07-11-2015, 03:44 PM | #21 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [RPM] Starting Character Points
Odd. I must have over genericised that rule. That really does make Luck VERY useful for any mage trying that one big spell.
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07-11-2015, 07:46 PM | #22 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [RPM] Starting Character Points
Any particular reason you wanted to up magery?
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07-11-2015, 08:13 PM | #23 |
Join Date: Jan 2013
Location: Lafayette, COlorado
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Re: [RPM] Starting Character Points
Because you're not supposed to buy more than 4 levels of talent, and Magery seemed like the next most reasonable thing to buy. Energy Reserve, path caps, an extra prepared spell, what's not to like?
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07-11-2015, 09:12 PM | #24 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: [RPM] Starting Character Points
Going strictly by the rules as written, isn't it more efficient to leave IQ at 10 and buy Thaumatology up to 18?
Magey 0 [5] Ritual Adept [40] Thaumatology @ IQ+8 [40] With 1/3 of your points total in disadvantages, that's affordable on a 64 point character and gets you all of the paths at 12 instead of just 2 of them. By contrast, the IQ 13, 3 skills @ IQ-1 build can't be done on less than 88 points unless you house-rule that buying down secondary characteristics doesn't count towards the disadvantage limit. |
07-12-2015, 03:54 AM | #25 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [RPM] Starting Character Points
Magery was never a Talent, it's a Power Talent, except RPM's version of Magery isn't any kind of Talent at all, it's just a Perk and 3 levels of Energy Reserve.
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07-12-2015, 04:02 AM | #26 |
Join Date: Jan 2013
Location: Lafayette, COlorado
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Re: [RPM] Starting Character Points
I know what magery is, I'm talking about the specialized talents from 3-66. The ones that cost 5/level and add to two path skills.
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07-12-2015, 09:28 AM | #27 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [RPM] Starting Character Points
Here is a 100 point build.
If you wish to keep ritual mastery, I think this is a bare minimum. IQ 11, will 11,per 10 [20-5] Luck (aspected : magic) [12] Gizmo(aspected : charm) *1 [4] Ritual Adept (Narrow Tradition -25%) [30] Magery 0 [5] 4 levels in a 2 path Talent [20] Higher purpose (Narrow Tradition) 3 [9] perk dabbler (housekeeping-9, computer operation-9, driving-8, area knowledge-9) [1] perk dabbler (research-9, current affair-9, IQhobby-9) [1] Thaumatology-10 [4] (14 for paths related to your talent) path of xx-14 [4] *+4 from talent path of yy-14 [4] *+4 from talent Knife-11 [2] Gun-10 [1] Stealth-10 [2] One_other_skill-?? [1] (possibly +4 from talent) Quirks [-5] One disad worth [-10] 20 points of disads used I would go for 125 or 150 points base myself, adding some (limited) magery, the perk easy refill, a few more points in non-magic skills and if at all possible wealth to purchase grimoires, charm supplies, ... Last edited by Celjabba; 07-12-2015 at 09:48 AM. |
07-12-2015, 09:34 AM | #28 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [RPM] Starting Character Points
Quote:
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07-12-2015, 10:18 AM | #29 |
Join Date: Feb 2013
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Re: [RPM] Starting Character Points
I like the idea of a dull wizard.
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07-12-2015, 10:45 AM | #30 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [RPM] Starting Character Points
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Tags |
gurps 4e, rpm |
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