of
     a charm is insubstantial, looks like either an ethereal version of the
     charm or its writing, and may be used on ethereal beings such as an air
     elemental. It is created by any charm which should affect such a being
     automagically. Removal of the charm or the dispelling of its shade will
     cancel the spell. To accomplish such a feat on permanent spells, the
     casting of a spell like Remove Curse or Dispel Magic will be necessary,
     just as in regular magic.

     Paper charms can be enchanted to be "cursed", refusing to be taken off
     the victim, or to have its shade dispelled. Treat them as any normal
     subject of the Hex enchantment.

     Paper charms reacts to damage the same way a scroll would, with some
     exceptions: if a charm is damaged to the point the magic would backlash
     if it was activated, the backlash will happen immediately, targeted at
     any individual near the charm, at the GMs choice. This usually won't
     happen to weak charms (like an Ignite Fire or Breathe Water one) which
     are more likely to burn or simply lose their power, but powerful Summon
     charms, or a Resurrection charm (!), which contains an enormous amount
     of energy, will certainly backlash. Paper magicians carrying lots and
     lots of pre-made charms "just in case I get attacked by a mob" might
     have serious injuries by a freak accident of nature due to a cascade of
     backlashes.

   Building a paper mage character:

     The Calligraphy skill on the proper script, at level 15 or higher is
     required for drawing charms. This is a prerequisite to paper charm
     magic; there is usually no need to do actual Calligraphy skill rolls,
     and your skill level in Calligraphy does NOT limit the maximum skill
     level in spells. Magic Aptitude (Magery) is also required, and its
     bonuses apply normally, as well as Eidetic Memory bonuses (+1 for first
     level, +2 for second level). All paper charm writers must take the
     Celestial Calligraphy advantage (10 points) as well.

     A Character could use another suitable script to write paper charms
     other than Celestial Calligraphy. An Unusual Background of 10 points or
     more should be taken instead of the Celestial Calligraphy advantage
     then. This is an optional rule, and as such it is subject to the GM's
     will. It was included to allow characters such as Haan Hazrat, a very
     powerful paper mage from the 3x3 Eyes manga who always use a variation
     of the Devanagari script to draw charms, to be built.

     Usually only the proper paper and ink are effective for drawing paper
     charms, but the GM might allow certain characters to use any readily
     available materials to draw a charm. This ability requires an expensive
     Unusual Background (20 points or more), as well as Magery 2 or higher,
     and will cause a penalty to the spell rolls, ranging from -2 to -10
     depending on the materials and the GM's will. Such an ability makes an
     already powerful mage much more versatile, as proved by Haan Hazrat
     when he escaped a cell using its door as the surface for drawing a
     Shatter spell.

     Each paper talisman spell should be learned (bought in character
     points) the normal way, applying whatever prerequisites chart is in
     use. Paper based spells are so different from regular spells that a
     spell bought for regular casting cannot be used to draw a charm. The
     inverse is also true. If somebody wants to be able to use both versions
     of a certain spell, he must learn it (and all prerequisites) twice:
     once as a regular spell, and the other as a paper charm spell.

     Each paper charm based missile spell requires a matching Paper Spell
     Throwing skill just like their regular counterparts requires a Spell
     Throwing skill. Note that "Spell Throwing (Fireball)" and "Paper Spell
     Throwing (Fireball)" are two different skills and a mage who knew both
     the regular and the paper form of the Fireball missile spell would need
     both. "Paper Spell Throwing (type)" skills may be defaulted to "Spell
     Throwing (same type) -4", "Spell Throwing (other type) -6" or "Paper
     Spell Throwing (other type) -2".

   Writing a paper charm:

     To create a paper charm, the mage must first write the spell on the
     piece of paper. The time needed to complete this operation depends on
     the "operation time" listed for the regular magic version of the spell,
     and is based on the following table:

       Operation time (up to)      Paper charm Drawing time
         10 seconds                 (op time x 5) minutes
         30 seconds                        1 hour
          1 minute                    1 hour and a half
          5 minutes                        2 hours
         10 minutes                        3 hours
       1 hour or more              8 hours or GM's decision

     Example: A Turn Zombie charm (operation time 2 seconds) takes 10
     minutes to draw. A 3d Fireball (operation time 3 seconds) takes 15
     minutes to draw.

     Exceptions to these rules exist when special methods to calculate the
     operation time are required, such as in the Pentagram spell. As an
     example for the Pentagram spell case, one good solution would be to
     keep the regular operation time (required to draw the magic circle) and
     use 1 hour as the time to draw a Pentagram magic circle (of a certain
     size) activation charm. As always, the GM's will is the rule.

     The usual rules for modifying the operation time according to the skill
     level of a spell do apply, but they change the drawing time of the
     charm, not the operation time of the regular spell (e.g.: A skill level
     10 Turn Zombie charm takes 20 minutes to draw; A skill level 25 3d
     Fireball takes 4 minutes to draw). The absolute minimum drawing time
     for a charm is 30 seconds.

     Blocking spells take 30 seconds to draw, and are activated immediately
     when so desired.

     Enchantments do not have an operation time listed. An enchantment paper
     charm takes 1 hour to draw, plus all the time required to empower it
     using the normal rules for regular enchantments (see p. M17,18).
     Enchanted paper charms are usually enchanted during their creation with
     either the paper version of an enchantment skill, or the regular one.
     To create an enchantment paper charm which will be used to enchant an
     item later, the mage must use the paper version of an enchantment
     skill. An item enchanted by a paper charm enchantment will retain the
     paper charm "shade" until the enchantment is broken.

     The dice rolls should be made after the spell is drawn and fatigue
     spent at that time the same way a normal mage would do. Unlike regular
     magic, there is no "operation time". A charm either takes a lot of time
     to complete its work (for those with an operation time above 20s), or
     does it immediately. What happens to the subject of paper magic if it
     is 'aborted' by destroying or removing the charm during the operation
     time is up to the GM to decide.

   Priest-made paper charms and wards:

     Paper Charm mages are not the only ones who can create powerful paper
     charms. Holy persons and priests, (like a Shinto priest or priestess, a
     Buddhist monk and especially Taoist monks) may also know a few paper
     spells. They do not need to take the Magic Aptitude advantage, but they
     should have some level of clerical investment, or be a "Holy" person
     (whatever that means in your game). The Celestial Calligraphy advantage
     is still a requirement.

     Priests and monks must also draw the charms using proper materials and
     the Thunder Script (Celestial Calligraphy). The GM should also add more
     prerequisites if needed. Only some priests or monks should be able to
     draw charms this way; real and strong faith or true enlightenment and
     training is always a prerequisite and not all the priests out there
     will fulfill those conditions.

     The charms drawn by priests and clerics are also limited in scope: only
     Evil warding and Evil contention spells should normally be available to
     them. Banish or exorcism is also possible, but only to "Holy" persons.
     Good luck and other charms might also be available, at the GM's choice,
     but those should be treated as very weak items.

     All these priest-made charms take a lot of time to draw (1 hour per
     fatigue point required by the spell) to be effective, but do not
     require fatigue to be spent. The priest should roll against his skill
     on that particular paper spell after drawing the charm. Critical
     failures have no especial effects, but will not be noticed until the
     charm is actually used and fails. There are no bonuses for high skill
     levels.

