07-11-2015, 01:04 AM | #1 |
Join Date: Jun 2015
Location: Riverside County, California
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[RPM] Starting Character Points
I picked up GURPS Thaumatology: Ritual Path Magic a while back, and am wondering how many character points it would take to make a mage who is competent (At least 12 Effective Skill Level in Thaumatology (or an Alternate Core Skill), Path of Magic, and any one other Path Skill), yet still well rounded enough to have two weapon skills and a few noncombat skills at decent levels, as well as a few non-mage advantages.
A few rules: --- 1: Ritual Adept is considered necessary, as is Magery 0+ 2: The result must be achievable with the Rules as Written 3: The lowest possible number should be given as the Character Point Maximum 4: Disadvantage Limit is 1/3rd the points maximum given. 5: Disadvantages should be used as little as possible. This is ranked by their point values. 5: If using an Alternate Core Skill with prerequisites, list how many points would be required do the same thing using a Core Skill with no prerequisites instead. Any of the Core Skills already listed in RPM pp. 13 can be used this way. Last edited by Ah_Ftagn; 07-11-2015 at 01:12 AM. Reason: Further Clarity and Revisions |
07-11-2015, 02:22 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [RPM] Starting Character Points
250 points should be workable.
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07-11-2015, 04:44 AM | #3 |
Join Date: Dec 2008
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Re: [RPM] Starting Character Points
Oh, a lot less than [250] should work. This is a not very optimized but more than playable paranormal investigator on [150]. If you dropped Ritual Adept, which really I think the character would be more interesting to play without, you could get him under [100]. IDHMBWM, so the point values maybe slightly off:
All stats 10 but IQ! and Per 13 [45] Magery 0 [5] Ritual Adept [45?] Thaumatology 12 [4] Path of Magic 12 [4] Path of Spirit 12 [4] A few IQ/Per skills, esp investigative [20] Knife 13 [8] Guns (Pistol) 13 [8] Eidetic Memory [5] Absolute Direction [2?] Contacts [10 worth] Some disadvantage [-10] Total 150 points, -25 disadvantages |
07-11-2015, 05:12 AM | #4 |
Join Date: Nov 2007
Location: Sydney
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Re: [RPM] Starting Character Points
Surely you just need a RPM lens and then just cut and paste it into templates as you need.
Many of the templates for PSIs and Wizards will work as is if you just remove their spells or powers and sub in the lens. If you want Ritual Adept I guess the lens is going to be 51 to 100. Otherwise 50 seems like a start. |
07-11-2015, 07:41 AM | #5 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [RPM] Starting Character Points
FIFY
Unless 'IQ!' has some meaning I'm not intuiting? [EDIT] Nevermind, IQ!, HT!, DX!, and ST! are formulaic shorthands. [/EDIT] Last edited by evileeyore; 07-11-2015 at 01:01 PM. |
07-11-2015, 07:45 AM | #6 |
Join Date: Jun 2006
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Re: [RPM] Starting Character Points
From the context, I'd guess he meant IQ 12 since he spent 45 points and Per is 13.
Edit: Sorry about that, I read the text but not the corrected quote ^^; |
07-11-2015, 08:08 AM | #7 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [RPM] Starting Character Points
Quote:
So what he's doing is buying IQ 13 [60], Will 10 [-15], and Per 13 [0], for a total of 45 points. Personally, in these type games, I wouldn't adjust Will lower than IQ, but that's me.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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07-11-2015, 11:00 AM | #8 | |
Join Date: Dec 2008
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Re: [RPM] Starting Character Points
Quote:
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07-11-2015, 11:20 AM | #9 |
Join Date: Feb 2009
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Re: [RPM] Starting Character Points
You definitely won't want to lower Will if you play around a lot with say Assisting Spirits
However, disads have to come from somewhere, and all disads are going to hurt as much as any other point per point (more or less, I think the absolute biggest most effected character disad I have ever taken was -5 'Intolerance Evil Religions') 'Competent' is kind of fuzzy. Skill 12 in some areas is not super competent, but with Ritual Adept as a requirement can be semi competent quickly! Heres an example of a 150pt Non Adept who is competent in a narrow field\ https://docs.google.com/spreadsheets...9Yw/edit#gid=0 Note! I personally consider Luck to be _vital_ to a Competent RPMist. An RPMist without luck is a grave menace to society. An RPMist with luck is just a menace to society! |
07-11-2015, 11:27 AM | #10 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [RPM] Starting Character Points
If you let me use pyramid 66, I can give you this guy on a real budget (except for the whooping full adept advantage)
101 points: ---------------------------------------- IQ! 11 [10] Advantages: Full Adept [40] (grumble grumble) Magery 0 [5] RPM Mystic Talent 4 [20] Higher purpose (summoner tradition 2) [6] Magic Skills: Thaumology 10 [4] (14 for paths of spirit and crossroads) Path of Spirit 14 [4] *+4 from talent Path of Crossroads 14 [4] * +4 from talent Other skills Law (demonic) 11 [4] Hidden lore (demons) 10 [2] Hidden lore (free spirits) 10 [2] ------------------------------------------------ This is just the base of the character, but I will point out when banishing or summoning various spirits her RPM base skill hovers around 16. a few additions can greatly increase her capabilities: signature gear for a few grimoires, ritual mastery, improving supplemental skills, and so forth. You may notice she has no math of magic. If will point out she doesn't actually have an energy reserve to use. The ritual adept portion is a little silly on her. it eats up about half of her points -- you really don't want it on a low powered RPMist. Without it she's in the 60's -- and I only really have -10 is disadvantages. I recommend buying a gizmo if you want reasonable flexible casting. This is not a horribly versatile caster, but she certainly has her uses, and she shines against spirits. She can summon beings for specific tasks, banish out of control ones, and move around gates.
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Tags |
gurps 4e, rpm |
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