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Old 12-11-2011, 12:02 PM   #1
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default My Mage

So I am playing in a new game next week and wanted to try a mage using Modular Abilities for his magic. So far what I have is:

Tam (150 points)
Human

ST 9 [-10]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 16 [20]; Per 12 [0]; FP 10 [0].
Basic Speed 5.25 [0]; Basic Move 5 [0]; Block 0; Dodge 8; Parry 11 (Staff).

Advantages:

Modular Abilities 25 (Cosmic Power) (Physical and Mental, +100%; Costs Fatigue, 30, -150%; Limited by Skills, -20%; PM: Magic, -10%) [50]

Staff:
Detect (Supernatural) (Very Common) (Gadget/Breakable: DR 15, -10%;
Gadget/Breakable: Size -2, -20%; Gadget/Can Be Stolen: Thief must win
a Quick Contest of DX or ST (Does not work for the Thief), -15%;
Gadget/Unique, -25%; Reflexive, +40%; Vague, -50%) [6];
Regeneration (Extreme: 10 HP/Sec) (Energy Reserve Only, +0%; Gadget/Breakable: DR 15, -10%; Gadget/Breakable: Size -2, -20%; Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST (Does not work for the Thief), -15%; Gadget/Unique, -25%; PM: Magic, -10%) [30].

Energy Reserve (Magic) 25 (Abilities Only, -10%; Special Recharge, -70%) [15]
Fit [5]



Disadvantages
Code of Honor (Sorcerer's) [-10]; Duty (Dragonslayer) (15 or less
(almost always)) (Extremely Hazardous) [-20]; Enemy (Empire) (utterly
formidable group) (6 or less) [-20]; Sense of Duty (Other Sorcerers )
(Large Group) [-10]; Social Stigma (Sorcerer) [-10].

Skills
Chemistry/TL3-12 (IQ+0) [4]; Fast-Talk-11 (IQ-1) [1]; First Aid/TL3
(Human)-12 (IQ+0) [1]; Hidden Lore (Magical Lore)-12 (IQ+0) [2];
Innate Attack (Spells)-14 (DX+3) [8]; Literature-10 (IQ-2) [1];
Meditation-14 (Will-2) [1]; Occultism-12 (IQ+0) [2]; Physician/TL3
(Human)-10 (IQ-2) [1]; Physics/TL3-12 (IQ+0) [8]; Research/TL3-11
(IQ-1) [1]; Riding (Equines)-10 (DX-1) [1]; Savoir-Faire
(Sorcerer's)-12 (IQ+0) [1]; Staff-12 (DX+1) [4]; Stealth-12 (DX+1)
[4]; Streetwise-11 (IQ-1) [1]; Survival (Woodlands)-11 (Per-1) [1];
Thaumatology-10 (IQ-2) [2].

I see his magic being very similar to the Will and the Word from David Edding's Belgariad. Tam spends a round preparing his spell (changing his modular points) than lets loose with his power the next round. I've been working on a list of spells for him. So far I've got things like:

Innate Attacks: With 25 energy to play with her can enhance his attacks quite a bit. 25 energy equals +125% in enhancements when using Costs Fatigue. So he could do things like 5d burning attacks with rof 15, or area 4 yrds. A rof 7, attack with area 2 yrds is probably one of the best combos for now.

Of course, I can also just do a 25d burning attack with (Costs Fatigue, 16, -80%) or a 40d small piercing attack. (I don't think the GM is capping damage output for this game).

Force Dome: 25 DR (Absorption, Points recharge energy reserve, +80%; Costs Fatigue, 25, -125%; Requires Active Defense Roll, -40%) [25]

Create Gate: Warp (Tunnel, forms beforehand, +100%; Costs Fatigue, 25, -125%; Blind Only, -50%) [25]

Great Shapeshift: Morph (No Memorization Required, +50%; Costs Fatigue, 25, -125%) [25]

Great Haste: Altered Time Rate 1 (Costs Fatigue, 16, -80%) [25]

Rune of Power: Energy Reserve 5 (Gadget/Breakable: Glowing Rune, DR 15, -10%; Special Recharge, -70%) [3]
(Good for helping with that extra 5 energy for switching abilities I need)

I'm curious as to who would or wouldn't allow this type of character into their games?
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fantasy, magic

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