06-20-2023, 01:29 PM | #1 |
Join Date: Jan 2006
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Help me to create a Template for Epic Mage Knights
I'm seeking assistance in creating a template for a GURPS Fantasy game. This is a TL 3+1 campaign using GURPS Martial Arts, GURPS Magic and Power Ups 1: Imbuements.
The campaign revolves around Mage Knights, martial experts who possess magical abilities. Our intention is to have the characters start at the lowest level of super-heroes, with approximately 500 character points. The PCs are meant to embody larger-than-life, cinematic heroes. They are like one-man fantasy armies, capable of effortlessly battling multiple opponents with extraordinary martial skills. Additionally, they possess significant knowledge and proficiency in magic. Essentially, they resemble protagonists from Fantasy Anime or Action Video Games. To achieve this, we plan to utilize full chambara rules and incorporate cinematic rules for magic. To ensure that the characters truly exemplify the "larger-than-life, over-the-top cinematic anime/video-game heroes" concept, I'm looking to establish a base template for an Epic Mage Knight. Would anyone be able to assist me brainstorming this template? I am aiming at a 200-300 character points. The initial ideas I had: Catfall Combat Reflexes High Pain Threshold Imbue 3 (-10% magical) Magery 3 Recovery Trained by a Master (-10% magical) Very Fit Very Rapid Healing Weapon Master - Knight Weapons (-10% magical) What else would fit? Or, what here isn't really worth it for a template? What are some obvious larger-than-life advantages I should consider? Should I also consider attribute and skill bonuses? Thank you!
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06-20-2023, 01:43 PM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Help me to create a Template for Epic Mage Knights
Have you considered Luck? That feels appropriate here. I know action templates thrive on it.
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06-20-2023, 03:12 PM | #3 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Help me to create a Template for Epic Mage Knights
I'd possibly ditch Recovery and reduce Very Rapid Healing to Rapid Healing. I never got much use out of either advantage in a fantasy game with magical healing.
Trained by a Master and Weapon Master are highly redundant with each other - the reduced Rapid Strike and Parry penalties don't stack, so you're paying a lot of points for fast unarmed strikes. As a player, I prefer Weapon Master for the bonus damage, but as a GM, I find the bonus damage quickly scales out of hand and prefer that PCs have the versatility to fight armed or unarmed with TbaM. Tastes vary, but I'd drop one or the other. Extra Attack is an extremely useful advantage for someone "capable of effortlessly battling multiple opponents". On the very top end, Altered Time Rate is an obvious force multiplier. And the various levels of Destiny Luck, Daredevil, and Serendipity are very useful at keeping people alive, as ericthered recommended. You'll want to set aside a lot of points for perks - the combat perks from Martial Arts do a lot to personalize a character. Templates should absolutely include attributes and skills. For something like this, I'd recommend: ST 15 [50] DX 14 [80] IQ 14 [80] HT 14 [40] Primary weapon skill should be around 20-24. Unarmed combat skills (probably either the pair of Brawling/Judo or Karate/Wrestling to give decent unarmed strike and bare handed defense against weapons and grappling) can be lower, but I'd expect them to be around 16, or higher if there's going to be a lot of unarmed combat. It's up to you if you want to encourage secondary weapons (beyond a ranged weapon or Innate Attack for spells) or warrior support skills such as Intimidation, Armory, or Tactics. If you do, you may want to consider using Wildcard skills for simplicity. Also, if mounted combat is going to be a thing, the template needs high levels of the Riding skill. In my mind, this is another strong argument for Wildcards - Knight!-18 works out to be cheaper than Broadsword-18, Shield-18, Lance-18, Bow-16, Riding-18, Intimidation-14, Tactics-14... but it does make it harder to distinguish between different mage knights. Allocate at least 30-50 points for spells, possibly with some suggested spell lists depending on role. You should consider creating multiple templates - probably a "base mage knight" template with Magery 2 and Imbuement 2, and then a bunch of add-on packages such as "heavy arms and armor specialist", "light arms and armor specialist", "spell casting specialist", "archery specialist", and whatever else. All of the mage knights are strong, agile, smart wizard-warriors with good melee combat skills and adequate ranged attacks, but PCs can differentiate themselves as the hulking strongman or the acrobatic assassin or some other thing. If you want to do a lot of work, you can can 1-3 stages of each add-on package that build on each other, so 1 PC can spend 150 points on being the strongest of the strong; while another PC is stronger than normal, faster than normal, and better at casting spells than normal; and the third PC is stronger and really good at archery.
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06-20-2023, 03:15 PM | #4 |
Join Date: Apr 2014
Location: Bahia, Brazil
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Re: Help me to create a Template for Epic Mage Knights
If you have Dungeon Fantasy 1, I suggest you use the Knight template or create a mix from Barbarian, Holy Warrior, Knight, and Martial Artist as a guideline of what your template will need.
It will be easier than trying to reinvent the wheel. Then you slap Imbuements on it as they fit your vision. Quick looking DF 1 you would want: Attributes: ST 12-14, DX 12-16, IQ 10-12, and HT 13. Advantages: Combat Reflexes, Enhanced Defenses, Fearlessness/Unfazeable, Fit/Very Fit, Hard to Kill/Subdue, High Pain Threshold, Luck/Extraordinary Luck, Rapid Healing/Very Rapid Healing, Recovery, Striking ST, Trained by a Master and Weapon Master. Decide which ones all Mage Knights should have and which ones are optional. You could also use some form of Higher Purpose to develop your Mage Knights or divisions between them. For the Imbuement Talent, it seems you will use Magery. For better advice, ideas, and suggestions, I need to know your campaign loop or default activities. |
06-21-2023, 04:41 AM | #5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Help me to create a Template for Epic Mage Knights
Luck and Super Luck, or Impulse Points, would be essential for someone who wants to be an action hero. Otherwise, a stray arrow or lucky sword thrust can end a person's career.
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06-21-2023, 05:55 AM | #6 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Help me to create a Template for Epic Mage Knights
Are you certain Imbuements and standard spells is the combination that is going to give you the gameplay feel you are looking for? Have you considered other magic systems like Sorcery, or even just regular powers?
It is possible that in a high action game having a limited number of relatively powerful 'magic tricks' is going to flow better than a list of 30+ spells and long trails of prerequisites. Just a thought.
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06-21-2023, 06:02 AM | #7 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Help me to create a Template for Epic Mage Knights
You may want to look at chi-based sorcery, in Pyramid #103 (I think).
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 06-21-2023 at 06:20 AM. |
06-21-2023, 02:26 PM | #8 |
Join Date: Aug 2004
Location: Helsinki, Finland
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Re: Help me to create a Template for Epic Mage Knights
Pyramid 3, issue 105.
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