Alright you clods, see, I'm typing this for you. Can't memorize it yourselves, can you? Tell us again, Clint! That's what you shout. So now that I got to go for a few months, you want me to write it down. Alright. Here it is. Have Micky post it on the bar mirror so you can all look at it. And don't be telling nobody that I wrote it, cause I didn't. Some old geezer taught it to me 'cause he said I should know it. He said that it was real old. So enough of the chatter, here it is.
Miners deep, coming up from the ground Look at 'em too long and they'll smack ya aroundPour 'em drinks real fast Not quick enough and they'll put ya in a cast.They call 'emselves Blackgolds And they're real, real old
Say they can't sing?
Don't say it too loud or your head'll ring.
There's more, but I don't know it. These are your favorite verses anyway. Sing them real loud for me. Maybe when I get back, I'll give you a few more drinking songs. I'm sure I'll learn some where I'm going.
Even the most powerful of the Majestati are vulnerable to the unreliability of weak magic, and the dangers of those who seek to destroy them. Still, GURPS Requiem is about characters struggling to overcome man and nature themselves, and become the heroes of legend that they once were. It's about being born into a world that is alien to their inner spirits, and overcoming that world. It's a world with carjackers waiting around one corner, a crazed Incuban waiting around another, and a magical horror waiting around a third. But despite the problems that Requiem characters face, there is a light at the end of the tunnel waiting for them. It's about learning about themselves, becoming true elves, dwarves, djinn, and valkyrja, and being the brave leaders of their people. It's a dim light, one that they have to work for, but it guides characters nonetheless.
This is the standard point total for GURPS heroes. The characters are strong men and women with the potential to make a difference, but they are all most likely to be Innamorati -- Majestati that have just discovered who they really are. Others are slightly more experienced, but hardly powerful.
Humans, including Adepts, can be created with this point total as well. Adepts, like their Majestati counterparts, will be just taking step on the long road to knowledge and power. Ordinary humans with no magical potential will be above-average people who are aware of the Debacle and the Requiem.
Most Innamorati have one or two Talents. They have to learn how to use their magic as the campaign progresses, which is both an advantage and disadvantage to this campaign type. Many players enjoy watching their characters grow from the ordinary truck driver to a respected dwarven clan leader over the course of a campaign. Others would prefer jumping right into the action and being able to use their magical racial abilities with some degree of reliability.
100-point characters would basically be above-average Majestati with a handful of Talents. Many of these Majestati would know only a little about their magic and their potential. They may certainly be ignorant about other Majestati races, the Incubans, and the organization and history of their people.
Characters in this point range will be Majestati and Adepts that have been aware of their abilities for several years. They would just be starting to master some of their basic Talents, and have enough belief in what they really are that they need not worry about losing touch with their ancestral spirit, or Nexus. Majestic Ones are the workhorses of the Majestati, valuable soldiers that are trusted by elder Majestati and the Innamorati who need them to look up to and train them.
Majestic Ones are just discovering the old secrets of their race, their enemies, their leaders, and their goals. They are usually given the task of finding and initiating other Majestati, as well as maintaining communication with other Majestati of their experience.
Elder Majestati are the handful of men and women that actually lead the other Majestati. They decide the policies of their kind and objectives to their kin. Elder Majestati lead important missions where they must rely on their magic to survive. Only Elder Majestati have the luxury of being able to rely on their Talents, and even then, their magic is not totally dependable. They find and contact important or influential Innamorati, communicate with the leaders of the other races, observe the actions of the Incubans, and generally guide their kind into the future.
Besides human, there are four additional races available to PCs -- elves, dwarves, djinn, and valkyrja. These are the races that were completely reborn in the greatest numbers. Of course, characters can also be ordinary humans involved in some way with the Majestati, and often times these characters are Adepts. See Chapter 4: Offertorium for more information about Adepts and Incubans in the world of GURPS Requiem. In rarer instances, characters can be legendary heroes reborn into the world -- Heracles, Jason, Gilgamesh, Hamlet, et cetera.