     Paper charms made by priests without the Magery advantage can only be
     drawn in high Mana areas (or high sanctity areas if using the rules of
     GURPS religion), such as those found on some alcoves of a few
     monasteries, very few -- and old -- Shinto shrines or other of the few
     true places of power scattered around the globe.

     Another approach to priest-made charms would be the usage of the cleric
     magic rules (powerful deity based magic) found in GURPS Religion: The
     cleric takes the Power Investiture advantage (10 points/level), learns
     the required skills and the Celestial Calligraphy (those might be
     granted by the deity too), and he will then be granted knowledge on
     some spells by his deity. Paper magic made this way is as powerful as
     the regular paper magic made by magicians, and it does draw on the
     priest's fatigue.

     The GM should remember that there is no reason for a Priest using Paper
     Charms not to be in fact a paper charm mage, with the Magery advantage
     and using the normal rules for paper charm magic, which are much more
     effective.


   4.3 - Familiars

     Familiars are common in 3x3 Eyes, both in the Holy Land and on Earth.
     Humans and Sanjiyan alike soon learned the advantages of having a
     faithful and friendly creature always at their side, both for
     companionship and aid in all sorts of activities. Cats and other pets
     are the common familiars to normal mages, but one can always count on
     the beast mages and the Sanjiyan Unkara to adopt strange and bizarre
     creatures as familiars.

     A familiar might be just an animal, beast or minor demon that was
     adopted by the mage, or a higher spirit which adopted an animal body.
     Familiar abilities varies widely and they could be anything from simple
     trained animals to highly intelligent beings sharing mind links with
     their "owners". Refer to GURPS Magic for more suggestions on familiar
     creation.

     In 3x3 Eyes, a magician can have more than one familiar, and the nature
     of the binding between them and the mage doesn't need to be the same.
     Also, one familiar does not have to acknowledge or like the others.
     Jealousy might be quite a problem for a magician whose familiars are
     two minor demons!

     Being a race of highly powerful and highly skilled mages, the Sanjiyan
     Unkara were quite used to familiars. They usually made good friends to
     children, and the more intelligent ones could be trusted to act as
     baby-sitters or bodyguards of the young.

     Due to the highly magical atmosphere and strong 'mana field' of the
     Holy Lands, and the strange nature of its natural animal life, Sanjiyan
     tended to choose as familiars animals who wouldn't pass as a regular
     pet on earth. Powerful, yet friendly creatures like Takuhi (the
     one-legged, harpy-like birds capable of changing their body size) were
     a favorite, but unique magical creatures such as Fei-Oh were also used.

     The Sanjiyan used advanced magic to deal with familiars. The most
     useful of those were permanent spells cast upon the familiar to give it
     special healing and protection abilities. Examples of the effect of
     such spells are Pai's Takuhi's ability to inhabit her walking staff,
     and Fei-Oh's fading to an alternate plane when it needs to heal.

     Availability of such permanent spells for non-Sanjiyan mages is up to
     the GM, but the familiar's increase of power must be converted into an
     increase of its point cost to the character.

     Telepathic links between the mage and his familiars are common
     practice. The Sanjiyan Unkara were particularly fond of using telepathy
     spells, and creation of a telepathic link between children and
     familiars was almost always done as an added security measure.

     Familiars are NPCs and as such they are under the GM's control. Also,
     the usage of familiars in combat is quite risky. Only absolutely
     faithful familiars will accept to be subject to constant threat to
     their lives, and even those might object to put their lives on the line
     for reasons weaker than saving their masters' life.  Those like Fei-Oh,
     which can access increased healing abilities while gone might leave at
     crucial times, if in dire need of healing.

     If a PC loses his familiar, either to death or if it chooses to leave
     due to abuse, it's up to the GM whether the character should lose the
     points he had spent on the familiar or find/create another one. As a
     rule of thumb, PCs who abused their familiars should not be allowed to
     create a new one as a replacement. They would need to spend unused
     points and acquire a new one. The same is true if the PC often lets his
     familiar face unneeded danger.  On the other hand, if a familiar
     decides on itself to die to save its master life, the GM should provide
     a new familiar (with the same point cost) for that character.  Finding
     or creating this new familiar is a good short adventure in itself.

   Adopting a familiar:

     The rituals and related processes through which a mage can adopt a
     familiar varies widely with the familiar and campaign type as well as
     the GM's (and most of the time, the player's) ideas on how such a thing
     could be accomplished. It is recommended not to allow any type of
     familiar other than a normal, unenhanced pet to characters without
     Magic Aptitude 2 or higher, though.

     If a familiar is only an animal then adopting one should be as simple
     as finding a pet and befriending it (perhaps with the help of some
     spells from the Animal college). Slightly "enhanced" animals and beasts
     could be created by befriending the normal animal and then enhancing
     it. Some ideas on how to do that can be found at p. M115; they deal
     with the "summoned spirit in animal body" type of familiar, but it is
     simple enough to expand them to enhance normal animals.

     Adopting very powerful or complex familiars like Takuhi and Fei-Oh
     should be a somewhat more complicated process. While the familiar rules
     of GURPS Magic do not explain the details of such a process by using a
     generalized ritual, thus requiring no spell ST to be spent, this was
     probably done mostly because since the player will pay points for the
     familiar, there should be no need for other game balance measures. This
     does not hold true for extremely powerful familiars. The GM should not
     allow players without the actual ability to perform the needed spells
     and supply the required spell ST to enhance or create such familiars.

     Unique magical creatures like Fei-Oh should be designed by the GM (the
     mage does not have complete control over the familiar creation process,
     as explained in p. M115) based in some basic ideas set by the mage
     creating the familiar. Creating such a familiar requires the mage to
     summon a spirit for the creature, thus requiring at least one spell for
     spirit summoning. Assume the mage is using variations of existing
     spells if necessary. The body shape will be a choice of the spirit
     being summoned (i.e.: whatever body the GM designed for it), but it
     should be unique. Other spells, such as Pentagram and some Mind Control
     spells might also be necessary.

     The GM should then decide how the familiar will react to its "master".
     Suggestions for this roll are the IQ-6 roll described in p. M115, or a
     modified version of the NPC reaction tables found in p. B204,
     remembering to apply bonuses for Empathy and other relevant reaction
     modifiers, such as those created by employing variants of Animal
     control spells during the spirit summon.  This roll must be done in
     secret and the GM should shape the familiar's reaction to its master
     and the other characters by it. Remember that most animals have certain
     "personality traits" which should not be ignored, even if said animal
     is a familiar.

     The word "animal" was used loosely in the context of familiars. The GM
     should keep in mind that it is possible to summon a very intelligent
     spirit, and such spirits would _not_ be affected by Animal control
     spells. This could result in comical or dangerous situations if the
     mage is not aware of the nature of the spirit being summoned, which is
     often the case.

   Building a familiar:

     Familiars can be built using either the standard rules for familiars
     found in GURPS Magic p. M115 or as NPCs with a complete character
     sheet. Although it is much easier to use the rules at p. M115, they are
     not complex enough to allow Sanjiyan Unkara level familiars (like
     Fei-Oh and Takuhi) to be built, being best suited for small 'normal'
     familiars like Gatsu (Gupta's small eavesdropping pet).

     Familiars built using complete character sheets should be bought as per
     the Ally rules (pp. B23,24), but instead of rolling once per session,
     one should roll against the familiar's frequency each time he wants to
     call it (maximum once per hour) if it is not around. A failure means
     the familiar was not available. A Critical failure means the familiar
     is unavailable for the remaining of the session. The familiar may stay
     around after answering the call, if _it_ wants to. The GM can apply
     penalties (or bonuses) to the frequency rolls as he sees fit.


