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Old 06-26-2006, 05:14 AM   #3
zorg
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Join Date: Jan 2005
Location: saarbrόcken, germany
Default Re: Gurps: Templates

e) Samurai Demon Hunter [200 Points]
originally by Fnordianslip, edited by zorg

Attributes: ST+2 [+20]; DX+2 [+40]; HT+2 [+20]; Will +2 [+10]; Per +2 [+10]; FP+1 [+3]
Advantages: Musashi Style Blademaster [+44]; Five Rings [+55]; Mystical Awareness [+40]
Disadvantages: Giri [-42]

Musashi Style Blademaster [+44]
Cutting Attack 2d [+38 Points]
(Armor Divisor 2 +100%; Melee Attack: ST-Based, +100%; Melee Attack: Dual, +10%; Melee Attack Reach 1 or 2 -25%; Accessibility: Must have cutting weapon in hand –20%)
+ Alternative Impaling Attack 1d [+5 points]
(Armor Divisor 2 +100%; Melee Attack: ST-Based, +100%; Melee Attack: Dual, +10%; Melee Attack Reach 1 or 2 -25%; Accessibility: Must have impaling weapon in hand –20%)
+ Signature Gear [+1]: a bladed weapon of some sort. The skill for this weapon is used for the above attacks.

Five Rings [+55]
Ambidextrous [+5]; Combat Reflexes [+15]; Enhanced Parry [+10]; Extra Attack 1 [+25]

Mystical Awareness [+40 Points]
Detect Magic/Psi (Reflexive +40%; Precise +100%) [+24]; Mind Shield 3 [12]; Magic Resistance 3 [+6]

Giri [-42 Points]
Duty: Samurai Clan, 6 or less, extremely hazardous [-7]; Enemy: Various Mages/Demons/Psis, 6 or less [-15]; Vow: Fight Supernatural Evil without using high-tech weapons [-10], Code of Honor: Perfect body and soul, practice constantly, use no modern weapons, be courteous, courageous, modest and loyal [-10]

II. Magic Oriented Characters

a) Telluric Master [+200]

Advantages: Telluric Senses [+22]; Telluric Voice [+24]; Telluric Warp [+80]; Telluric Contemplation [+13]; Projected Eyes [+38]; Telluric Walker [+12]; Energy-Matrix [+11]
Prerequisites: Magery 1 [+15]
Recommended Skills: Navigation (Land); Hidden Lore (Demonology); Thaumatology, Expert: Telluric Currents. And spells, of course.
Recommended Advantages: Fearlessness, Mind Shield (Magical); Strong Will
Recommended Disadvantages: OPH: rambles about the mystical significance of TC at the drop of a hat

Telluric Senses [+22]
Detect: Telluric Currents and Pools (Magical –10%; Reliable +2 +10%) [+5]; Detect: Magic (Magical –10%; Vague –50%; Short-Range –10%) [+3]; See Invisible/Magical (Magical –10%) [+14]
Notes: Basic abilities for any wizard, really.
[Alt+5]

Projected Eyes [+38]
Clairvoyance (Visible –10%; TD: No Sense Smell/Taste –5%; Increased Range x10 +30%; Accessibility/TC –30%; Magical –10%) [+38]
Notes: The "Visible" part looks just like a translucent, slightly glowing image of the caster. Whether this is an idealized version (as the caster sees himself) or a realistic version is a matter of taste. Though the idealized version sure is more mystical.

Telluric Voice [+24]
Telecommunication: Telesend (Reliable 10 +50%; Magical –10%; Environmental/TC –30%; Accessibility/TC –30%; Feature: Others with this ability can eavesdrop on a successful Per + IQ roll - Per to notice, IQ to decipher) [+24]
Notes: Environmental means the target of your ability must be on/in or very near a Telluric Current (Dragon Line, Chronobahn...). Accessibility means the user himself must also be on/in or very near a TC. Any wizard needs some communication ability, and this fits the bill.

Telluric Warp [+80]
Warp (Accessibility/TC –30%; Magical –10%; Reliable +10 +50%; TET 6*) –60%; Blind +50%; Limited Uses 4 –20%) [+80]
Notes: The TET means 64 seconds. Note that this power does *not* have Environmental, so one could warp to any location, not just one on/in a TC.