Many of the races are further subdivided. There are five elven lineages, ranging from the lighthearted sea elves to the brooding ice elves. Dwarves have distinct and very territorial clans, which constantly grow in number because of the dwarves' constant competition with each other. At last count, there were over 70 dwarven clans. The djinn are loyal to one of their prophet leaders, and are further divided into four families of djinn. The valkyrja consider their males a separate entity, the volsunga.
A character's race determines which magical talents he can use, as well as automatic advantages, disadvantages, and attribute changes the character will receive. Races and talents are covered in more detail Chapter 3 and 5.
Of course, the world of Requiem is a big place. Everyday, new creations from the past could be reborn into the modern world. Exotic, legendary creatures -- gnomes, leprechauns, werewolves, nymphs, ogres, giants, and trolls -- may certainly exist, though in far less numbers than the four dominant races. With the GMs permission, players may choose to play a member of one of these races.
Because the Majestati have the actual spirit of somebody from the past inside them, and in a way are reincarnations of these ancient people, it is very possible for a Majestati to have a Destiny. Perhaps a PC's Nexus is of an dwarven warrior who was fated to die at the hands of a horrible creature. Now that that dwarven warrior is reborn into the 20th century, he may still be destined for that fate. Whether that horrible creature is a serial killer or a demon created by an Incuban is entirely up to the GM.
Ever since the Incubans stole magic from the world with the Debacle, no humans have been born with magical ability in over a thousand years. Therefore, Magery is unavailable to GURPS Requiem characters -- mages are not born in a world with no mana. However, because the Incubans have been placing pieces of their own magic in humans, a similar advantage, Shard (p. 00) is available. See Chapter 4: Offertorium for more details.
When some Majestati become truly nonhuman and magical, they gain Magical Aptitude. Technically, while the character is in that form, he could learn spells and casting techniques. However, because it is so difficult to remain in magical form for long, most Majestati are unable to learn spells until he becomes experienced enough to be able to stay in that form for a while. Ultimately, it is the GMs decision if he wants to allow characters to learn regular spells. Even if he does, it is highly recommended that he use spells from the Basic Set, as many of the "advanced" spells from GURPS Magic and GURPS Grimoire would probably not be known, though exceptions can be made.
Technically, a human character born in one of the few low-mana hotspots (see sidebar p. 00) can be born with Magical Aptitude. This type of mage is extremely limited, however, as he can only cast spells in low-mana areas, and even that is at -5. The GM may allow such characters if he wishes.
This advantage, although rare, is seen in a lot of humans that completely reject the Majestati and do not believe in them. Magic Resistance does exist in a mana-less world, and it always has, so even ordinary humans unknowingly have this advantage. Ulti typically have Magic Resistance, as do other humans that know about magic, hate it and seek to destroy it.
Most Patrons in GURPS Requiem will be one of the various organized group of Majestati, the Agnes, or a group of Adepts. All of these would be 15 points -- they're small, dedicated groups that have special powers in a non-magical world.
Having an Incuban as a patron, though extremely rare, is not unheard of.
Many Majestati share Ardor with another. Ardor is a very strong emotional bond between two Majestati that allows them to draw magical power from each other's Nexus. Often times, the spirits of these people shares something special in the past; perhaps two companions who fought together for 50 years and died together defending their home would share an Ardor once their spirits were reborn. Two lovers often share Ardor with each other.
Anytime you're with someone that you share Ardor with, and able to see them, you will receive +1 to all your Talents and spells. However, a restriction usually follows with this Advantage that makes it difficult to endanger your counterpart -- you'll never leave them in a dangerous situation, or betray them, or even tell a lie to them. Players may specify the exact relationship between the two characters.
Certain Majestati are Avowed by their respective Councils -- they are kept in constant contact with their Councils or Clan Leaders, and usually have access to secret information known only to a few. They will know the location of others of their kind, as well as how to contact them. Not only will these people know the exact location of their councils or clans, but they are trusted and recognized by most of the Council leaders. Avowed individuals receive +1 Reaction bonus when talking to other Majestati who know of their status.