   4.4 - General notes regarding magic in the 3x3 Eyes Universe

     Some spells are not available in the 3x3 Eyes universe, and others
     behave somewhat differently. The GM must also take into account the
     interaction between the different magic systems (normal, beasts and
     paper charms). The only common factors between those three systems are
     mana and the required Magery advantage; Knowledge in one form of magic
     is of limited use when dealing with the others.

     While there is no real reason to forbid a regular magician (or cleric)
     to know some spells in paper magic format and even some beast magic, he
     would need to buy everything twice, except for his Magery or Power
     Investiture levels. Of course the GM might not feel comfortable with
     that kind of magician in his campaign, and rule that only one kind of
     magic is available to each character.

     This could get even more complicated if you follow the Chinese magic
     system with five elements, introduced by GURPS China. If this kind of
     magic is being used in the campaign, then Paper Charms magic should
     *always* be done according to the Chinese system, which does mean it is
     less effective in areas where the five-element system would not be "the
     way of nature". See GURPS China for details.

     The cleric-only spells found in GURPS Religion are quite suitable for
     priests making paper charms and wards. You might want to have a look at
     them.

     The spells dealing with soul stealing and protection (Soul Jar, Soul
     Stone and even Soul Golem) should be considered VERY difficult
     knowledge to acquire, or even banished from games using the original
     3x3 Eyes setting. If it was so easy to transfer a soul and grant
     semi-immortality (no regeneration), the demons wouldn't be so eager to
     follow Benares or harass Pai. Those might be available as intrinsic
     power to _some_ powerful creatures, though.

     As it was stated before, the usual definition of a "demon" and any
     special effects dealing with "demons" found in standard GURPS material
     should be ignored. If such special effects in spells need to be kept,
     then every non-human creature with Magic Aptitude should be considered
     a "demon". Human magicians could be considered "demons" as well, at the
     GM's discretion.

     Due to the existence of very powerful magic in 3x3 Eyes, the GM should
     pay special attention to the power of spells like Spell Shield, Utter
     Dome and their wall versions, especially if a Sanjiyan decided to blow
     up one of these with a power blast.

     If the GM chooses to use the Unlimited Mana rules (Pyramid #9), it
     should be kept in mind that an average Sanjiyan would be a VERY
     powerful mage, with something like a Tally of 120 and high RR (with an
     added limitation that it requires sleep to work). Definitely not a
     pretty sight. Wu's would also have a high RR (shared with the
     Sanjiyan).


   4.5 - New Spells

     Some of these are so powerful that they would be better used as a plot
     device rather than something the PCs (or NPCs) might use all the time.
     This is especially true for Choang-Ling-Ling.

     The Repel Evil and Pacify Evil spells work on non-evil creatures as
     well. Their name is a product of the poor understanding of demons most
     humans have. The Sanjiyan would probably name those spells differently,
     but the human designation was used to avoid further complications.

     Spells listed as "Sanjiyan Unkara only" are not available as beast
     abilities or paper magic.


     Sense Evil (Information, Area)    [Necromantic and Protection&Warning]

        This spell will tell the operator if any non-human beings with
        Magic Aptitude ("demons") are in its area of effect. If the
        caster gets a good result in the spell roll, it may uncover
        further information about the being(s) it detected (such as how
        many, approximate location or a general idea about what kind of
        demon was detected).

        The caster may limit this spell at casting time to detect only a
        certain kind of "demon", or exclude already known "demons" in
        the spell's area of effect from detection.

          Base Cost: 1/2 (minimum 1)
          Prerequisite: Sense Life and Magic Aptitude, or "Holy"
          Item: Energy cost to create: 200. For an always on item which
            signals when "Evil" enters its detection radius: Cost is 200
            for a 1 hex radius, 300 for a 2 hex radius, 400 for a 3 hex
            radius and so on.


     Repel Evil (Area, resisted by HT) [Necromantic and Protection&Warning]

        Repels any non-human beings with Magic Aptitude ("demons") from
        an area. The spell resists attempts by such beings from
        entering, or staying in the area of effect.

        Attempts to enter the protected area requires one second, and a
        Regular Contest between the demon's HT and the spell's power
        level (the caster's effective skill). Only one attempt per hour
        is possible. Strong Will bonuses should be applied to the HT
        roll.

        Demons which are inside the area are required win a Quick
        Contest of HT versus the spell's power level per turn, or depart
        immediately. They are at -1 IQ and DX while in the spell's
        active area, and will suffer a _very_ strong pain if they are
        unable to flee (after losing the Quick Contest of HT).

        If this spell is done using Paper charms, or an enchanted item,
        a demon touching the item will be at -10 to resist the spell,
        and will immediately suffer -2 IQ and DX, as well as intense
        pain.

          Duration: 1 hour. Time to cast: 10s
          Base Cost: 5 to start, 3 to maintain
          Prerequisite: "Holy" and Sense evil, or Avoid, Pain and Sense
            Evil.
          May be done as a permanent spell for 100x the base cost.


     Pacify Evil (VH, Resisted by HT)        [Necromantic and Body Control]

        Paralyses any non-human being with Magic Aptitude ("demon"), as
        long as physical contact between the mage (or charm or item) and
        the subject is kept.

        The subject will, upon failure on the HT roll, feel intense pain
        in whichever body location the spell was activated against. If
        this location is a limb, it will be paralyzed and considered
        'incapacitated' for the duration of the spell. The entire body
        will be paralyzed if the torso is hit by this spell. If the
        forehead (actually, the brain hit location) was the location hit,
        the victim will lose consciousness upon failure on a HT-5 roll.

          Duration: 1 minute. Time to Cast: 2s
          Cost: 5 to start, same to maintain.
          Prerequisite: Paralyze Limb and Sense Evil
          Item: Always on, will affect any "demon" who touches it.
            Energy cost 2500.


     Bewitching Attack

       Sanjiyan Unkara only, no point cost. Operation Time: 1s (to start)

       This is a very special magic. It's known by every Sanjiyan above
       a certain age, at IQ level. It will be learned almost by instinct
       when the Sanjiyan's body has developed enough to tolerate the
       power strain. A suggestion for this age is around 270 years old,
       roughly the equivalent of a 13 year old human. It doesn't require
       any character points to be spent.

       This magic will merge the soul of a living creature with the
       Sanjiyan's own, trapping it inside the Sanjiyan's body and
       creating a very special binding between them. The one whose soul
       isn't in his body anymore will be granted immortality, and
       through the link shared by him and his Sanjiyan, unmatched
       self-healing powers and a limited access to the Sanjiyan's magic.

       A Sanjiyan can only have one Wu at a time, and the binding
       between them cannot be severed by anything other than death or
       the most extremely powerful magic. It's not known if any Sanjiyan
       ever managed to break this link, but there are very few, and
       dangerous, ways to extract the Wu's soul from the Sanjiyan's
       body; and the link might be undone by destroying the Wu's soul.

       It takes around 30 seconds to absorb the soul, and 30 seconds to
       merge and link the Wu's soul with the Sanjiyan's. The Wu's first
       recovery will start immediately after the link is made, and the
       'Wu' ideogram will appear in his forehead after this recovery is
       complete.

