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#1 |
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Join Date: Aug 2012
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Hello guys,
I am a first time poster here at Steve Jackson Games. I would like to request your assistance with creating a character for a campaign DMed by a friend of mine - If i am posting in teh wrong forum just let me know and I will move along :D The campaign is Fantasy themed, however it is a sort of Super Fantasy where we start out with 250 points. I was kinda keen on creating an "old school" caster from the old days of yore and GURPS Magic that would accumulate the classical wizard function with the cleric/healer/buffer role, but as I am told by my more GURPS experienced playing companions, as the character points start to grow the classical magic system just does not cut it, creating extremely unbalanced situations so.... If i understand correctly the idea is to make each spell a separate power, but i am struggling with that for a couple of reasons: - I do not COMPLETELY master the rules inside out, and the sources seem to be so many I do not know where to start building the spells or chosing the advantages; - The effects I desire are so varied, ranging for example from a bolt, that can be split to hit multiple opponents or not, whose damage type can be modified [fire, cold, etc] and even if split could have one cold, one energy etc. to the other end of the spectrum where you simply pile conditions (slow, poison, etc.) - I am reading through the forums and through the books, but if you guys could assist me with some pointers, it would be much appreciated. Thank you in advance for any possible feedback. Cheers Edeldhur |
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#2 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Have you looked at Dungeon Fantasy?
You know you want to. C'mon, you don't need to eat more until payday... :)
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#3 |
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Join Date: Aug 2012
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Hello Asta,
No, I have heard about those books but never delved into them - I will do so, and I have read that there are many options in there for magic, but aren't the magic related questions treated there somewhat based on the classical GURPS Magic (which I would say my GM is... disallowing, for game balance reasons) Edeldhur |
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#4 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Quote:
Second, the spell-based magic system is the subject of disagreements. Some people strongly advocate "magic built from powers", but it's a load of work, and regular attempts to crowdsource it don't appear to have succeeded. There's a fairly big list of spells built that way here. It also seems that you can give the spell-based system more oomph by simply spending more on IQ and Margery. IQ 15 plus Magery 7 gives you a skill of 20 in most spells for one point each, making them quicker to cast and use less energy. You'll also want an energy reserve that recharges very fast so that you can keep casting: use Regeneration for this. The book of advanced magic systems is GURPS: Thaumatology. There are a lot of systems and options in there; syntactic magic is generally the most powerful, but definitely get GM approval before starting to build a character that uses it. |
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#5 | |
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Join Date: Aug 2012
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Quote:
As far as checking with the DM, I have done it and the (final?) word is that we will go through the "each spell as a power" method - and that is what got me lost :D I will go through the list that you linked - it will probably give me a chance to at least create a basic character and tweak it as I go. In that aspect, my GM is really cool - we start as an "evolved" sketch" of our character and then we finish it out as the campaign proceeds. Edeldhur |
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#6 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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If you prefer to take the Cleric route, I really recommend GURPS Powers: Divine Favor. It does a lot of hard lifting for you.
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#7 | |
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Join Date: Aug 2012
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Quote:
I won't get to be as strong in any of those individual roles but I am hoping I can mix it up in such a way to be fun to play and useful. Edeldhur |
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#8 |
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Join Date: Jun 2008
Location: Provo, UT
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I'd go with the following ability from Pg 63 of GURPS Powers.
Modular Abilities: Divine Inspiration With some of all of the following Limitations to bring the cost down: -Pact: Code of Honor -Pact: Disciplines of Faith -Pact: Fanaticism -Pact: Honesty -Pact: Sense of Duty -Pact: Vow (Like: Never Use Edged Weapons) By strictly following the rules of your Religion (ie. actually playing a Priest) you can probably get 100 points in modular abilities for less then 100 points. You'd want to break these up into multiple slots. And keep in mind that they abilities you buy can have limitations too (even the same ones!) |
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#9 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
I second Divine Power as an excellent resource. It includes offensive powers, so you won't be a pure healbot.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#10 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Here is 150 point Cleric i build a while back it easy to spend the additional 100 points make the modular points bigger. at the cost of 5 points for ever 1 modular. Swapping some of Pacts to reflect the God of your cleric.
ST 11 [10]; DX 10 [0]; IQ 13 [60]; HT 12 [20]. Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]. Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 9; Block 9. Advantages: Modular Abilities: Divine Inspiration (15 points) (Pact -50%, Physical +100%, Requires Reaction Roll -5%, Trigger: Hold Holy sysbol -20%)[83]; Signature Gear (Holy Symbol) [1] True Faith (Turning +65%) [25] Disadvantages: Chummy [-5]; Fanaticism (Put the Undead to Rest)* [-15]; Guilt Complex [-5]; Lecherousness(12) [-15]; Pasifism (Cannot Harm Innocents)* [-10]; Sense of Duty (Innocents)* [-10]; Vow (Never refuse a request for aid)* [-15]; Quirks: Attentive [-1]; Broad-Minded [-1]; Humble [-1]; Intolerance (Necromancers) [-1]; Likes: Faye Wine [-1]; Skills: Axe/Mace-12 [8]; Carousing-12 [1]; Diagnosis/TL3-12 [2]; Diplomacy-12 [2]; First Aid-15 [4]; Naturalist-12 [2]; Occutism-12 [1]; Pharmacy/TL3 (Herbal)-12 [2]; Public Speaking-12 [1]; Religious Ritual-13 [4]; Shield-12 [4]; Teaching-12 [1]; Theology(Own Relgion)-12 [2]; *Part of the Pact Divine Inspiration is used for paying for spells (prerequires ignored) And Adavatages from the Cleric's God, the Reaction Roll is based on Man Proposes, God Disposes (p148) in GURPS Fantacy Modular Abilities: Divine Inspiration, is 6 points base then +4 for ever point it provideds (15 in this case) [Powers p.63] Pact [Basic p.113] Means this the god will only grant this power as long as do don't brake the (50) points worth of Disadvantges you agreed to live by [I noted which disadvantages were part of the pact with a *] Physical [Basic p.71] means you can also use those 15 points on Physical advatages not just Mental ones and Skills. Requres Reaction Roll [Powers p.110-111] is a lesser form of Fickle as ther are moderfers on the reaction roll, [Fantacy p.148 Man Proposes, God Disposes] which in this case you Pray to you god and try to confins him to grant your an ability (including spells). Trigger: Holds Holy Symbol, means you have to Hold your Holy Symbol to Trigger this ability. All together this means the Cleric has access to a wide range of abilities, spells and other Skills changible with a prayer to thier god, ans long as long as they remain faithful to thier god, and is useing them in a manner suitible with thier god's goals. |
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| Tags |
| cleric, healer, mage, magic, super |
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