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#11 | |
Join Date: Sep 2004
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#12 |
Join Date: Apr 2005
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Depending on your exact mix of skills, take a look at Innate Attack skill. While it's not technically a melee skill it can make relatively short-ranged magic attacks - like gaze or breath weapons - much more effective.
Others have mentioned Staff skill for its defensive abilities, but if you can use a staff to launch magic attacks it becomes a very dangerous "stand-off" weapon capable of launching a variety of attacks at Reach 1,2 while also reducing or eliminating range penalties for spellcasting. |
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#13 |
Join Date: Aug 2005
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Thanks guys,
I might drop the sword and go to staff/spear. My thought is I can make an expandable cane into a staff, and probably a thin spear tip as well. I figure you could use a spear for parrying as well. And the spear should be impaling. If I get really good I can shoot for targeted attack (eye). And since this is a modernish campaign, walking around with a cane sounds more reasonable than a sword. |
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#14 | |
Join Date: Mar 2013
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All a successful precognitive parry roll allows is the ability to use the parry skill to parry something that the character couldn't normally parry, such as a bullet. It slows down combat because of this second roll. It is also something that I would limit to martial arts specialists; it isn't something I'd allow to a dabbler. Your character is a witch. You have much better things to spend points on. Why are you trying to invade other character niches?
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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#15 | |
Join Date: Aug 2005
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Having already spent 400pts using the Witch template, and Thaumaturgy Rituals allow casters a much larger body of rituals from the start, and charms my spells are covered, but I am still woefully unprepared for combat. In my GURPS fantasy campaigns typical caster roles could be specialized with just focusing on Magic, but the modern monster hunters campaigns seem to require more combat. This is similar to a World of Darkness campaign I played in. I started out with spells, but realized that I needed to specialize in some melee combat if I was going to survive (Aikido Throw worked well). Thanks, Mal |
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#16 | |
Join Date: Mar 2013
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Brawling is more efficient than Karate. For the same number of cp, you get two levels more with brawling than karate. Staff is more efficient than sword, because of the +2 to defense. Don't worry about martial arts perks and cinematic skills. Those are really for the combat specialists. Your witch will never be one of those (well, unless you get another 400 cp). Your witch can be a decent fighter without becoming a specialist. Magic is better than precognative parry, and the Path of Chance could have bullets avoid you like they do Vash the Stampede (watch the anime Trigun -- in the first episode a bunch of mooks shot up the saloon, except for him and the Vash-shaped part of the wall behind him). The path of mind is also useful for defense: put up a somebody-else's-problem field, and you'll be ignored. Also, don't forget firearms. Guns is probably the most efficient self-defense skill in a modern game, as long as you don't have to fight on an airplane. Or other place where guns are difficult to bring in. Good luck, and help the group.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. Last edited by DangerousThing; 07-21-2021 at 07:03 AM. Reason: Added guns |
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#17 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Defending against Guns is also surprisingly easy, with the right approach. A Lesser Destroy Matter effect that deactivates primers will often get naïve opponents to waste several turns trying to shoot, cycling the gun, and trying again before they give up.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#18 | ||
Join Date: Jun 2013
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That said, I'm not certain you're allowed to refine the effect enough to only work on primers with a Lesser Effect. Then again, a Lesser Effect is probably enough to refine it to "affects bullets only," and 1d internal damage (which you get for free) is probably enough to ruin most bullets (or at least get their Malf bad enough most firearms are highly likely to jam). Path of Energy is potentially even nastier - 1d internal burning damage is probably enough to set off most bullets, ruining the foe's loaded weapons and magazines and potentially harming the foe as well.
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GURPS Overhaul Last edited by Varyon; 07-21-2021 at 08:49 AM. |
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#19 |
Join Date: Aug 2014
Location: Snoopy's basement
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The generous Move and Attack treatment of ranged weapons makes pistols extremely tactically effective compared to melee weapons for close combat.
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#20 | |
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
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I guess the important question to ask is if this fits within how they personally conceptualize the character. If this is a matter of optimization and the fluff doesn't matter as much to them, then a pistol certainly is called for.
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"Mom's resentful that she has to work so hard, which obscures her guilt about actually wanting to work so hard. Dad's guilty about being less driven than mom, but thinks it's wrong to feel that way, so he hides behind a smokescreen of cluelessness. Quinn wears superficiality like a suit of armor, because she's afraid of looking inside and finding absolutely nothing. And I'm so defendant that I actively work to make people dislike me so I won't feel bad when they do. Can I go now?" - Daria Morgendorffer |
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combat, monster hunters |
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