       Both the Sanjiyan and the Wu will lose consciousness after the
       link is completed as the Sanjiyan's magic fatigue is completely
       depleted by the spell, and the Wu's body is adapting itself to
       the new condition and healing.  The newborn Wu and the Sanjiyan's
       human personality will awake after some hours of rest.


     3x3 Eyes Power Blast (VH, Regular)              [Sanjiyan Unkara Only]

       This is one of the most powerful attack spells in existence, and
       fortunately only the third-eyed personality of a Sanjiyan Unkara
       can cast it. Even the more blood-lusting Sanjiyan would not take
       the usage of this powerful spell lightly.

       The Power Blast spell always requires the Sanjiyan to make a
       simple gesture with the hands and speak a very short and harsh
       mantra (the Devanagari writing for this mantra is read as /saz/).
       If the Sanjiyan is unable to do the gestures, or speak the
       mantra, suitable penalties should be applied. As per the usual
       skill level rules for spells, casters below level 18 will not be
       able to activate it under such 'adverse' conditions.

       The Sanjiyan can control the targets of the spell with amazing
       accuracy. It will only hit the intended target, even if other
       people is very close to it (e.g.: Yakumo at Galga's mouth (manga
       vol 8) was not hit by the blast that destroyed Galga). This might
       require an extra IQ roll to aim, at the GM's option. The usual
       distance/speed modifiers for aiming (not for spells) should be
       applied, then. A failure will either cause both targets to be hit
       or a complete miss, at the GM's discretion.

       The power blast will ignore normal PD. Blocking is not very
       effective, as most shields and weapons won't be able to stand the
       damage for much time. The only spells capable of completely
       blocking the blast are Utter Dome, Spell Shield, a big enough
       Utter Wall or Spell Wall, and Su-Tien-Sheng-Jing-Fong-Hoang...
       _If_ they succeed in resisting the blast.

       Once it connects, the spell will do either (target's HT)/3 dice
       of damage per turn, or as near that damage as the Sanjiyan
       fatigue allows, draining the normal fatigue if the extra one
       empties.  All the control the Sanjiyan have over the spell is
       whether it should be maintained the next turn, or stop; there is
       no way to know beforehand how much fatigue the spell will spend,
       or how much damage the target will take.

       The blast also has the added effect of transferring some kinetic
       energy to the targets, neatly spreading the bloody remains away
       from the Sanjiyan.

       The spell always spends a minimum of 10 fatigue points per turn.
       If any damage is done by the spell in a turn, it will spend half
       the number of dice of damage in fatigue (round up) in that turn.
       Spell Shield or Utter Dome blocked blasts, as well as dodged
       blasts, will only spend that minimum fatigue of 10. High skill
       levels do not lower the casting cost.

       Since there is a minimum spending of 10, the spell will not
       trigger (or it will end if it was being maintained) if there is
       not enough fatigue, obviously. Also, if it does any damage at all
       in a given turn, it will be a minimum of 20d. If that damage is
       done against a blocking weapon, or shield, the GM should remember
       that anything behind it will take whatever damage was left
       "unused" when the object shatters.

       Sealed armor and force screens protect with their full DR. Non
       sealed armor protects at half DR. The power blast will eat
       through armor slowly: for every 10 points of damage the armor
       stopped, reduce its DR by 1 on the location hit. A sealed suit
       loses its integrity (becomes unsealed) after 20% of its DR has
       been lost. Deflector shields and magically obtained PD protects
       normally.

       This is a VERY powerful spell by GURPS standards, so the GM has
       got every right to do massive destruction if it backfires. This
       spell has got the duration of 1s, but it can be maintained as a
       continuous beam by the Sanjiyan, without any extra rolls. The
       Sanjiyan can change targets while maintaining it. This will
       require extra rolls for new aiming and it might hit unwanted
       targets caught in the blast's way during aim shift.

       Most Sanjiyan won't be able to keep themselves awake after the
       big drain of a Power Blast, and will lose consciousness after it;
       Sometimes the drain will be so huge that the Sanjiyan will spend
       normal fatigue on the spell, too.  That might also send the human
       personality to the dreamlands.

       Some extremely powerful creatures have access to variants of this
       spell, none of them as effective fatigue-wise as the Sanjiyan's
       version. It is recommended that these variants should never be
       directly available to PCs.

       There is one powerful variant of the Banish spell, often used by
       the Sanjiyan Unkara, which looks very alike the 3x3 Eyes Power
       Blast although it _usually_ does not leave any remains of the
       target behind. This fact has caused some non-Sanjiyan Unkara
       mages to draw mistaken conclusions about the behavior and power
       of both the Power Blast and that variant Banish spell, causing a
       number of tragedies due to misinformation, as well as a lot of
       trouble to those who looked for a way to duplicate the 3x3 Eyes
       Power Blast spell.

         Duration: 1s. May be maintained as a continuous beam.
         Cost: Minimum of 10; (dice of damage)/2 if the blast connects.
         Prerequisite: Magery 3, Disintegrate and Steal Health.
           This spell can only be cast by the Sanjiyan Unkara.


     Dispel Essence (VH, Resisted by Will + Magery Levels)
                                                      [Necromancy and Gate]

       This is a very powerful variant of the regular Banish spell.
       Dispel Essence "homes" in the target's magical essence itself,
       and will only work on creatures with Magic Aptitude (Magery).
       Most of the considerations for Banish (see GURPS Magic) apply to
       Dispel Essence as well, but there are no penalties for
       non-demonic creatures. It is resisted by Will + Magery levels,
       instead of ST + IQ.

       The effects of Dispel Essence, despite its name, are almost the
       same of Banish. It is able to correctly "home" on the target
       regardless of its body state, therefore being able to banish a
       creature which is possessing another, phased, or even if the
       creature has mixed its body with another creature's. In the case
       of mixed bodies, the spell will remove from the target _all_
       traces of the banished creature, leaving behind the body in the
       state it was before the mixing, and physically stunned. Unlike
       Banish, the caster does not have to be in his home
       plane/dimension to cast this spell. The caster cannot banish
       himself back to his own plane with this spell.

       Dispel Essence looks very much alike to the 3x3 Eyes Power Blast.
       It may also require gestures and the speaking of a short mantra
       which are very similar, if not the same, as those of the Power
       Blast. The speaking (and even the gestures) may be left out if
       the caster has a high enough skill in the Dispel Essence spell,
       as usual (see pp. M7,8).

       Modifiers: -2 if the target is possessing someone _or_ -5 if the
       target's body is mixed with another one. -5 if trying to banish a
       target who is possessing or is mixed with someone from his
       original plane. +2 to any of the modifiers above if the caster
       can clearly tell apart the target from the mix (e.g.: by using
       Astral Vision (p. GR61)). -2 _to the resistance roll_ if the
       caster is in his home dimension or plane.

       This was the spell used by Parvati IV to free Natsuko from the
       "Eye-blob monster" (the Gesu) in volume 2 of the manga.

         Time to Cast: 5s
         Cost: Target's Will + (ST/2)
         Prerequisite: Magery 3, Banish, Sense Spirit and Aura.


     Choang-Ling-Ling (Pierce Spirit Rhombus)  $B@|pMNX"((B  (VH, Special)

       This is a very dangerous Mind Control magic. It allows the caster
       to wipe out (sometimes permanently) the target's memories, and
       control it, by replacing the target's memories and mind with
       another one. This spell requires a third party, which will
       provide the new memories and mind, and it is extremely difficult
       to counter once it was successfully cast and applied to the
       target.

