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Join Date: May 2010
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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. |
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