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Old 03-22-2020, 12:11 PM   #21
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Fantasy setting 150 points no disads...

Quote:
Originally Posted by zoncxs View Post
Energy Reserve 6 (Magical) [18]
Magery 0 [5]
Magery 6 (2 colleges only, -30%) [42]
But make sure the GM allows these particular advantages. Energy Reserve comes from GURPS Powers and may not be available in a given game world. GMs typically set a limit on Magery; GURPS Basic Set: Characters suggests a limit of 3 for "classic fantasy." This was a hard limit in the third edition of the GURPS Basic Set. I know GURPS Dungeon Fantasy removed the limit, but this doesn't appear to be Dungeon Fantasy. GMs also decide whether One College Only may be taken in their setting, although this is more likely to default to "yes."

But the basic idea behind your sample character is sound: it doesn't take a lot of extra work to build a wizard. Just pick the spells you want and work backwards to satisfy the prerequisites. 1 character point each in lesser spells is usually plenty.
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Old 03-22-2020, 12:51 PM   #22
zoncxs
 
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Default Re: Fantasy setting 150 points no disads...

Quote:
Originally Posted by Stormcrow View Post
But make sure the GM allows these particular advantages. Energy Reserve comes from GURPS Powers and may not be available in a given game world. GMs typically set a limit on Magery; GURPS Basic Set: Characters suggests a limit of 3 for "classic fantasy." This was a hard limit in the third edition of the GURPS Basic Set. I know GURPS Dungeon Fantasy removed the limit, but this doesn't appear to be Dungeon Fantasy. GMs also decide whether One College Only may be taken in their setting, although this is more likely to default to "yes."

But the basic idea behind your sample character is sound: it doesn't take a lot of extra work to build a wizard. Just pick the spells you want and work backwards to satisfy the prerequisites. 1 character point each in lesser spells is usually plenty.
You right, forgot energy reserves was not in basic set. I will assume one college magery is ok since the OP said they are only using so far basic and magic and it is mostly a dungeon crawl.


Here is a mage.

Attributes (110)
ST 10 [0]
DX 10 [0]
IQ 14 [80]
HT 13 [30]

Secondary Attributes (-21)
HP 10 [0]
Will 14 [0]
Per 11 [-15]
FP 16 [9]

Basic Lift 20 lbs
Damage: 1d-2/ 1d

Basic Speed 5.00 [-15]
Basic Move 5


Advantages (33)
Magery 2 [25]
Magery 2 (fire college only, -40%) [12]

Perks (0)


Skill (14)
Climbing (A) DX-1 [1]
First Aid (E) IQ+0 [1]
Hiking (A) HT-1 [1]
Innate Attack (projectile) (E) DX+2 [4]
Knife (E) DX+0 [1]
Staff (A) DX+0 [2]
Stealth (A) DX+0 [2]
Thaumatology (VH) IQ+0 [1] (+3 from magery)
Throwing (A) DX-1 [1]

Spells (10)

Fire Spells
Create Fire (H) IQ+2 [1]
Deflect Energy (H) IQ+2 [1]
Explosive Fireball (H) IQ+2 [1]
Fireball (H) IQ+2 [1]
Ignite Fire (H) IQ+2 [1]
Shape Fire (H) IQ+2 [1]

Movement Spells
Apportation (H) IQ+0 [1]
Deflect Missile (H) IQ+0 [1]
Flight (VH) IQ-1 [1]
Levitation (H) IQ+0 [1]
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Old 03-22-2020, 03:57 PM   #23
Donny Brook
 
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Default Re: Fantasy setting 150 points no disads...

Here's a [20], $185, 7.5 lb lens for any low TL character who is not a professional fighter but wants to be able to handle themselves in a combat:

Knife DX+2 [4]
Fast Draw:Knife DX [1]
Technique: Feint [2]
Equipment: (Long Knife, Wt=1.5, $120)

Spear DX+1 [4]
Grip Mastery: Spear [1]
Equipment: (Spear, Wt=4, $40)

Shield DX+2 [4]
Equipment: (Lt Shield. Wt=2, $25)

Brawling DX+1 [2]
Wrestling DX [2]

Last edited by Donny Brook; 03-22-2020 at 04:34 PM.
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Old 03-22-2020, 04:20 PM   #24
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Fantasy setting 150 points no disads...