It costs 5 points to be Avowed by any one of the three elven lineage councils, any one djinni prophet, the Order of the Volsung, or any one dwarven clan. Because the ssazanthi are so secretive, it is impossible to be Avowed by the Ssazanthi Council. The Kayanari have no council.
It costs 10 points to be Avowed by either the Agnes, any of the cults of Adepts, the Elven High Council, the Djinn Sultan and his council of prophets, or the Valkyrja Matron Council.. These groups often provide members with material goods and access to new spells and magical information.
It costs 30 points to be Avowed by the Incubans. This is not really a Patron, because you will only know where the Incubans are and what they're up to. You might not be on friendly terms with any of them, but you'll at least know, generally, what they're doing.
Close Majestati have discovered that they can sometimes form a close, mental Bond with another person. The other person, who must also have this advantage, must be of the same race.
A Bond works like severely limited telepathy. On a successful IQ roll, you can send a vague thought or impression to your counterpart (such as "help!" "come here," or "watch out!"). You always have a general idea where your counterpart is, and will always know if he's in trouble, is feeling a great emotion, or has taken damage. Sending specific thoughts ("beware of that man," "get to the nearest telephone," or "shut up now") can be accomplished only if the two Bonded individuals are within eye contact, or, an IQ-6 roll is made.
This advantage is common among elves and valkyrja, though any race, including Adepts of the same Incuban group, can get it.
There is something distinctive about you: unusually sad eyes, a really long copper beard, maybe you blink a lot more than an average person, or have a birthmark in the shape of a cross on your face. You find it difficult to blend into crowds, and when people meet you they immediately notice something different about you. People remember you.
Distinctive Appearances magnify Reaction modifiers. If you have a positive reaction, due to advantages like Charisma, or Appearance, you will receive an additional +1. This costs 5 points.
If, however, you have a negative reaction, a Distinctive Appearance makes you seem even more unappealing. You receive an additional -1 to all Reaction Rolls. This is a disadvantage worth -5 points.
If you have no Reaction modifiers, then you may choose if your Distinctive Appearance hinders you or helps you.
A Major Distinctive Appearance -- you look like you just stepped from The Lord of the Rings -- is worth either 10 or -10 points. You can never blend in with a crowd; you get strange looks from people who pass you on the streets, and you receive an additional +3 or -3 to all reaction rolls.
A character can only receive points for one Distinctive Appearance. This advantage is extremely common among elder Majestati, who are beginning to look like true members of their race, even when they are in their human forms.
Your human heart is greatly attuned to your Nexus; you can draw power from your magical soul far easier than most Majestati even while in human form..
Each level of this advantage reduces the penalty (IQ-10) to use Talents in human form (see p. 00). Thus, a nibelung with IQ 14 and three levels of Heart of Magic could use one of his Talents in human form on a roll of 7 or less.
Each effort still costs the Majestati 1 fatigue. Only five levels of Heart of Magic are allowed.
Your Faith in your magical abilities is unyielding. You never have to make a Faith Check and your belief in yourself and your abilities can never be tested.
Some Adepts have learned to draw mana from the moon, which is still a normal mana area. Drawing mana from the moon is difficult -- all spell rolls are at -5, and the moon must be visible. On nights of the full moon, there is no spellcasting penalty. This advantage allows an Adept to use magic normally, drawing the energy from fatigue.
Not all Adepts may receive this advantage. See Chapter 4: Offertorium for more details.
Certain races, particularly cryari elves and the djinn, are resistant to the very essence of hostile magic. This advantage functions exactly like Magic Resistance (p.B00), except that you can cast spells and use magic at no penalty! You will resist all magic directed at you, even if the magic is friendly!
This advantage is only available to cryari, djinn, and human Adepts.
Characters with this advantage are humans that are born with the spirit of a magical nonhuman (usually one from the past who lived before the Debacle), or extraordinary historical human.
