As I flew around China in recent months, I kept a folded A4 sheet of jottings on this topic, while I browsed my GURPS PDF collection on my Kindle Fire.
The Kindle Fire was recently stolen when I rode on Amtrak. But the thief was kind enough to leave behind the folded A4, thus sparing me the labor of rewriting all the notes.
In the interests of redundancy, I transfer my jottings in this post. I would normally keep it on Google Drive, but Google isn't reliably accessible in China.
Quote:
Phirazaldaea, avatar of the Wardkeeper
ST 18
DX 12
IQ 12
HT 15
HP 25 (meaning it can take up to 150 HP damage before dying, and its high HT means it will likely make its survival rolls at negative HP)
Will 15
Per 12
DR 5
Dodge 11
Parry 12
Sp 7
Move (Air) 19 (Enhanced to 38) (gives a -8 to hit when flying)
MR 4
Regenerates 1HP/hr
No blood or vitals
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From Basic Set and Magic:
- Control Limb (resisted by Will), ranged works. However, impractical due to Will resist plus MR and Rule of 16. Final difficulty 19.
- Total Paralysis, starts with a -5 to target head if melee is even possible, then resisted by HT/MR/Rule of 16. (21)
- Could cripple a wing: must do at least 13+ HP to a wing.
- Fireball - up to Magery level/sec, up to 3 sec (possibe 18D damage, travels at up to 25 yd/sec, which isn't fast enough to actually hit the angel if it's flying. To actually hit, need a success roll on skill Innate Attack (Projectile) ).
- Lightning - (18D-18 damage, but Acc 3 and travels at 50 yd/sec, meaning it could hit angel even at top speed.
Pyramid issues:
- 3-48 p5 Assassin's Blessing gives +3 to rolls if attuned to the angel, though the "capture" intent may violate the "assassinate" requirement. p8 Magic Bullet (3D+3(2) pi++ could be useful.
- 3-28 p20 (Ritual Magic, Symbol Drawing, Thaumatology) could give +3 to +6 (with +1 or +2 to final roll if more than one day was used in casting), ritual could give +5 to rolls if over an hour is spent on prep. Additional possible modifiers: +3 unique materials, +5 for statue of Phirazaldaea (sympathy), +2 for bloodied angel wing feathers (contagion), +4 for knowledge of full secret name and titles (name), +5 for sacrifice of Wardkeeper's bishop
- 3-24 p20 Void Bolt (18D cosmic crushing dmg ignoring all DR + protections at Acc4)
Power Ups 1 Imbuements p11 allows imbuements for spells, consider p8 Guided Weapon (ignore range penalties, needs concentration), p9 Homing Weapon (ignore range penalties and doesn't need concentration).
The above is my research of actual relevant stuff for the specific thought exercise. However, delving through all the materials also turfed up a lot of stuff that wasn't related to the question but was highly useful for statting up the lich itself and other aspects of my campaign, like squirrels. I'll attach these bits in a spoiler as they're not directly germane to the original post.
Spoiler:
- 3-1 Zombie stats and Skull Staff
- 3-4 p11 Imbuements and Energizing Defense
- 3-7 p12 Boundary Magic
- 3-13 p39 Spell Bottle
- 3-17 p25 Mummy amulets
- 3-25 p5 Pointillism - power of necromancer (massive circle of animate dead and toxic). p14 Essential Magic.
- 3-28 p19 Ceremonial magic
- 3-36 p25 General Caster Power-up: spell imbuements. p29 Historically rich dungeons. p33 changed magical items.
- 3-41 p24 necromantic cult p14 God Is Dead (Wardkeeper)
- 3-45 p8 Sad Lost God (Wardkeeper). p18 crystalline parasitic invaders?
- 3-48 p4 et seq p38 Onomancy
- 3-50 p10 Animate Dead
- 3-66 p31 materials for spells
- 3-70 p26 Xia Monster Hunters
- 3-72 p23 Dragon Stats p24 lich and spectre p25 vampire p30 imitator (doppelganger)
- 3-75 p14 Familiars p20 Squirrels
- 3-76 p12 Secret Spells p13 Archmagi's Recuperation, p25 martial artist magic items
- 3-78 p15 Chaos priests, p25 Curses
- 3-80 p28 PCs on the lam, p34 Void Wyrm
- 3-81 p21 Pacts/bargains, p27 Death Artifacts (book similar to Book of Names)
- 3-86 p4 Lair design
- 3-91 p22 Thaumatology and Metallurgy
- 3-92 p14 Viking Undead, 28 Zombies (and adventure)
- 3-98 p13 Hellwasps
- 3-99 p25 Grim Reaper and Spectral Steed
- 3-101 p19 Sample lich stats
- 3-102 p4 craft imbuements, p11 mass combat, fantasy for heroes, p27 substrate Kung (Xia style powers), p31 reincarnation (CotRN style campaigns), p33 sample god of fire
- 3-103 p4 Stability Points for sanity, p11 minions, p32 Silk Road beasts (Plateau of Leng?)
- 3-104 p21 random quest generator, p26 lich sample
- 3-105 p4 super sorcery, p12 Chi sorcery, p22 dead god magic (spell on p24) (see also Dungeon Fantasy 9 p24 for Spirit of Place)
- 3-106 p14 deathtraps, p20 Halfling dungeons, p31 undead in dungeons
- 3-107 p15 new ghost
- 3-113 p13 simple spell components, p30 traps, p32 runes
- 3-114 p4 incanter spells, p12 names powers, p17 glass school of magic, p23 evil artifacts