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Old 06-25-2011, 06:34 AM   #34
griffin
 
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Join Date: Jul 2005
Default Re: Martial Arts for Wizards

Quote:
Originally Posted by Asta Kask View Post
So, wizards are usually not expected to fight in close combat. If they do, they've done something wrong. But sometimes the stars align in a certain way and that minotaur barbarian is headed your way.
GURPS Wizards is for GURPS 3e, but it has a few pages with Martial Artist examples. The wizards tend to have defensive spells which make them harder to see or to hit - such as Blur, Invisibility, Iron Arm, Shield and Missile Shield. They have stuff to enhance their physical capabilities such as Haste, Strength, Might, and Resist Pain. Then they have stuff that helps them offensively in close combat - Spasm, Paraliyze Limb, Deathtouch, Stun, Witherlimb, etc.

The thing is you'll need to trade off between cinematic capabilities and magical ones. Magery is expensive and so is Trained by a Master. For maximum flexibility choose both. This will limit your initial selection of martial arts skills and spells. The character will be weak initially but over time can get some really cool stuff. Works best if you are building with more like 200-250 points instead of standard 150. Cinematic martial artists are expensive. More so when you add magic to the mix.

BTW, if you like templates, Wizards is a pretty cool book (no comments about the cover PLEASE!).
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