       The spell will _change_ a chosen beast, demon or any other
       creature which has the Magery advantage into a rhombus-shaped
       biochip with many terminals on one side. This creature's Weight
       must not differ on more than half of the biochip's target's
       Weight, and its IQ must not be lower than (biochip's target's
       IQ-5), or 7.

       The caster must then implant this biochip on the target's
       forehead (or wherever the brains are if it is a non-human
       creature) by pressing the biochip there.  The biochip will
       introduce its terminals in the target's brain and block his real
       personality and memories, substituting it for the
       creature-turned-biochip's own.

       Unlike most Mind Control spells, Choang-Ling-Ling cannot be
       completely avoided by the final target with a resistance roll. If
       successfully cast, it will work no matter how much damage to the
       caster, target and the caster's creature may happen. The caster
       will NOT know if the magic failed, unless it's a critical failure
       (see table below).

       During the casting, the magician must specify a password. If the
       biochip knows this password, it will be possible to undo the
       magic and release the target's mind at the biochip's will. Once
       undone, the biochip will return to his original form. Remove
       Curse may be able to undo this spell without the password, but
       only one try per caster, and per month, is allowed.

       The effects of the spell start 1d seconds after the biochip is
       applied to the target's forehead. Although the spell cannot be
       stopped by it, the target MUST do a Will roll, with a +3 bonus
       per extra imperfectly split personality or level of
       Compartmentalized Mind or +5 per extra perfectly split
       personality (use the strongest Will if there is more than one
       personality). If the beast is unwilling to be turned into a
       biochip, it should do a resistance roll too and the spell will
       fail normally if the beast passes the roll.

       Choang-Ling-Ling is a very complex spell, and the results may be
       nasty, even if it was successfully cast by the magician:

       Caster         Target        Result
       -----------------------------------------------------------------
       Crit Fail         -          Beast dies, caster takes 2d damage,
                                    roll on critical failure table
       Failure      Crit Success    Biochip will die in 10x2d minutes,
                                    target takes no damage, but will be
                                    unconscious for 1d hours.
       Failure         other        Biochip and target will both
                                    die in 10x2d minutes.
       Success      Crit Success    Biochip loses memory completely as
                                    well. The biochip's memory might
                                    never be fully recovered; Target's
                                    will be recovered in 1d-2 months
                                    after the biochip is removed.
       Success      Crit Failure    Target will never recover lost
                                    memories.
       Success         other        Biochip works perfectly, target
                                    will recover lost memories
                                    1d-2 months after the biochip is
                                    removed.

       To fully understand what "die" means in this spell, please refer
       to the 3x3 Eyes manga, volume 5. It is a reeeally bloody scene.
       shapeshifting death would be another possible description.

       If the conditions for weight of the creature-turned-biochip are
       not met, the biochip will either be ineffective if it is too
       light, or cause permanent brain damage to the target if it is too
       heavy: the target's IQ is permanently reduced by one, and the
       biochip will be at IQ-1 until the magic is undone.

       If the conditions for minimum IQ are not met, the biochip will
       not take over, but it will still be attached to the target's
       cortex and may reduce the target's IQ by two for the duration, by
       deliberately tampering with his mental processes.

       The biochip will look like a rhombus 'fuuin' (seal) on the
       targets forehead, and cannot be removed except by a _critical
       success_ on a Remove Curse (the biochip may resist it at IQ +
       caster success margin) or by the password. As usual, cumulative
       tries by the same caster are at -1 per try. Surgical removal is
       impossible at TL7, since the biochip's terminals would remain on
       the victim, possibly causing severe brain damage. The rhombus may
       be recognized by someone who doesn't know the spell on a
       Occultism -6 roll.

       If Choang-Ling-Ling is applied to someone with split
       personalities, ONLY the active personality will be severed by the
       chip, the other ones may lose their memory and will NOT be under
       the biochip's control. If the personalities are perfectly split,
       there is one chance in three that the other selves will not even
       be affected by the spell. Sanjiyan suffering the effects of
       Choang-Ling-Ling are either asleep or half-awake, and cannot
       access their full power.

         Time to Cast: 1 minute.
         Cost: 5 + Biochip's IQ
         Prerequisite: Magery 2, IQ 12 or higher and at least 4 other
           beasts. This spell can be used by Beast Magicians only.


   4.6 - Beast Magic Creature List

     Key to Creature list:
       ST/DX/IQ/HT, Basic Speed (B.Speed), PD/DR: Those are normal GURPS
        statistics. Split HT (xx/yy) means HT xx and yy hit points (HP) as
        usual.
       Damage: Lists the damage for the most common attack. Other attacks
        and their damages are listed on the description text. Imp = impaling,
        cru = crushing and cut = cutting damage.
       Reach: C = Close combat. Refer to p. B102 side bar.
       Size: An approximate size of the creature in hexes.
       Point Value: The creature's cost in points used to calculate the cost
        of the beast dominance advantage (see Beast Magic). This is usually
        a good approximation of the cost in points of such an _enslaved_
        creature, should it be a standard GURPS character.
       Summon Cost: Cost in ST (fatigue) to summon this creature
       Time to Cast: The time required to summon the creature. Unless
        stated otherwise, this time is one second.
       A # mark means "refer to description text for full explanation".

     Unless noted otherwise, all the creatures below requires magic energy
     to live. They will lose 1 HT per minute if they enter a "no Mana" area,
     or 1 HT each hour for a "low Mana" area. Most attacks are magical and
     will not work in "no Mana" areas.


     Tou-Chao (Earth/Ground Claw),  $BEZD^(B

       ST: 10      Move/Dodge: 8/6      B.Speed: 6.5       Point Value: 77
       DX: 14      PD/DR     : 3/4      Size   : 1         Summon cost: 2
       IQ: 4       Damage: #4d cut      Weight : 40kg
       HT: 12      Reach     : #C

       The Tou-Chao is a large (60 cm head to tail) and very fast crab-like
       creature with three LARGE claws on its tail, pointing downwards. It
       is one of the most common beasts and was extensively used by Yakumo
       before he acquired Kuan-Yaa.

       Normally invisible, the Tou-Chao will run after its target cutting
       through almost anything in its path, until it slices the target. The
       only visible effect of the Tou-Chao are the three holes on the ground
       were the monster firstly introduced its claws (usually the exact
       place it was summoned) and the three 5 cm deep rips it leaves on hard
       ground or wood.

       The three claws will inflict a total of 4d cutting damage to targets
       in each Hex in Tou-Chao's path. Tou-Chao will usually go all the way
       over the intended target only once, and then disappear, but the
       operator can modify this behavior by ordering Tou-Chao to stay, or
       attack again.

       The operator can also instruct Tou-Chao to perform somewhat
       complicated tasks, like attacking whatever person is carrying some
       certain object, or to keep running in circles around him instead of
       attacking somebody (but if anything stays in Tou-Chao's path it will
       be attacked immediately). This requires suitable penalties to the
       control roll, of course.

       A Tou-Chao will remain around for a cost of 2 fatigue every 10
       minutes to the operator, _if_ ordered to do so. In this case, it will
       only fade if ordered to leave or if its operator fails to provide the
       2 fatigue points.