A Majestati's Nexus is the spirit of a magical nonhuman that lived ages ago, that has been brought through the years by the Incubans and placed into a new body -- usually a human right before being born. The Nexus combines with the human mind and body to form an entirely new person. This is an important distinction -- a Majestati is not just a human being "possessed" by a nonhuman from the past, nor is it a human with the mind of a nonhuman. A Majestati is a synthesis, a true combination between the two beings. Through faith and experience, Majestati can learn to channel their Nexus and transform -- literally -- into a nonhuman. They'll retain much of their human physical features, but will gain several unusual features -- long beards, pointy ears, fiery eyes, et cetera.
The real benefit of connecting to the Nexus and transforming, of course, is the fact the character will instantly be able to use several Talents, magical abilities.
There are six levels of Nexus, each modifying the cost of a racial template, or in the case of legendary heroes, the cost of their special advantages. If, for example, Heracles had ST 20 and DR 3 while in his Nexus form, the Nexus advantage would modify the cost of those advantages.
The advantage of the higher Nexus levels is that it becomes easier to link with the Nexus and transform into a nonhuman. There is, however, an inherent disadvantage with the higher levels of Nexus; though it becomes easier to become a nonhuman, it becomes harder and harder to become an ordinary human again. See Chapter Three (p. 00) for more details on the process of connecting with a Nexus.
It is possible for a character to lose the Nexus advantage, usually through dire circumstances, enemy magic, or disbelieving and losing faith in what they truly are. See the section on Faith (p. 00) for more details.
The character point cost of the Nexus advantage depends on the race of the Majestati. The cost is actually a modification to the cost of the race template (see Chapter 3). Round up.
Example: George wants to play a dwarven Innamorato. The nibelung template costs 147 points. A Innamorato is 20% of the cost of template, so a dwarven Innamorato costs 30 points.
Example: A 4th volsung (template costs 169 points) would actually cost 85 points.
Characters can have a Weak Nexus. Modify the rolls by 1 -- it becomes more difficult to link with the Nexus and harder to stay in that form. A 4th Majestati with a Weak Nexus will link on an 11 or less, and become human again on a 10 or less. -15 points.
Characters with a Frail Nexus modify the rolls by 3! Thus, a 2nd Majestati with a Frail Nexus will link to his Nexus form on a 11 or less and return to his human form on a 10 or less. -30 points.
This Advantage is available to Majestati and humans with a Nexus of a legendary hero, and give access to the Nexus' memories.
In the last few years, the six out of the seven Incubans have been placing "Shards" of magical essence inside a few select humans. These gifted humans are the mages of the 20th century. The Incubans always choose the humans with a reason, and occasionally gift an Adept with more magical power.
There are six types of Shard available, one for each Incuban. Characters may purchase up to 5 levels of Shard, even though it is rumored that the Incubans have given a handful of people more power.
See Chapter 4: Offertorium for more details on mages, Incubans, and Shards.
Available to any race, including humans, this is the ability to see spirits, even when they are invisible. The character can also identify Majestati in human form on an IQ roll.
Faith represents your belief in something you cannot necessarily see or prove. It is different from Will, because even stupid or ignorant people can cling onto faith in times of need.
In GURPS Requiem, a person's faith in what he truly is an elf from ages past, for instance can be tested. Often times, when that person loses his faith, his powers grow harder to use and more unreliable. In rare circumstances, a person can lose his Nexus, or his magical soul, if he does not believe.
Faith is detailed further on p. 00. Each level of Strong Faith gives a +1 bonus to any Faith Check.
These advantages come with many of the racial templates, detailed in Chapter 3. GMs may use these, along with others from GURPS Fantasy Folk to create new Majestati races.
This Talent allows a djinni to envelop his body in fire. He will take no damage from the fire, and will do 1d damage to any people or objects he touches. While he is burning, he is immune to all fire damage, though he may be injured by other attacks.
This potent ability allows a djinni to transform into smoke. His move will be half normal, and he will be invulnerable to normal weapons. Objects up to Light Encumbrance may be carried in this form. A djinni in smoke form can condense himself easily to fit inside a bottle, or slip under doorways and through cracks.
