01-10-2011, 10:06 AM | #151 |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: First GURPS Mage
<Moderator>
Keep it civil here please. Things are getting heated from several posters. Stop now please. </Moderator>
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01-10-2011, 10:15 AM | #152 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Quote:
But please point out 1 spell user build that would benefit for Compatimized mind with this limitation, and I will conseed my point |
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01-10-2011, 10:27 AM | #153 | |
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Re: First GURPS Mage
Quote:
FREX: Force Dome and Major Healing (i.e. Turtle Mode) Invisibility and Flight (for escape the next turn) etc. As I said, it's not a great build and I probably wouldn't do it (-10% just isn't worth it), but it works in some situations. |
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01-10-2011, 10:51 AM | #154 |
Join Date: Sep 2007
Location: Arkham Asylum
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Re: First GURPS Mage
The point wasn't to be a condescending jerk, but to use humor to illustrate one of my favorite of life's cruel lessons: Sometimes when we ask for help, the help we get isn't the help we want but the help we need.
Although, in all fairness, my puckish nature may have lent a slight tone of condescension ;-)
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01-10-2011, 11:17 AM | #155 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Quote:
And Healer Mage most definatatle want Move + Cast |
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01-10-2011, 11:46 AM | #156 | |
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Re: First GURPS Mage
Quote:
Quite possibly you're adopting Turtle Mode because of a reduced Move situation; low FP, low HP, crippled/lost leg or foot, failed resistance roll against Rooted Feet, Glue, etc. The build is also applicable on the offense; you can cast multiple spells of any type that doesn't require an Attack. This should leave any Area, Resisted, Information or Regular spell. You could cast 3 Tanglefoot at the same time (affecting 3 opponents simultaneously), or 3 Charm spells, etc. And of course he'd *want* Move + Cast....that's why this is a 'Limitation'! :-) |
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01-10-2011, 12:11 PM | #157 |
Join Date: Aug 2007
Location: Rochester, MN
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Re: First GURPS Mage
Did I read somewhere upthread that this character has a form of magical gadgeteering? If so, then build a magical ring of laying waste (or similar).
Or, with the nice high skill levels in *all* spells, start building up some massive powerstones, then quick-n-dirty some more conventional magical items of laying waste with levels of Power and/or dedicated/exclusive powerstones built in. |
01-10-2011, 12:25 PM | #158 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Quote:
And the reason a turn mage want's to move and cast is his biggest weakness is oppentes moving out of effective range. |
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01-11-2011, 05:21 PM | #159 |
Join Date: Jun 2009
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Re: First GURPS Mage
http://www.grv.it/temp/newspells.pdf
Apparently the member Lupo has done something you could find useful.
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combat, dungeon fantasy, fantasy, first mage, magic! mages |
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