       Tou-Chao will usually not dodge any attacks, and will not change
       targets unless given a specific order (or if it was ordered to hunt
       an item). If summoned against a small crowd, Tou-Chao will run wild
       among them attacking the nearest target and proceeding to another
       until it can find no other obvious targets in its field of view. The
       only things a Tou-Chao would care to dodge are fire and sources of
       extreme heat.

       Its move score is 8, with the claws _already_ cutting the floor.
       Tou-Chao will run straight to the target, not bothering to circumvent
       any obstacles unless told otherwise.

       Tou-Chao will avoid fire, since it will take 2d extra damage from
       burning weapons. If put on fire, it will immediately disappear. If
       one wants to summon more than one Tou-Chao, he will need to enslave
       more Tou-Chaos and summon them one by one.

       Most casters will summon Tou-Chao in such a way it will appear from
       their hands (doing a VERY nasty damage to anything they might be
       holding or touching). It can be summoned to appear from any limb,
       although this information is not common knowledge as Tou-Chao will
       come out from the arms "by default".

       Ordering a Tou-Chao to come out from any limb other than the arm will
       cause a -1 penalty to the summon roll. Furthermore, a caster can only
       do such a summon if he is above skill level 17.


     Kuan-Yaa (Shining Fang),   $B8w2g(B

       ST: 10      Move/Dodge:35/7      B.Speed: 7.25    Point Value: #
       DX: 16      PD/DR     : 0/0      Weight : none    Summon cost: #2-12
       IQ: 4       Damage : 8d imp
       HT: 13/15   Reach     : C

       This amazing creature resembles a beam of light with a dragon's
       head (and three eyes). Like a beam of light, reflective surfaces
       will reflect Kuan-Yaa and this is the only effective way to avoid
       its attack other than dodging.

       Kuan-Yaa is insubstantial, and as such, invulnerable to almost any
       kind of attack like any regular light beam. It performs poorly
       underwater though, as well as inside any other non-translucid gas
       or liquid (it will cut through normal smoke, fog and "smog", though)
       and may be reflected by water surfaces. Kuan-Yaa will fade after
       one or two meters of travel underwater, and it will take 2d damage
       per turn of flight inside _magically produced_ darkness.

       Kuan-Yaa moves straight, although it can and will do _sharp_ 90
       degree turns if ordered to, always at top speed, and will blast a
       hole (8d impaling damage) in anything it hits. Just like Tou-Chao,
       Kuan-Yaa will care little about dodging attacks against itself.

       Since it cannot be stopped by normal means, Kuan-Yaa is one of
       the most dangerous beasts to enslave. Yakumo managed to trap it
       inside a thermal vacuum flask (with a reflective inner bottle) to
       be able to perform the ritual, after a lot of collateral damage
       to the surrounding buildings and people.

       Kuan-Yaa is tough to control and any control rolls requires
       the spending of one point of fatigue, including flying path
       changes.

       The operator can call upon more than one Kuan-Yaa at the same time
       for an extra point cost (see the table below), but each extra
       Kuan-Yaa will cause a -2 penalty to any control roll, be it
       specific or directed to all of them, _including_ the first roll
       which summons them. The base casting cost (2) is multiplied by the
       number of Kuan-Yaa called. Without further control rolls, the
       multiple Kuan-Yaas will spread in a 30 degree cone from their
       master's hand.

       Point Value per Kuan-Yaa active at the same time
        1:  79 pts   2: 154 pts   3: 229 pts
        4: 304 pts   5: 379 pts   6: 454 pts

       Each blast a summoned Kuan-Yaa does costs 4 fatigue _to itself_.
       No Kuan-Yaa will stay around after its fatigue drops below 4.
       
       Note: There is no need to enslave more Kuan-Yaas or increase
       skill level to access more of them per summon. Just pay the
       point value when the character has 'learned' how to summon more
       of them.


     Chin-Kuu (Mirror Tick),   $B6@jC(B

       ST: 4       Move/Dodge: 6/6      B.Speed: 6      Point Value: 56
       DX: 12      PD/DR     : 2/4      Size   : 1      Summon cost: 4
       IQ: 3       Damage    : #        Weight : 2kg    Cast time: Block(0)
       HT: 12/6    Reach     : ranged

       Chin-Kuu looks like a very large tick (or a cross between a large
       spider about 30 cm wide and a ladybug, as it has eight legs
       instead of the six a normal tick does). It is mainly a defensive
       beast magic, useful to parry projectiles and other kinetic attacks
       and reflect beam ones, such as Kuan-Yaa and weak power blasts.

       It will reflect beam bolts and magic missiles, acting as a mirror for
       Kuan-Yaa, beam weapons and any other light-like creature or magic on
       a successful parry. Some attacks which cannot be reflected (like a
       Sanjiyan's Power blast or some missiles) will dissipate harmlessly
       into the surroundings or will simply bounce on Chin-Kuu and fall to
       the ground.

       Chin-Kuu's magical protection abilities will only divert up to 10d
       damage _per turn_. Anything above that will get through and hit
       Chin-Kuu and possibly its wielder. Unfortunately, due to its small
       size Chin-Kuu won't work well against power blasts or other "wide
       beam" attacks. Half of the damage, sometimes even more, will always
       get past Chin-Kuu, probably causing it to fade and hitting its
       master.

       Chin-Kuu will stay around until it fades due to injury, and usually
       it will wait quietly wherever its master drops it, or hold _tightly_
       to its wielder's arm, resembling a small shield. Like any other beast,
       it can be dismissed on a successful control roll.

       It can also create threads and a very strong one at that. Chin-Kuu's
       thread is DR 3 HP 10 ST 20. The thread can be spit at high velocities,
       in which case it should be treated as a SS 12 Acc 1 Max 50m ranged
       attack. Rules for "standard" Webbing can be found at p. FF33 or CI71.

       Chin-Kuu is also a good shield, as it will try to help blocking
       incoming attacks, giving an extra +1 to block any non-beam attacks.
       It should be considered a buckler (a very small shield) for skill
       and training purposes.

       Chin-Kuu can fly at move 12 for short periods of time.


     Shou-Lin (Running Scale),   $BAvNZ(B

       ST: 25      Move/Dodge: 24/6     B.Speed: 6.75      Point Value: 80
       DX: 14      PD/DR     : 1/1      Size   : 2         Summon cost: 2
       IQ: 4       Damage: 1d-2 cru     Weight : 25kg   
       HT: 13/10   Reach     : C

       Shou-Lin is a 1.2m long, skateboard-like creature with a stiff, short
       pointy tail and small protruding tusks. It hovers above the ground
       (maximum ceiling is 30 feet, or 10m) and it can move very fast while
       carrying a lot of weight, thus being great for transportation. If the
       need arrives, Shou-Lin can attack by ramming the target, doing 1d-2
       crushing damage.

       To ride it, one must have the Riding (Shou-Lin) skill (Physical/
       Average), or roll against DX-5.  Shou-Lin cannot hover over water,
       and will sink (and disappear, it cannot breath water) in 2d seconds.

       The encumbrance levels for Shou-Lin are: None:2xST, Light:8xST,
       Medium:12xST, Heavy:20xST (pounds) or 1xST,4xST,6xST and 10xST (kg).
       The move modifiers are: Light: -4; Medium: -8; Heavy: -12.