It takes 3 seconds to turn completely into smoke.
You can see through 1' of solid snow or ice. Cryari use this advantage to see where they are going when they move through ice.
An enhanced form of Longevity, this advantage is only available to some powerful Majestati, whose magic has fully returned. You live your full natural lifetime -- almost a millennium. You start aging at 500 instead of 50, and make aging rolls once every 10 years afterwards. At age 700, roll every 5 years. At age 900, you must roll every 2 years.
If a character receives this advantage during play, he will not get the full benefit of this Advantage. A character's effective age will be his current age times ten! So, if a valkyrja is 53 when she receives Life of Centuries, she will effectively be 530 years old.
Life of Centuries is also available to powerful human mages.
The valkyrja were once able to travel between Valhalla, the great hall of heroes, and the earth. True valkyrja can do this even in the 20th century. However, with Ragnarok long over and the Norse gods dead, Valhalla is a cold, lifeless, empty hall now. Anybody in Valhalla enjoys true immortality -- they will live forever, and even if they die, they will be reborn the following day.
To use this advantage, roll against IQ. If successful, the valkyrja will disappear from this world and appear in Valhalla. She may take one additional person, alive or dead, with her. Another roll is required to leave Valhalla. A valkyrja may roll once every minute.
This potent ability has been seen many times in Norse legend. It is named after the hero Starkadhr, who continued to fight even after his own head had been cut off. If a volsung is killed during battle, and this advantage used successfully (with a HT roll), he will not actually die until the opponent that killed him is dead, or truly escaped. The volsung will continue, his sole purpose to slay the one who killed him. The moment the slayer is dead, or has escaped where it will take longer than a few minutes to find him, the hero will keel over and die.
Talents are the special, magical abilities available to members of the different races. They are purchased like normal advantages, except that they cannot be used reliably. Additionally, each Talent has a skill associated with it, similar to psionic powers.
Valkyries enjoy a special form of immortality. They take damage and heal normally, but if they are ever killed, they may roll against their IQ. If the roll is successful, the valkyrja's dead body returns to Valhalla while their warrior-spirit becomes visible and remains on Earth. The spirit can remain on Earth for IQ seconds, during which time it can affect reality, but not be harmed in any normal way. Magical weapons and spells may harm a valkyrja's warrior-spirit, as can weapons wielded by magical creatures -- if she takes HT damage, the valkyrja will truly die.
After the warrior-spirit leaves this world, it will rejoin with its body in Valhalla. The valkyrja may then use the Return to Valhalla advantage to return to the living world, whole and fully healed.
If the original roll is failed, however, the valkyrja perishes.
The Gjaller Horn was originally blown at Ragnarok to signify to the gods that the end had come. If this advantage is successfully used -- on an IQ roll -- a volsunga may shout, a booming voice that can be heard from miles around only by Majestati. Valkyrja and volsunga usually interpret this shout as a need for help, though other magical races can hear it as well.
When somebody annoys an Incuban, they will find themselves Cursed. This disadvantage is most common among Adepts that have somehow fallen in disfavor (usually from a minor infraction; if it were major, the Adept is not likely to be alive). The Incubans also enjoy cursing someone before they actually get around to killing them. Medea is known for Cursing an individual, and then telling her Adepts to kill him, usually a year or more after she Cursed him.
Fanaticism is common among the djinn, who are usually extremely loyal to one of their four Prophets. Some of these Prophets are more radical than others -- See p.00 for more details.
The ulti themselves are not Fanatic, but have gathered religious Fanatics who believe that all Majestati are devils, demons, witches, or worse.
Many Majestati have become so enraptured with their ancient heritage, that they have grown to dislike the humans, on whom they blame the Debacle. Rude and uncaring towards humans, most of these Majestati are frowned upon by members of their own races. This disadvantage is fairly common among the djinn and valkyrja, and disconcertingly common among elder Majestati.
Many characters in GURPS Requiem have Obsessions, usually stemming from the fact that they are two beings, forced into secrecy by both the modern world and seven immortal Incubans.
