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Old 07-24-2020, 02:29 PM   #23
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: The Least of Spells

Here's an example of a roleplaying-forward template that uses the traits and rules in this supplement for a GURPS Dungeon Fantasy character that's roughly as "serious" as an innkeeper.

Hedge Magician
250 points

You're a free-spirited rogue with minor magic. While you aren't a master of any particular trade – and your spells are trivial next to those of "serious" casters – you have a trick to help out in every situation. Your credo is that anybody can blast troubles away with high-powered magic, but it takes someone truly clever to solve problems with the lightest of touches. As an added bonus, you've used all the time wizards spend hunched over old books learning a formidable range of life skills that serve you well even when and where magic doesn't work.
Attributes: ST 11 [10]; DX 14 [80]; IQ 14 [80]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0].

Advantages: Hedge Magician 2 [10]; Limited Energy Reserve 4 (Trivial Spells)† [4]; and Luck [15]. • A further 40 points chosen from among ST +1 to +4 [10/level], DX +1 or +2 [20/level], IQ +1 or +2 [20/level], HT +1 to +4 [10/level], Per +1 to +6 [5/level], FP +1 to +3 [3/level], Basic Speed +1.00 or +2.00 [20/level], Basic Move +1 to +3 [5/level], Acute Senses (any) [2/level], Alcohol Tolerance [1], Ambidexterity [5], Charisma [5/level], Combat Reflexes [15], Danger Sense [15], Eidetic Memory [5] or Photographic Memory [10], Enhanced Dodge 1 or 2 [15 or 30], Fearlessness [2/level] or Unfazeable [15], Flexibility [5], Gizmos 1-3 [5/level], Hedge Magician 3-7 [5/level], High Manual Dexterity 1-4 [5/level], Honest Face [1], Intuition [15], Language Talent [10], Languages (any) [2-6/language], Lifting ST 1-3 [3/level], Limited Energy Reserve 5+ (Trivial Spells)† [1/level], Mind Shield [4/level], Night Vision 1-9 [1/level], No Hangover [1], Rapier Wit [5], Resistant to Disease (+3) [3], Resistant to Poison (+3) [5], Serendipity [15/level], Signature Gear [Varies], Spirit Empathy [10], Striking ST 1 or 2 [5 or 10], Wealth (Comfortable or Wealthy) [10 or 20], Wild Talent [20/level], or replace Luck [15] with Extraordinary Luck [30] for 15 points. • Optionally, spend as many of these 40 points as desired on the skills and spells below!

Disadvantages: A total of -45 points in whatever you like, the most common choices being Chummy [-5] or Gregarious [-10], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Compulsive Spending [-5*], Curious [-5*], Greed [-15*], Impulsiveness [-10*], Laziness [-10], Lecherousness [-15*], Odious Personal Habits [-5 to -15], Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of Duty (Adventuring companions) [-5], Stubbornness [-5], Trickster [-15*], Weirdness Magnet [-15], and Xenophilia [-10*].

Primary Skills: Expert Skill (Folk Magic) (H) IQ [4]-14 and Savoir-Faire (Wise Folk) (E) IQ [1]-14. • One of Crossbow, Innate Attack (any), or Thrown Weapon (any), all (E) DX+1 [2]-15; Bow or Throwing, both (A) DX [2]-14; or Sling (H) DX-1 [2]-13. • One of these two melee skills packages:

1. One of Broadsword, Rapier, Saber, Shortsword, or Smallsword, all (A) DX [2]-14; one of Shield (Buckler) (E) DX+1 [2]-15, or Cloak or Main-Gauche, both (A) DX [2]-14.
2. One of the sword skills in option 1 or Staff at DX+1 [4]-15.

Secondary and Background Skills: Any 10 of Brawling, Fast-Draw (any), Forced Entry, or Jumping, all (E) DX [1]-14; Climbing, Filch, Riding (any), Stealth, or Wrestling, all (A) DX-1 [1]-13; Acrobatics, Pickpocket, or Sleight of Hand, all (H) DX-2 [1]-12; First Aid, Gesture, Panhandling, or Savoir-Faire (any other), all (E) IQ [1]-14; Cartography, Fast-Talk, Gambling, Hazardous Materials (Magical), Hidden Lore (any), Holdout, Leadership, Lockpicking, Merchant, Occultism, Research, Speed-Reading, Streetwise, or Traps, all (A) IQ-1 [1]-13; Diplomacy (H) IQ-2 [1]-12; Alchemy (VH) IQ-3 [1]-11; Carousing (E) HT [1]-11; Hiking or Sex Appeal, both (A) HT-1 [1]-10; Scrounging (E) Per [1]-14; Lip Reading, Observation, Search, Survival (any), or Urban Survival, all (A) Per-1 [1]-13; or 1 point to raise one of those skills by a level.

Spells: Choose 30 trivial spells, which are all (A) IQ+1 [1]-15 with the +2 for Hedge Magician.
* Multiplied for self-control number; see p. B120.
† Every 10 points in trivial spells let you buy a level of Limited Energy Reserve (Trivial Spells). Every 20 points let you buy a further level. Add these together!
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