     Chou-Syou-Fu (Binding Serpent Spell),   $B<v<XG{(B

       Stats for each "tentacle":
       ST: 24      Move/Dodge:12/6      B.Speed: 6.75      Point Value: 38
       DX: 13      PD/DR     : 0/2      Size   : 5         Summon cost: 2
       IQ: 3       Damage    : #        Weight : 100kg
       HT: 14/10   Reach     : C,5

       Chou-Syou-Fu is an interesting attack beast magic. It will summon
       large tentacles (usually 4 to 6) resembling vermin with a fearsome
       mouth. They will move toward the target and try to wrap it, coming
       from all directions. Each tentacle will come from the caster's hand,
       and will grow up to 5 meters.
       
       If the attack is successful, and there are three or more tentacles,
       Chou-Syou-Fu will shape itself to a huge tranced sphere, keeping the
       victim completely immobilized inside.

       The combined attack of the tentacles is a constriction attack. Each
       tentacle tries to grapple the target (usually a DX contest). If one
       of them succeed, all the others will be able to wrap the target on
       the next turn. If the target breaks free before the other tentacles
       reach him, and manages to get out of range (6 hexes away from the
       caster), the attack will fail.  The tentacles will keep trying to
       reach the target until he goes out of range. Due to their size, each
       tentacle is at +8 to grapple at close combat, +4 at 1 hex, or +2 at
       2 hexes.

       The constriction attack itself is a Quick Contest of ST (p. FF8,
       CI52). The victim breaks free if he succeeds, otherwise he takes the
       amount he lost by as crushing damage. The victim must be grappled
       first. Chou-Syou-Fu will stop crushing the victim if it stops moving
       and opposing the binding.

       Each tentacle has a mouth with fangs and sharp teeth, capable of
       doing 1d+1 cutting damage by biting and they will not think twice
       before trying to eat their way to the target.

       Summoning Chou-Syou-Fu costs 2 fatigue for each tentacle every 10
       minutes. It is up to the GM to define how many tentacles an egg of
       Chou-Syou-Fu will provide (the recommended amount is 3 or 4
       tentacles, for a point value of 114 or 152 per egg). The caster can
       choose to summon less tentacles than his maximum. The tentacles will
       be summoned all at once, not one per second. Eggs of Chou-Syou-Fu add
       together, increasing the maximum number of tentacles one can summon.

       Please note that if one summons two instances of Chou-Syou-Fu at the
       same target (e.g.: a caster summons 3 tentacles, and later 3 more
       tentacles), they will fight each other instead of working together,
       possibly killing the target if it was already trapped by one of them.


     Kuu-Yon (Crying Cocoon)

       ST: 6       Move/Dodge:10/5      B.Speed: 5.5       Point value: 350
       DX: 10      PD/DR     : 1/1      Size   : 1         Summon cost: 8
       IQ: 5       Damage    : ?        Weight : 50kg
       HT: 12      Reach     : C

       Kuu-Yon is one of the most interesting beasts available; It resembles
       a stupid-looking ball with small wings and two very small eyes, or,
       if you ever played Fantasy Zone(TM), it's just like a BIG Opa-Opa.
       Kuu-Yon is peaceful and friendly, but it will react harshly to *any*
       spell being done in its presence. It is able to cast a very powerful
       Dispel Magic variant with an effective skill of 20 in a 25 hex
       radius, which it can maintain for up to 10 minutes. The usual
       distance penalties do not apply inside the 25 hex radius, but
       Kuu-Yon's power fades rapidly at greater distances, reducing the
       effective skill to 18 at 26 hexes, 16 at 27 hexes and so on).

       This Dispel Magic variant affects any magic, regardless of kind
       (i.e.: beast magic, paper magic and regular magic). It will not break
       enchantments, but some of them might react funny for the duration, if
       the GM wishes so. All spells in the affected area get a resistance
       roll as in the regular Dispel Magic spell. Kuu-Yon will appear to
       release small dust particles from its mouth during all time the
       variant Dispel Magic spell is active, and these particles will soon
       cover the entire 25 hex radius area.

       Kuu-Yon usually moves slowly, flying at a short distance above the
       ground. It will not land unless it is very tired, prefering to hover
       in place if it needs to stay put.

       Kuu-Yon's 45 cm eggs are extremely difficult to acquire, being so
       rare that most beast magicians would think it is a one of a kind
       beast and wouldn't know what Kuu-Yon's powers are beforehand.


     Cha-Lieh-Chong (Exploding Tearing Bug),    $B_ZNvj5(B

       ST: 1       Move/Dodge: 5/5       B.Speed: 5.75     Point value: 5
       DX: 10      PD/DR     : 1/1       Size   : 1        Summon cost: 2
       IQ: 1       Damage: #2d[1d] exp.  Weight : 300g
       HT: 13/2    Reach     : C

       Cha-Lieh-Chong is a 'small' (about a grenade's size) ladybug-like
       beast, with a multitude of eyes all over the body. When summoned, it
       will start to shine a bit, and heat up slowly. It is a grenade-type
       beast magic and when squeezed, Cha-Lieh-Chong will explode after 1
       turn, with a very bright and very hot fragmentation explosion.

       The explosion will cause 2d crushing damage at the target hex, plus
       1d cutting damage from fragmentation (see pp. B121,122). The flash
       from the explosion may blind: All affected must roll against HT.
       Victims up to 5 hexes away from the explosion will be at DX-3 for a
       minute if they passed the HT roll, or 3s blind and 1 minute at DX-3
       if they failed. Those from 6 to 8 hexes away will be at DX-3 for 10s
       if they passed the roll, or 1 minute at DX-3 if they failed. Anyone
       further than 8 hexes away will only be at DX-3 for 3 seconds if they
       failed the HT roll, and be unaffected otherwise.

       In the wild, Cha-Lieh-Chong is likely to be found in rare, difficult
       to reach nests with many individuals. If the nest is threatened, some
       of the insects will do a fairly accurate suicidal attack to protect
       it. Cha-Lieh-Chong also has a type C venom doing 1d-3 damage,
       delivered by biting. They can also fly (speed 10) for short distances
       but this ability is lost to Beast Mages, as it is impossible to order
       such a low-IQ creature to do anything except by using the Insect
       Control regular spell, which will not work on enslaved beasts. The
       venom attack is not available to Beast Mages for the same reason.


   4.7 - Sanjiyan magic and holy items

     WARNING: This section contains major spoilers.

     Shiva's Claw  $@%7%t%!$ND^(B

       The Shiva's Claw is a device similar to a glove. It consists of a
       black piece of cloth the size of a palm with a hole for the middle
       finger and small ornate strings across the upper side to help it fit
       the hand. The cloth only covers the palm and there is a white
       specific Devanagari character (the /saz/ mantra) drawn on it.

       While a Sanjiyan is wearing Shiva's Claw, their power is restricted
       (which translates into blocking the dangerous, powerful personality
       from awakening) and the more docile personality can control _some_ of
       the powers of Sanjiyan by chanting "Barasuvidaahi" which will release
       a powerful power blast and open the third eye for its duration plus a
       few more seconds.

       Unfortunately, the power level a Sanjiyan can access while wearing
       Shiva's Claw is far lower than what a fully awake Sanjiyan could.
       This can be seen in volume 8 of the manga, in Pai's last fight
       against Galga.

       Shiva's Claws were common in the Holy Land, and although they are not
       that easy to find on earth, they're not all that rare either. Yakumo
       found the one he gave to Pai in a temple, and later they found three
       more in a sacred shrine. Parvati III (Pai's mother) used to wear one
       sometimes.