Appropriate obsessions for GURPS Requiem include:
You are an extreme pessimist, and feel like whatever you do is doomed from the start. A Fatalistic character is usually thoughtful and rarely has the motivation to do any important task, feeling that no matter what they do is a worthless contribution. It takes a lot of convincing to get a Fatalistic character to do anything. All Fatalistic characters suffer a -2 Reaction Penalty from all those who know about their attitude. This disadvantage is common among the cryari.
See the Nexus advantage on p. 00.
Some nonhuman races, when they mate with humans, produce half-breeds as examples. The only know races that can do this are the dwarves, elves, and djinni.
Half-breeds look similar to their pure relatives, but are not nearly as extreme in their appearance. Their ears won't be as pointy, their beards as thick, or their eyes as magical when they are in their Nexus Form. This can be an advantage; most Half-Breeds won't stick out as obviously nonhuman! They'll look unusual, but not alien, in their Nexus forms.
The biggest problem half-breeds have is activating their magical Talents and advantages. Any Talent, or magical advantage given to them through their racial template will become unreliable. Instead of rolling against IQ to activate these abilities, half-breeds roll against half their IQ! (Round down.)
Half-Breeds may not receive the Life of Centuries advantage. Simply remove that, and its point cost, from any template that includes it. Additionally, Half-Breeds may not purchase any Talent that has a prerequisite.
Half-Breeds, like pure Majestati must also have the Nexus advantage. The cost of this disadvantage is not applied towards the cost of the racial template -- it is always a set -25 points.
Example: Mariah is a half dark elf, a yi-ssazanth. She has an IQ of 14. To activate Shadow Form, a magical, inherent advantage, she needs to roll a 7 or less.
You thrive on manipulating people. This is not an Odious Personal Habit, because most people never notice. Your mind sees the people you know as pawns in some sort of grand scheme. Your plots don't have to be evil and insidious, but you will not hesitate to use your contacts, and even your close friends, to get your work done for you.
You never like to do things directly -- you'd rather have the people around you do it. The justification for this mindset can be many things -- you may be shy or insecure, afraid you'll get hurt, you could be lazy, or just prefer the intricacies of subtlety.
Whenever you're convincing someone to play a part in your game, if a Bad or Worse reaction roll is rolled, that person will realize what you're trying to do and will always react to you at an additional -1. These modifiers may continue to build until you find yourself with no friends whatsoever...
You dislike sharing your emotions and feelings with others. People don't necessarily find you cold -- they may like you very much. However, they never feel like they know you and may never get close enough to you to be a friend. Likewise, you don't especially care to truly get to know other people.
Occasionally, you may find a person to share these parts of yourself with, but these people are truly rare. This disadvantage is worth -5 points.
If you are completely secluded from all other people, and never share even the faintest hint of emotion with anybody, this is worth -10 points. These are the people that are content to live under bridges. Most people will react to you at -2 when they discover this part of your personality.
The worst aspect of this disadvantage, is that if it is discovered and publicized, lots of people will actively disbelieve you, call you insane, cause you to doubt your own sanity. See p. 00 for more details on the discovery of your secret and the loss of Faith
All Majestati and mages have this disadvantage. It does not count towards the normal, -40 point limit on disadvantages.
Faith represents your belief in something. It is different from Will, and those with Weak Faith will have a hard time in believing in what they cannot rationalize.
See p. 00 for the rules for Faith Checks. Each level of Weak Faith will give a -1 penalty to any Faith Check.
See the Nexus advantage on p. 00.
The aquari, or sea elves, have the natural ability to use this skill. It is a Mental/Average skill for them, as their lungs are naturally set up for holding more oxygen than ordinary humans.
Occultism is a useful skill to identify the many unique creatures, places, and artifacts that can be found around the world. With the Incubans recreating so many people and places, this skill is necessary to actually figure out who, or what they are.
This is the study of the "true" mythological history of the world. A character with this skill will know about the four dominant races of Majestati, the Incubans, the djinn Prophets, the ulti, and most of the other specifics of the world of GURPS Requiem.
