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Old 06-12-2016, 12:12 AM   #1
Minuteman37
 
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Join Date: Aug 2015
Location: Kenai, Alaska
Default [Sorcerery] Making a Super Mage

Ok guys here is a little challenge.

Make a 1,000 point Sorcerer for a TL8 supers game whose power set is focused enough to allow at least three other players built on the same point total to occupy their own nitch independently of you. Assume whatever points gained in disadvantages are used to add flavor to the character.
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Old 06-12-2016, 03:12 AM   #2
weso12
 
Join Date: Mar 2015
Default Re: [Sorcerery] Making a Super Mage

The Supporter

Attributes
ST - 10
DX - 14 [80]
IQ - 14 [80]
HT - 12 [20]

Second Characters
FP +6 [18]

Sorcerous Empowerment 19 [200]
No Smell [13]
Walk through Earth [15]
Penetrating Weapon Level 6 [25]
Improved Divination [20]
Body of Wood [20]
Delayed Message [8]
Remove Curse [13]
Gift of Tongues [6]
Complex Illusion 13 [39]
Enchant [8]
Sense Life [12]
Suspend Time 12 [40]
Dispel Magic 6 [37]
Scryguard [14]
Light 48 [40]
Magelock 12 [38]
Terror 11 [39]
Planar Visit (Improved) [10]
Greace 11 [39]
Time for me to make up spells now
Great Healing [11] (This is Healing (Injuries Only -20%, Affects Self +50%, Capped 5 FP -15%, Reduced Fatigue Cost 4 +80%, Cannot Restored Crippled Limbs -10%, Magical -10) Instead of healing 10 this heals 3d6.
Grant Power [11] (This is Affliction (Advantage, Power +360%, Fixed Duration +0%, No Signature +20%, Sorcery -15%, Increased Max 1/D +15%, Extended Duration x10 +40%) Power is Striking ST +8 (Magical -10%) 36 Points
Grant Lift [8] (This is Affliction (Advantage, Lift +220%, Fixed Duration +0%, No Signature +20%, Sorcery -15%, Increased Max 1/D +15%, Extended Duration x10 +40%) Lift is Lifting ST +8 (Magical -10%) 22 Points
Grant Durability [11] (This is Affliction (Advantage, Durability +360%, Fixed Duration +0%, No Signature +20%, Sorcery -15%, Increased Max 1/D +15%, Extended Duration x10 +40%) Durability is DR 8 (Magical -10%) 36 Points
Grant 360 Vision [9] (See the other afflictions but replace the Advantage with 360 Vision (Panoptic 1 +20%, Magical -10%) 28 Points)
Grant Darkvision [8] (See the other afflictions but replace the advantage with Dark Vision (Magical -10%) 23 Points)
Grant See Invisible [6] (See the other afflictions but replace the Advantage with See Invisible (Magical) (Magical -10%) 14 Points
Grant Invisibility [16] See the other afflictions but replace the Advantage with Invisibility (Affect Machines +50%, Magical -10%, Can Carry Objects (Up to No Ecumbrence) 60 Poinrts
Grant Walk On Liquid [6] (See the other afflictions but replace the Advantage with Walk on Liquid(Magical -10%) 14 Points
Grant Walk On Air [7] (See the other afflictions but replace the Advantage with Walk on Air (Magical -10%) 18 Points
Create Large Objects (Create Objects with Large Item +50% added on to) Level 27 [40]

Skills
Innate Attack Gaze 20 DX+6 [20]
Gun/TL8 (Pistol) 18 DX+4 [12]
Thaumotology 15 IQ +1 [12]
Two Random Hobby SKills

It was REALLY freaking hard to fill up the amount of sorcery's I needed, so I decide to activitly waste points by buying insanely high levels of spells.
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Old 06-12-2016, 05:10 AM   #3
Michael Thayne
 
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Join Date: May 2010
Default Re: [Sorcerery] Making a Super Mage

Funnily enough, I just created a character to those specs. Mostly—he was actually intended to be the party's "generalist", in contrast to PCs with more focused power-sets. (When I created him, I also created a 1000-point speedster and a Sandman a la Madness Dossier cranked up to 1000, including using my own Morph variant to enable her to learn an unlimited number of Loa.)

Yohei "Naga Sake" Yoshida

Attributes: ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 12 [20]
Secondary Characteristics: Will 16 [20]
Advantages: Accelerated Casting [10]; Destiny 3 [15]; Energy Reserve 10 (Magical) [30]; English (Accented) [4]; Inextinguishable Power [5]; Japanese (Native) [0]; Luck [15]; Mana Enhancer [50]; Sorcerous Empowerment 47 [480]; Sorcery Talent 7 [70]; Spirit Advisor (6 or less) [5].
Disadvantages: Duty (Extremely Hazardous; 15 or less) [-20]; Nearsighted (Mitigator, eyeglasses, -60%) [-10]; Oblivious [-5]; Pacifism (Reluctant Killer) [-5]; Post-Combat Shakes (12) [-5]; Shyness (Mild) [-5].
Quirks: Alcohol intolerance, Dresses like a stage magician even when wildly inappropriate, Easily frustrated, Forgetful, Wannabe hero [-5].
Skills: Area Knowledge (Kyoto) (E) IQ [1]-13; Bicycling (E) DX [1]-12; Computer Operation (E) IQ [1]-12; Innate Attack (Gaze) (E) DX+3 [8]-15; Karate (H) DX [4]-12; Judo (H) DX [4]-12; Occultism (A) IQ+1 [4]-13; Performance (A) IQ+1 [4]-13; Sleight of Hand (H) DX [4]-12; Thaumatology (VH) IQ [8]-12.
Spells: Awaken Computer 4 [36]; Complex Illusion 7 [39]; Reverse Missiles 7 [91]; Suspend Time 7 [36].
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Old 06-12-2016, 10:40 AM   #4
Pragmatic
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
Default Re: [Sorcerery] Making a Super Mage

What about spells that are the "can't be above your sorcery power" types? IIRC, you can use any spell that has a point-value up to your sorcery power (as long as it's in the spell list that the GM allows).

(Sorry, been awhile since I read the relevant book and/or Pyramids.)
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