       The amount of damage done by the power blast is dependent on the
       power level of the Sanjiyan. Only half of the extra magic fatigue is
       available through Shiva's Claw, and a not fully awake Sanjiyan (e.g.:
       one under the effects of Choang-Ling-Ling, described elsewhere in
       this text) will only be able to access 1/4 of the extra magic
       fatigue. In other words, a Sanjiyan with 20 extra fatigue points will
       access only 10 points when wearing Shiva's Claw, and he will only
       have ONE blast of 10 fatigue points, the other 10 are on hold and
       cannot be used.

       The damage is the usual 1d per point of fatigue spent, but it takes 1
       second of concentration for every 5 points spent on the blast. During
       the concentration, a big and very bright power sphere will grow in
       the glove (usually requiring both hands to keep the aim on the
       target, unless the Sanjiyan has ST 12 or above), in a rate of 5 cm
       radius for each fatigue point spent. The sphere will lift the
       Sanjiyan from the ground if it gets big enough, but aim will not be
       lost.

       Once the sphere appears, the Sanjiyan must release its power, sooner
       or later. If the extra magic fatigue runs out, the blast WILL be
       released. Shiva's Claw power blast look like three high- energy beams
       aimed directly into the target, draining the sphere. Unlike the
       Sanjiyan's power blast, the three beams will usually cause explosive
       damage to the target, creating an air blast and doing some area
       effect damage. The damage is reduced to 1/8 each adjacent hex and
       it's concussion only, unless the GM decides some slight cutting
       damage from flying debris is appropriate.

       The glowing sphere can be used as a weapon if needed. It can block
       incoming physical attacks on a successful parry roll (with a suitable
       bonus if the sphere is big enough), causing major damage to anything
       it touches and a huge knockback. The damage is proportional to the
       surface area touching the sphere, but as a rough rule a damage of 1d
       from burning (to burnable objects) plus 2d/turn for small objects (a
       dagger), 5d/turn for medium objects like a staff or short sword and
       up to 10d/turn for larger objects works quite well. This will drain
       some of the accumulated power of the sphere (1 point per die of
       damage), except for the 1d burning damage.

       Most Shiva's Claws have a power of 20.


     Ningen Statue (Statue of Humanity, Ningen no Zou) $B?M4V$NA|(B

       One of the single most important items in the manga story line, this
       statue holds the power to turn Sanjiyan into human beings. It is
       around 40 cm high and 65 cm wide, and is composed of three squatted
       Sanjiyan opposed to each other like the vertices of a triangle.

       The ritual of the humanification process is not an easy piece of
       information to find. In the manga, only Benares remembered how to do
       it, until Pai dreamt her past after summoning Kaiyanwang (Shiva).
       From this dream, Yakumo, Pai and Haan learnt how to do it. It is not
       clear how to activate the Ningen statue nor if the ritual will work
       outside the Holy Land.

       The Humanification ritual requires three Sanjiyan to work, two of
       them will be turned into human beings and the statue will transfer
       their power to the third one. The Kaiyanwang always had the privilege
       of receiving the power from the humanification process during the
       time the Sanjiyan society still existed.

       The ritual takes a lot of time and the Sanjiyan are helpless for its
       duration, so their Wu are usually around to protect them.

       The three Sanjiyan should stand up about 2m or 3m from the statue,
       each of them directly facing one of the statue's faces. The actual
       relative position IS important, since one of the statue's sides will
       grant power to Sanjiyan, rather than making them human.

       The humanification process consists of three phases:

       During the first and slower one, the three Sanjiyan will enter some
       kind of trance and will provide the statue with the required power to
       proceed with the humanification. This takes about 10 min, and the
       statue will shine more and more with a blinding white light as it is
       charged. At top charge, it is almost impossible to see due to the
       brightness of the statue.

       After that, the statue will send two beams of light from two of its
       third eyes to the third eyes of the two Sanjiyan to be humanized. A
       very big power sphere will start growing attached to the third eyes
       of the Sanjiyan, the statue's beams entering them from the opposite
       side. This phase usually takes around 2 or 3 minutes, but since the
       size of the spheres are directly related to the power level of the
       two Sanjiyan, more time may be required if one of the two Sanjiyan is
       especially powerful.  Pai's mother's (Parvati III) sphere was around
       1m wide, and the deformed Kaiyanwang one was as big as 4m (MUCH
       bigger than him; it lifted him from the ground).

       When the spheres reach their maximum size, they will detach from the
       third eyes of the Sanjiyan, which will close and disappear forever.
       In this moment, the process is complete, and the Sanjiyan will be
       turned human, their Wu's souls freed and transferred back to their
       owners. The power spheres will migrate, riding the light beams until
       they touch the statue's third eyes.

       When the power spheres reach the statue, the third phase begins. The
       remaining face of the statue will send a light beam at the remaining
       Sanjiyan's third eye, and will transfer ALL the power to him in a
       light flash. Before the light beam is actually sent, the statue may
       stay idle for up to 2 minutes, perhaps absorbing enough energy to
       complete the power transfer.

       The humanification process is quite dangerous, as many things may go
       wrong. During Pai's dreams, a fight caused the statue to rotate, thus
       stripping the deformed Kaiyanwang of his power and giving it to Shiva
       (Parvati III's power was transferred to him too) who could not stand
       it, perhaps because the statue rotation happened DURING the second
       phase. Shiva then became the violent and blood- thirsty Kaiyanwang
       Yakumo and Pai would need to fight much later.

       The Ningen statue's power level is not known, but it is at least 30.
       It will resist any information spells.


     Key to the Holy Land (Key to Seichi, Konron Key) $B@;CO$X$N80(B

       There are a number of Sanjiyan artifacts with the power of opening
       gates to the Holy Land.  Those items are called "Keys to the Holy
       Land" or sometimes "Konron Keys", and range from incense burners to
       short swords. All of them have a tree eyes mark (the same one which
       appears on the main wall of the Sanjiyan city).

       They are activated by pouring fresh blood over them, and will react
       with a strong light beam to the sky. If the key is correctly placed
       right over a Konron (a gate), the beam will transport all the people
       on the gate and the key to the outside of the Sanjiyan city, on the
       Holy grounds (see volume 5 of the manga). Some keys will keep the
       gate open until they are cleaned of the blood, while others will
       clean themselves during the gate travel.

       In the manga story line, keys are rather _rare_ items, with only two
       making their appearance until volume 9 of the manga. Most of the
       other keys were destroyed by Benares' servants to keep humans out of
       the Holy Land.  The knowledge of the exact location of a Konron
       (gate) is also _very_ difficult to acquire. They are concealed gates
       when closed, and will resist any spells like Seek Gate, Control Gate
       or Scry Gate with a power level of 30.

       Since the Sanjiyan Holy Land is not in this plane, it is impossible
       to travel to and from it without the keys and the gates, most of
       which are _very_ well protected.  Those gates always have one end in
       the Holy Land, but the other end might be anywhere in the normal
       plane; Benares did build a gate between his stronghold on the Moon(!)
       and the Sanjiyan city.

       Keys usually have power between 20 and 25. Konron gates have a
       minimum power level of 30.  Both will resist ANY spell cast on them,
       including Repair.

[EOF 3x3 GURPS file 3 of 4]