A few humans have been gifted with a shard of magic from an Incuban, which allows them to use magic as their creator uses it. A few of these Adepts keep their day jobs, but many more toss aside "ordinary" human life and create their own from the ground up. Adepts come from all different professions, but they enjoy studying magic and sharing it with their fellow mages. The Majestati often ask the Adepts for help, both because the magic of the Adepts is very flexible, and because they offer a window into the minds of the Incubans.
The Agnes are the rareMajestati mages who keep in close contact with both their race, other mages, and often the Incubans. Combining the Talents of their race with the magic of the Incubans, the Agnes are valuable allies, and often the most secretive of the Majestati.
Like musicians and performers, artists see their place in the world of Requiem as being very important. By painting, sculpting, or even writing about magic, the supernatural, and fantasy, it becomes more of a reality in the world. Through their art, they can glorify their magic, and even make people believe in it a little, even if only at a subconscious level. Many of the races that have been reborn were once extremely talented artists, and more skilled than some of the greatest painters and sculptors of the Renaissance.
As the Majestati have organized, it has become apparent that there are groups beginning to organize against them. The ulti -- high elves who were born without magic -- seek out other elves to destroy them, and they have organized right-wing religious groups to destroy any "Satanic" Majestati they find. Some Majestati have retaliated in full force, using their magic to destroy any person or group that might work against them. These avengers are on a crusade to protect their own kind no matter what the cost.
Many avengers have gone too far, striking at innocent people in the hopes of finding a single foe. They do not listen to the others of their kind that call for secrecy and moderation; they'd rather eliminate all threats and quickly as possible.
Because the Majestati are not yet organized with each other, several men and women have taken it upon themselves to maintain contact with the other races. Transcending cultures, languages, and often times pure hostility, these brave diplomats must constantly keep abreast of new information concerning the Majestati, and pass it on to all four races. Not all races want to keep in contact with the other Majestati, and may choose to keep important secrets to themselves, making the job of a diplomat much more difficult.
Some diplomats attempt the impossible -- maintaining a stable relationship with the mysterious Incubans. Those desperate to find out why they were recreated and who they once were often establish themselves as diplomats to the immortals.
When the Incubans restore something magical, or create something entirely new, they usually don't bother to tell anybody about it. Majestati and Adepts have stumbled across restored lost cities, dark creatures, and magical shrines all across the world. Why the Incubans are putting their energy into these things is anybody's guess, but the explorers are the ones who go out and find it.
An explorer's motivation can be varied. He could be searching out of a need for adventure, curiosity, or even greed. Most explorers tend to look for things that are related to their own people -- dwarven explorers will search for lost mines and underground cities, while djinni explorers might look for sand-covered ruins.
Many Majestati realize that they are a minority and that there could be thousands of Majestati who do not know what they really are. These gatherers have set out to do something about it. They know that the world doesn't believe in them, and that the Incubans have abandoned their creations for the most part, but they also know that they're the only ones that can change it. So, they gather other Majestati. Most of them are wanderers, looking everywhere for Innamorati. Once they find them, they do their best to unveil them, hoping they believe in magic and accept their heritage. Many are loners, but more travel with others who are also devoted to finding and unveiling Majestati. Those that travel together often set up a sort of "disguise organization," such as traveling theatres, circuses, motorcycle clubs, and musicians, so they can see a large part of the population without raising people's suspicions.
A few Incubans brought the spirits of ancient heroes, many of which come from myth and legend, to be born into the present. Whenever this was done, the Incuban responsible usually insured that the person would find out who he really was.
Legendary heroes, more so than any of the Majestati are most like their historical personalities. They share the same strengths and weaknesses, both mentally and physically, of their counterparts. Because the world is not as magical as it used to be, the powers that these legendary heroes have are not quite as strong as they might have been. Heracles, for example, would be born as an extremely strong man -- and would probably do well at an Olympic weightlifting event -- but he would not be able to hold up the sky with ease. He'd probably also have a fiery temper. Likewise, Achilles would be born without his famous invulnerability, though he may be extremely tough and hard to kill. The GM is free to allow a legendary hero to purchase unusual advantages, from GURPS Supers or GURPS Psionics, for instance, but should enforce an Unusual Background of at least 20 points.
