Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 02-22-2021, 04:58 AM   #1
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Swordmage build

Swordmages are mages who channel their magic (bought as advantages with the Magic limitation) through a specially dedicated sword. A dedicated sword is a perk which can be transferred from sword to sword via a ritual* that takes 8 hours and materials costing $100. How much is the Accessibility limitation "requires dedicated sword" worth?

* that is its own Modular ability worth four points (2+2). You can't have more than one slot.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Old 02-22-2021, 05:09 AM   #2
johndallman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Swordmage build

It looks simplest to buy the powers with gadget limitations (p. B116-117).
johndallman is offline   Reply With Quote
Old 02-22-2021, 05:15 AM   #3
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Swordmage build

That would be great if it was an enchanted sword, but the powers come from the swordmage, and they can channel them to another sword if the other sword is dedicated to them. So it's more akin to an Imbuement, but it can do things that Imbuements can't do, like firing flame jets.

Edit: I'm tempted to go with -20% because that's my default when I don't know.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius

Last edited by Anders; 02-22-2021 at 05:30 AM.
Anders is offline   Reply With Quote
Old 02-22-2021, 05:32 AM   #4
coronatiger
 
Join Date: Apr 2018
Location: Trondheim, Norway
Default Re: Swordmage build

Is it possible to modify the Gadget limitation to make it transferrable?
__________________
You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do.

Character sheet: Google Drive link (See this thread for details.)

Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue
coronatiger is offline   Reply With Quote
Old 02-22-2021, 05:44 AM   #5
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Swordmage build

Quote:
Originally Posted by coronatiger View Post
Is it possible to modify the Gadget limitation to make it transferrable?
Good question. Some kind of Affliction or Modular Ability maybe? But I still think the Accessibility route is so much easier.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Old 02-22-2021, 05:45 AM   #6
Daigoro
 
Daigoro's Avatar
 
Join Date: Dec 2006
Location: Meifumado
Default Re: Swordmage build

Quote:
Originally Posted by Anders View Post
Swordmages are mages who channel their magic (bought as advantages with the Magic limitation) through a specially dedicated sword. A dedicated sword is a perk which can be transferred from sword to sword via a ritual* that takes 8 hours and materials costing $100. How much is the Accessibility limitation "requires dedicated sword" worth?
It sounds a bit like Granted by Familiar/Other, worth -40%.

Does the sword have to be wielded or can magic be cast while it's sheathed?
__________________
Collaborative Settings:
Cyberpunk: Duopoly Nation
Space Opera: Behind the King's Eclipse
And heaps of forum collabs, 30+ and counting!
Daigoro is offline   Reply With Quote
Old 02-22-2021, 05:47 AM   #7
ravenfish
 
Join Date: May 2007
Default Re: Swordmage build

Powers prices "requires material components" at -10%. This is usually used for cases such as "needs a bear skin (any bear skin, not one particular one) to transform into a bear", but it could be easily adapted for "needs a sword (any sword, not one particular one) or the ability isn't of any use". The necessary ritual, amounting to "preparation required, but, once prepared, can keep using it forever or until you lose the sword", I would probably rate as a nuisance effect worth not much more than -5%.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig.

Last edited by ravenfish; 02-22-2021 at 05:50 AM.
ravenfish is offline   Reply With Quote
Old 02-22-2021, 05:49 AM   #8
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Swordmage build

Quote:
Originally Posted by ravenfish View Post
Powers prices "requires material components" at -10%. This is usually used for cases such as "needs a bear skin (any bear skin, not one particular one) to transform into a bear", but it could be easily adapted for "needs a sword (any sword, not one particular one) or the ability isn't of any use".
Good. So if it's a particular sword (even if it can be rededicated), then -20% looks reasonable. Thanks!
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Old 02-22-2021, 05:51 AM   #9
ravenfish
 
Join Date: May 2007
Default Re: Swordmage build

Quote:
Originally Posted by Anders View Post
Good. So if it's a particular sword (even if it can be rededicated), then -20% looks reasonable. Thanks!
I'd call that fair. 10% for "requires material component" and another 10% for the ritual isn't unreasonable, and a 20% power modifier makes a lot of the math much tidier.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig.
ravenfish is offline   Reply With Quote
Old 02-22-2021, 07:03 AM   #10
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Swordmage build

Quote:
Originally Posted by coronatiger View Post
Is it possible to modify the Gadget limitation to make it transferrable?
"Normally, you can replace a broken or stolen gadget — although this might require significant time and effort (GM's decision)" (p. B117).

So it's already in the rules that gadget-limited traits can be transferred to new objects, and the GM sets the requirements. So all Anders has to do is specify that the power can be transferred to a new sword via the special ritual. Give the abilities the Breakable and Can Be Stolen limitations, and you're done. If these abilities are being expressed as a power, I'd probably just build the gadget limitations into the power modifier for simplicity and note the ritual transference there.
Stormcrow is offline   Reply With Quote
Reply

Tags
limitations

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:11 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2022, vBulletin Solutions, Inc.