I think that a better 20 point combat lens would be the following:

Axe/Mace at DX+2 [8]
Brawling at DX+2 [4]
Knife at DX+2 [4]
Shield at DX+2 [4]

With ST 12 [20], DX 12 [40], HT 12 [20], Combat Reflexes [15], Fit [5], and the above combat lens, you have a well-rounded combat character for 120 CP, giving you 30 CP to customize the character further.
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Old 03-22-2020, 04:26 PM   #25
Donny Brook
 
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by AlexanderHowl View Post
I think that a better 20 point combat lens would be the following:

Axe/Mace at DX+2 [8]
Brawling at DX+2 [4]
Knife at DX+2 [4]
Shield at DX+2 [4]

With ST 12 [20], DX 12 [40], HT 12 [20], Combat Reflexes [15], Fit [5], and the above combat lens, you have a well-rounded combat character for 120 CP, giving you 30 CP to customize the character further.
But that's not a 20 point lens for a non-fighter. You've made a [120] warrior template. Which is fine, but a different exercise.
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Old 03-22-2020, 04:39 PM   #26
NineDaysDead
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Default Re: Fantasy setting 150 points no disads...

Quote:
Originally Posted by AlexanderHowl View Post
Assuming a one-trick pony, you can get ST 12, DX 12, HT 12, Ambidexterity, Combat Reflexes, and Broadsword at skill 22 for 140 CP, leaving you 10 CP for other traits. You can DWA two light clubs at an effective skill 18 and can parry twice per turn at an effective defense of 15. With you will deal 1d+3 crushing damage with a swing and, by lowering effective skill to 16, you can break two legs on the average turn.
Assuming 10 HP and no DR.
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Old 03-22-2020, 05:03 PM   #27
kirbwarrior
 
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Default Re: Fantasy setting 150 points no disads...

Dark Vision, Doesn't Sleep, and Alternate Form (anything cheap, but Body of Fire is especially great) all do wonders for dungeon crawling if I am right is seeing Exotic/Supernatural traits are allowed.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 03-29-2020, 10:11 AM   #28
rerednaw
 
Join Date: Jul 2006
Location: Sin City
Default Re: Fantasy setting 150 points no disads...

Hey folks thanks for all the suggestions so far. You given me a lot of options to play with.

Despite the hardship of playing a mage, I'm going to try for one anyway and see how far I get :)
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Old 03-29-2020, 11:44 AM   #29
David Johansen
 
Join Date: Dec 2005
Default Re: Fantasy setting 150 points no disads...

Oh can I try!

The Carpenter

ST 16 [80];
DX 11 [20];
IQ 11 [20];
HT 11 [10];

Brawling 12 [2];
Carpentry 12 [4];
Masonry 11 [2];
Staff 14 [12];

Hand Saw
Hand Drill
Crowbar
Hammer
Wood Axe
Splitting Wedges
Two By Four (Quarter Staff)

So, this guy is actually about repurposing and rearranging dungeon furnishings for tactical purposes. He's decently dangerous with a two by four, you could lower the health and pick up axe-mace for using the hammer, axe, and crowbar. But I think staff's extra defensive power goes well for a lightly armoured auxilliary. He also works well as a porter, for those times when you want to run while carrying a downed comrade.
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Old 03-29-2020, 12:40 PM   #30
edk926
 
Join Date: Jan 2017
Default Re: Fantasy setting 150 points no disads...

ST - 12 (20)
DX - 12 (40)
IQ - 11 (20)
HT - 12 (20)

Combat Reflexes (15)
Fit (5)

30 pts in skills, half or so in combat and the rest in miscellaneous.
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