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Old 06-25-2021, 11:02 PM   #1
Michael Thayne
 
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Default [Dungeon Fantasy] Using the S3 style from Pyramid #3/04 in Dungeon Fantasy

I really liked Magical Styles: Dungeon Magic and went looking for other magical styles that might work well in a Dungeon Fantasy game. The Six Strengths of Siegecraft style from Pyramid #3/04 really caught my eye, perhaps because it's pragmatic style. Even if delvers aren't the most pragmatic bunch, I figure at quite a few NPCs would be interested in the things it teaches, so I thought it worth getting a handle on how it would work in a Dungeon Fantasy campaign.

Most of it seems to work "as is"—sure, it has a few Healing and Plant spells, but Dungeon Magic already has styles that don't strictly follow the bans on spells normally reserved for Clerics and Druids. Create Door (from the Gate college) does seem like it needs to be banned, but that seems to be the only problematic spell on the style's spell list. While it's somewhat optional, I would replace Soldier with Strategy—sure, you could make up a Dungeon Fantasy use for it, but if one school of specialists wizards has the skill, it makes its absence from every single other occupational template in Dungeon Fantasy conspicuous.

Of course, to really be on an equal footing with the styles in Dungeon Magic, it would help to have an occupational template, so I created one. I studied the existing templates closely while creating this, and would up deciding that "Society Siege Sorcerers" would in many ways function as more cerebral counterparts to the Iron Mages, so I drew heavily on the Iron Mages in drawing up lists options for advantages, disadvantages and skills. Feedback, as always, is welcome:
Society Siege Sorcerer

Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
Secondary Characteristics: Per 13 [-10]; FP 14 [9]; Basic Speed 6.00 [5].
Advantages: Magery 3 [35]; Magical School Familiarity (Six Strengths of Siegecraft) [1]; and four Magic Perks from the Six Strengths of Siegecraft list • 30 points chosen from among DX +1 [20], IQ +1 [20], Will +1 to +5 [5/level], Combat Reflexes [15]; Eidetic Memory [5] or Photographic Memory [10], Energy Reserve 1-10 [3/level], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/level], Language Talent [10], Languages (any) [2-6/language], Luck [15] or Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield [4/level], Signature Gear [Varies], Wealth (Comfortable or Wealthy) [10 or 20].
Disadvantages: -15 points chosen from among -15 points chosen from among Code of Honor (Mercenary’s, Soldier’s, or Chivalry) [-5, -10, or -15], Greed [-15*], Intolerance (any) [-5 or -10], Obsession (Become the world's most powerful battle-mage, a general, etc.), Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5] or (Any large group) [-10], or Stubbornness [-5]. • Another -25 points chosen from among the previous traits or Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Clueless [-10], Curious [5*], Honesty [-10*], No Sense of Humor [-10], Oblivious [-5], Overconfidence [-5*]; Post-Combat Shakes [-5*], Pyromania [-5*], Skinny [-5], Stubbornness [-5], or Wounded [-5].
Primary Skills: Engineer (Combat or Mining) (H) IQ-1 [2]-14; Expert Skill (Military Science) (H) IQ-1 [2]-14; Hazardous Materials (Magical) [2]-15; Strategy (H) IQ-1 [2]-14; Tactics (H) IQ-1 [2]-14.
Secondary Skills: Four of Administration, Architecture, Armory (Heavy Weapons), Artillery (Catapult), or Leadership, all (A) IQ-1 [1]-14; Engineer (Artillery, Combat, or Mining) or Intelligence Analysis, both (H) IQ-2 [1]-13; Alchemy (VH) IQ-3 [1]-12; or Thaumatology (VH) IQ [1]-15 • Either Hiking (A) HT [2]-12 or Riding (Horse) (A) DX [2]-12. • One of Crossbow or Thrown Weapon (any), both (E) DX+2 [4]-14; Bow or Throwing, both (A) DX+1 [4]-13; or Sling (H) DX [4]-12. • One of these 8-point melee skills packages:
  1. Either Shield or Shield (Buckler), both (E) DX+2 [4]-14. • One of Broadsword, Rapier, Saber, Shortsword, or Smallsword (A) DX+1 [4]-13.
  2. Two-Handed Sword (A) DX+2 [8]-14.
Background Skills: Nine of Fast Draw (Potion) or Gunner (Catapult), both (E) DX [1]-12; Climbing or Stealth (A) DX-1 [1]-11; First Aid, Gesture, or Savoir-Faire (Military), all (E) IQ [1]-15; Cartography, Hidden Lore (Any), Occultism, Research, Speed-Reading, Teaching, or Writing, all (A) IQ-1 [1]-14; Hiking (A) HT-1 [1]-10; Physiology (any) (H) IQ-2 [1]-13; Meditation (H) Will-2 [1]-13; Scrounting (E) Per [1]-13; 1 point to raise one of those skills or any 1-point secondary skill by a level; or 1 point to buy any unselected secondary skill at the 1-point level.
Spells: Apportation, Counterspell, Ignite Fire, Magelock, Sense Foes, and Shape Earth, ann (H) IQ+1 [1]-16; and 24 points in additional Six Strengths of Siegecraft spells.

Last edited by Michael Thayne; 06-26-2021 at 11:44 AM.
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Old 06-26-2021, 11:43 AM   #2
Michael Thayne
 
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Default Re: [Dungeon Fantasy] Using the S3 style from Pyramid #3/04 in Dungeon Fantasy

Caught a small error: had the two-handed weapon option at the DX+3 [12] level, instead of the DX+2 [8] level like it should be. Another thing I forgot to say in the OP is that Guild Rank probably shouldn't be on the list of available perks for siege sorcerers—for the sake of consistency with Dungeon Fantasy 17: Guilds, Guild Rank should probably be worth a full 5 points/level, with all the benefits that go with that.
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