The knowledge of being a Majestati has made a few people feel uncomfortable around others, especially ordinary humans. They like to be alone, discovering more about themselves, or doing their best to ignore it.
Occasionally, lone wolves become extremely valuable to other Majestati, because they are often located in places where other Majestati rarely live. Lone wolves can usually be persuaded to help their kind, though many will do anything to be left alone. Lone wolves are also usually the ones that discover the many magical oddities that the Incubans cause -- demon wolves in the wilderness, gargoyles terrorizing a church, or strange shrines and temples appearing where they once stood thousands of years ago. Of course, not all lone wolves tell anybody about these sightings, but at least it's a start.
Creativity is common among Majestati and many have become professional singers, dancers, or actors. The life of a performer is perfect for many Majestati -- they can make money, meet lots of new people, and still have the time to look for others and practice their own magic. Of course, really popular Majestati are rare -- the media would be so busy looking into their lives that it would endanger the secrecy of the Majestati. If the world knew that a famous rock star thought he was a dark elf, the sheer ridiculousness of it would make many people disbelieve him, and he might lose his Nexus forever. Of course, there's always the chance that the public might find that really cool, which would be a great benefit to the Majestati. It's a fine line to walk.
Performers see their role as very important. By promoting fantastic products -- movies like Interview with a Vampire, songs that mention magic, or even looking like a fantasy elf in concert -- the general population of the world becomes more open to the existence of it. And as the world comes to accept magic again, the Incubans might go ahead and bring it back.
The world of Requiem is a dangerous place, and many Majestati have become police officers to deal with the danger that threatens them every day. Because many ordinary police officers are willing to completely outrule magic and the supernatural, Majestati cops are often able to use their Talents on the job, as long as they don't do it in front of their partner. Police are also respectable, and earn the trust of people fast, which is often extremely helpful when unveiling Innamorati.
Large eastern cities, such as New York and Philadelphia, have a handful of dwarf cops that have formed their own, small clan. Because the clan is dispersed between several cities, no dwarf can agree on a name for it. The other dwarves simply call it Clan Blue.
Elder Majestati consider scientists, engineers, and doctors among the most valuable of the Majestati, because they know that if they study the DNA and gene structure of Majestati long enough, they will find actual differences when compared to human DNA. And if a scientist revealed that a certain segment of the population was different, then the public would believe it much more readily than a pointy-eared fellow in Central Park telling everybody he's an elf.
Of course, illuminating scientists is extremely difficult. For whatever reasons, Majestati are very rarely found to be hard-core scientists. Obviously, there were very few people two thousand years ago devoted to science, so when their spirits were reborn into this world, there were few of them that went into it. Added to the fact that scientists are the hardest people to convince in the reality of magic, and it becomes nearly impossible to illuminate one of those rare Majestati that is a scientist. Still, that doesn't prevent the Majestati from trying to find more of these Innamorati.
Generation X has supplied more than it's share of Majestati, simply because most Majestati were reborn in the late 1960s and early 1970s. Most Majestati are young men and women who are not old enough to throw out superstitions as mere folktales. Many young people are looking for something special in themselves, or something to believe in, and the Majestati have targeted these people well.
A student Majestati has a lot of time to look for others, and college life provides some great opportunities to initiate Innamorati. After all, the Greek system in itself is a bizarre system of initiation in strange secrets. Maybe one or two intelligent Majestati have become the presidents of the fraternity or sorority houses, and have been carefully screening the new pledges. Or perhaps a new fraternity has been established at some smaller universities to find and illuminate Majestati.
The Zanni (See p. 00) are the humans who understand the Debacle and have decided to help the Majestati. Coming from all sorts of occupations, the Zanni assist the Majestati with money, contacts, information, and occasionally protection. They are a brave lot, dedicated to an ally that will never reveal themselves as they truly are.