Telluric Walker [+12]
Walk on Air (Accessibility/TC –30%; Magical –10%) [+12]
[Alt+3]

Telluric Contemplation [+13]
Rapid Healing (Accessibility/TC –30%; Magical –10%) [+3]
Regeneration/Fast (ER Only +0%; Magical –10%; Accessibility/TC –30%; Maximum Duration Up to 1 hour –10%; Takes Recharge 500 minutes –30%) [+10]
Notes: Initially, I wanted to use Limited Use on this. However, Maximum Duration seems to be much superior.

Energy-Matrix [+11]
Energy Reserve 12 (Magic Only –10%; Recharges one point per day –60%) [+11]

b) Mystic Master [+200]
Advantages: Trust your feelings [+14]; The Art Of Magic [+24]; Mystical Energy [+9]; Detect Evil [+4]; One with the world [+29]; Let the spirits speak [+27]; Exorcism [+18]; Danger Sense [+14]; ESP Talent 1 [+5]; Healing Talent 1 [+5]; 50 CP in ESP (Psi –10%); 50 CP in Healing (Psi –10%)
Prerequisites: Magery 0; Disciplines of Faith: Mysticism [-10]
Taboo Traits: Magery 2 and up, Spells as Skills, Fanaticism (he's too much in balance for that)
Recommended Skills: Philosophy, Theology, Thaumatology, Psionics, Meditation
Recommended Disadvantages: Wealth (or rather the lack of Wealth), Pacifism, basically any Self Imposed Disadvantage

a) Magic Powers

Trust your feelings [+14]
Intuition (Magical –10%) [+14]

The Art Of Magic [+24]
Cosmic Modular Ability 6 (Spells Only –20%; Prep Time 10 minutes –30%; Personality-Aspected –10%) [+24]
Notes: The PrepTime is spent meditating, only then may the Modular Pool be spent. Since the Mystic Master draws heavily upon his "inner self" (whatever that may be), he is limited in his choice of spells. He may not choose spells which contradict his Mental Disadvantages. Frex, if the MM is Callous, he may not choose Healing Magic, if he is Overconfident, he may not choose Protection/Warning spells, if he has Code of Honor: Knight, he may not use Necromancy and so on. In general, the character should be forbidden from choosing at least one or two big spell categories. This requires GM supervision, obviously.

Mystical Energy [+9]
Energy Reserve 10 (Magic Only –10%; Recharges one point per day –60%) [+9]

Taboo Trait: Magery 2 and up, Spells as Skills
Notes: The MM can never learn a Spell as a Skill (as per the standard rules). He is limited to his Modular Ability, which he can freely spend CP on. He can never remove the Limitations on the Modular Ability, though. Except if you want him to.

b) Psi Powers

The following abilities belong to the Mystic-Master Power (Psi). The character can buy a Mystic Master Talent, if he so desires. The Power includes variations and extensions of the listed abilities. Most new abilities should somehow focus on introspection, meditation and the spirit world. The Power Modifier is "Mystic Master Psi", short: MMP

Detect Evil [+4]
Detect: Supernatural Evil (MMP –10%; Vague –50%; Reflexive +40%) [+4]
Notes: This abilities works as a passive sense, so the character may get information without special concentration.

One With The World [+29]
Invisibility (TD: Sessile –50%; Link +10%; MMP –10%; Switchable +10%) [+24] + Zeroed (Divination Only –50%; Link +10%; MysticPsi –10%) [+5]
Notes: Well. As long as you sit there meditating, you are invisible to the naked eye and all divination/information magic. You can still be touched, though.

Let The Spirits Speak [+27]
Channeling (MMP –10%) [+9]; Precognition (Passive Only –20%; MMP –10%) [+18]

Exorcism [+18]
Terror (Only vs Possessing Spirits –50%; Exposure Time 1 minute –30%; MMP –10%; Cosmic +50%) [+18] [+6/-1 Fright Check]
This Exorcism affects creatures which are usually immune to fear (Unfazeable or whatever). After a possessing spirit (that is a Spirit with Possession, which is possessing someone) has witnessed the Mystic Masters preparations for a full minute, it may panic (and hopefully leave its host). The successful use of this ability should definitely give a bonus to the Exorcism skill (+1 per point the target failed its Fright Check by?).

Danger Sense [+14]
Danger Sense (MysticPsi –10%) [+14]

The Mystic Master also has a Talent for the Healing Power (Psi -10%) and the ESP Power (Psi -10%). He may spend 50 CP on each Power (or, with GM approval, 100 CP one one of them).
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Last edited by zorg; 06-26-2006 at 05:43 AM.
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