|
|
|
|
|
#1 |
|
Join Date: May 2010
|
I've been thinking about how it would be interesting to do cinematic TL5+ fantasy that, unlike GURPS: Monster Hunters, uses the standard GURPS magic system. There was a Pyramid article about using Action with the Technomancer setting, but it didn't have any rules for dedicated mages as opposed to members of other professions with a bit of magic sprinkled in. So I thought I'd try to whip up a "modern mage" template that lets you do Action with full-blown wizards. Feedback welcome.
Modern Mage 250 Points Attributes: ST 10 [0]; DX 11 [20]; IQ 15 [100]; HT 11 [10]. Secondary Characteristics: Basic Speed +0.50 [10]. Advantages: Energy Reserve 3 (Magical) [9]; Luck [15]; Magery 3 [35] • 30 points in other suitable advantages. Disadvantages: -50 points in appropriate disadvantages. Primary Skills: Alchemy (VH) IQ [8]-15; Occultism (A) IQ [2]-15; Thaumatology (VH) IQ [1]-15. Secondary Skills: One of Brawling (E) DX+2 [4]-13, or Boxing or Wrestling, both (A) DX+1 [4]-12. • Guns (Pistol) (E) DX+1 [2]-12. • One of Innate Attack (any) or Guns (any other), both (E) DX+1 [2]-12, or spend 2 points to raise Guns (Pistol) by 1 level. Background Skills: Choose a 20-point lens. • Computer Operation (E) IQ [1]-15; Driving (Automobile or Motorcycle) (A) DX-1 [1]-10. Spells: 30 spells at either (H) IQ+1 [1]-16 or (VH) IQ [1]-15. |
|
|
|
|
|
#2 |
|
Join Date: Jul 2007
Location: One Mile Up
|
The template is what it says on the tin, but this is probably the last published magic system that I would personally try to inject into Action, and supplementing existing archetypes is the direction I would go with it. What role does "Guy who does magic but isn't a Shooter, Medic, Wheelman, Spy, etc" have in an Action story?
|
|
|
|
|
|
#3 |
|
Join Date: Nov 2015
|
Depending on that selection of spells he could probably cover any one of those roles, I can definitely see shooter that uses spells or magic enhanced guns, medic is easy with healing spells, and dont even get me started on spy. Wheelman, dunnow.
And since I don't really know any of the other magic systems I have no problems with this. How widespread would magic be? |
|
|
|
|
|
#4 | |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Quote:
Spells are considerably inferior to modern firearms: they are comparatively slow, especially if you want to do a lot of damage, burn lots of fatigue, and are harder to hit with at long ranges. What spells were you reckoning on using for enhancing guns?
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
|
|
|
|
|
|
#5 |
|
Join Date: Nov 2015
|
Any enchantment spell, would work quite well.
Sure, direct damage spells are inferior to modern guns, but you can bring your magery in places where you couldn't bring a gun, or a knife. And then you can create your gun if you know how to do it (and a smart mage would learn these things) Several spells can enhance the caster, has been a while since I checked all available spells, but enhancing DX was possible, and also other senses. Speaking of senses, remote viewing would be quite useful, and all the other information gathering spells... |
|
|
|
|
|
#6 |
|
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
I was thinking that draw power would be a fantastic spell for a modern action mage, but oh my goodness, it has a massive set of prereqs. (minor healing, 2 spells from each of 10 colleges). And the stats given are just barely in valid action hero territory as it is.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
|
|
|
|
|
#7 | |
|
Join Date: Jul 2007
Location: One Mile Up
|
Quote:
It's going to have to be pretty common for a guy whose purpose is "Knows Magic" to be more than a supporting character in a standard Action! game. ~~~~~ Anyway, assuming that I was going to do my own On-Topic version of what I think the OP is trying to do here, I'd probably make it look more like: Modern Magic Expert 250 Points Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 13 [30]. Secondary Characteristics: NA Advantages: Luck [15]; Magery 0 [5] • 120 Points divided among raised Attributes, More Luck or Magery, Additional Languages [Varied], Energy Reserve (Magic) [3/Level], Gadgeteer (Fast; Alchemy Only -50%) [25], Gizmos [5/Level], or other suitable Advantages. Disadvantages: -50 points in appropriate disadvantages. Primary Skills: Alchemy (VH) IQ-2 [2]-10; Hazardous Materials (A) (Magical) IQ [2]-12; Occultism (A) IQ [2]-12; Thaumatology (VH) IQ-2 [2]-10. • 32 points to raise any of the above and/or for Magic Spells. Secondary Skills: One of Brawling (E) DX+1 [2]-12, or Judo (H) DX-1 [2]-10, or Boxing or Wrestling, both (A) DX [2]-11. • Guns (Pistol) (E) DX+1 [2]-12. • One of Innate Attack (any), Fast Draw (Pistol or Potions), or Guns (any other), all (E) DX+1 [2]-12, or spend 2 points to raise any of the above skills by 1 level or add another one. Background Skills: Choose a 20-point lens. • Choose 4 of Computer Operation (E) IQ [1]-12; Driving (Automobile or Motorcycle) (A) DX-1 [1]-10; First Aid (E) IQ [1]-12; Savoir-Faire (E) (Magical) IQ [1]-12, Stealth (A) DX-1 [1]-10. Possible Specialties include: The Adventure Alchemist, whipping up buffs for the team and MacGuyvering a broad variety of tools from universal solvents to binary high explosives on the fly from everyday materials. Despite the thread's stated intent, I would be remiss if I left out The Mimic, focusing on higher IQ, Higher Magery, and a suite of spells that let him perform the duties of a Medic, Infiltrator, Investigator, Wire Rat, Cleaner, etc in ways that break the non-magical rules. You could also try to do a Sorcerous Jack-Of-All-Trades, putty to fill any gap but master of none, but being good at one thing enough to equal any other PC's niche is for the Mimic. Last edited by Gold & Appel Inc; 07-25-2019 at 11:02 AM. |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|