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Old 08-18-2012, 04:34 AM   #1
Edeldhur
 
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Default Re: Creating a Super Mage/Cleric

Quote:
Originally Posted by Kuroshima View Post
If you prefer to take the Cleric route, I really recommend GURPS Powers: Divine Favor. It does a lot of hard lifting for you.
Actually, and since this is GURPS and I am the only caster in the group, I was planning in accumulating the 2 roles - both the mage and the cleric ;)

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.


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Old 08-18-2012, 05:09 AM   #2
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Default Re: Creating a Super Mage/Cleric

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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Old 08-18-2012, 06:02 AM   #3
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by Snaps View Post
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!)

Great suggestion. I guess I am being somewhat of a victim of being a little ignorant of the overall GURPS Powers rules.

One of my longest running games ever was as a player in a mixed Occult/Cyberpunk/Supers themed campaign but i did not contact much with the actual super powers theme myself since I played a retired army sergeant with bionic implants and psionic powers only, back in the days of the 3rd edition.

I have taken a look at the modular abilities and Pact Limitations you suggested and I think they will fit nicely into the character. Now on to think out the actual type of dogmas followed. I am thinking him out as a mixed "scholar/proactive adventurer" type but i have played so many righteous characters before that this time I want to stray from that mainstream... And still be a good support character.
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Old 08-18-2012, 06:05 AM   #4
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Default Re: Creating a Super Mage/Cleric

Also, keeping in mind I have (only) 250 points, I guess the advantage selection will be more a question of flavor than actually ground breaking options...
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Old 08-18-2012, 07:47 AM   #5
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Default Re: Creating a Super Mage/Cleric

I created a thread a while back about using 250 pts to design a versatile, spell-slinging wizard using only Powers instead of spells. It may not be your cup of tea but it might give you a grounding on possibilities. Here's the write-up:

http://forums.sjgames.com/showpost.p...26&postcount=8

You could probably take the above design, swap out Extraordinary Luck [30] for Healing (Faith Healing +20%, Capped at 8 FP -20%) [30], drop Wizard!-14 [24] to Wizard!-13 [12] and add Priest!-13 [12], and be 95% of the way to having a complete character. Or at least something that you can get reviewed by your GM and see what he does and doesn't like.

Hope that helps!
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Old 08-18-2012, 08:09 AM   #6
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Default Re: Creating a Super Mage/Cleric

Quote:
Originally Posted by mlangsdorf View Post
I created a thread a while back about using 250 pts to design a versatile, spell-slinging wizard using only Powers instead of spells. It may not be your cup of tea but it might give you a grounding on possibilities. Here's the write-up:

http://forums.sjgames.com/showpost.p...26&postcount=8

You could probably take the above design, swap out Extraordinary Luck [30] for Healing (Faith Healing +20%, Capped at 8 FP -20%) [30], drop Wizard!-14 [24] to Wizard!-13 [12] and add Priest!-13 [12], and be 95% of the way to having a complete character. Or at least something that you can get reviewed by your GM and see what he does and doesn't like.

Hope that helps!
mlangsdorf, THAT is a very useful link - thanks a lot.

I have found useful not only your explanations as to how you built your character but also the whole thread that i started taking a look at.

I feel inclined in using your char as a template to build something more suited to my taste and take it from there - after all the GM is pressuring me to have it done so we can start movin'

Again, thank you for the input and if I have any doubts regarding your build I hope I can revert back to you for clarifications?

Cheers.
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Old 08-18-2012, 10:42 AM   #7
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Default Re: Creating a Super Mage/Cleric

Quote:
Originally Posted by Edeldhur View Post
mlangsdorf, THAT is a very useful link - thanks a lot.

I feel inclined in using your char as a template to build something more suited to my taste and take it from there - after all the GM is pressuring me to have it done so we can start movin'

Again, thank you for the input and if I have any doubts regarding your build I hope I can revert back to you for clarifications?
Sure. Like I said in the thread, I have some very specific ideas about the role of "wizard" in a fantasy campaign, and I understand they're not to everyone's taste.

There are lots of sample powers, as people quoted above, and Divine Favor is a good place to go for an alternate take on "Supernatural abilities through GURPS Powers". I wouldn't recommend it for your use because I find the buy-in to be an effective Saint is around 200 pts, and that doesn't leave you much space to also be a wizard at 250 points.
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Old 08-18-2012, 08:27 AM   #8
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Default Re: Creating a Super Mage/Cleric

Quote:
Originally Posted by Edeldhur View Post
Actually, and since this is GURPS and I am the only caster in the group, I was planning in accumulating the 2 roles - both the mage and the cleric ;)

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
What do you mean by Cleric and Mage? Do you come from D&D, where the Cleric is for healing and support and the mage is a mobile artillery piece?

I second Divine Power as an excellent resource. It includes offensive powers, so you won't be a pure healbot.
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Old 08-18-2012, 09:33 AM   #9
Edeldhur
 
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by Asta Kask View Post
What do you mean by Cleric and Mage? Do you come from D&D, where the Cleric is for healing and support and the mage is a mobile artillery piece?

I second Divine Power as an excellent resource. It includes offensive powers, so you won't be a pure healbot.

Well, I wouldn't say i "come from D&D" but yes, I have played D&D for many years and still do - lets put it like this: I intend to have the abilities usually identified with mages, like offensive spells, decryption magic, identifying objects, and also the ones with a support role like healing, buffing, removing debuffs, etc [apologies for the WoW terminology in here].

I definitely need to take a look at Divine Power.
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