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Old 06-26-2011, 12:49 PM   #41
Inquisitive Raven
 
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Default Re: Martial Arts for Wizards

Well, IIRC correctly, Bakshi's wizard had some pretty big sleeves. It's been years, but I don't think the pistol was that small.
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Old 06-27-2011, 08:43 AM   #42
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Default Re: Martial Arts for Wizards

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Originally Posted by Inquisitive Raven View Post
Well, IIRC correctly, Bakshi's wizard had some pretty big sleeves. It's been years, but I don't think the pistol was that small.
A Colt M1911 IIRC.

I vote for QStaff + Judo in a style that combines them with a useful manoeuver and/or perk.
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Old 06-27-2011, 09:08 AM   #43
Fred Brackin
 
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A Colt M1911 IIRC.
My memory says a Luger-looking thing.

Let's see if this works.....

http://www.google.com/imgres?imgurl=...iw=640&bih=335

....well, maybe. It was a screen cap somebody was using for Facebook. I didn't see another one like it from a better source. I got to it from Google Image Advanced Search using the terms Bakshi Wizard Avatar.
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Old 06-27-2011, 02:05 PM   #44
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Default Re: Martial Arts for Wizards

When I had a wizard whose schtick was to be Evisceration, she learned Karate and targeting the vitals. The maneuver sequence was

1) Fire off Evisceration -- usually hung before the fight with a high margin of success, since it takes multiple rounds to cast and is heavily resisted
2) With touch spell now in hand, attack the vitals
3) If successful, ignore damage; check resistance to Evisceration
4a) If resisted, have just open-palm punched the chest (pretty useless)
4b) If not resisted, show opponent his still beating-heart
5) Wait for opponent to fail HT-6 roll.

(Optional)
6) Wink cutely, and use Ignite Fire for effect.

This turns out to be rather laborious to set up when one's victim is not strapped to a rack, but a necromancer-healer does find other ways to be useful. I am, however, open to suggestions as to better options than Karate, or useful gear or techniques to improve the attack sequence.
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Old 06-27-2011, 02:16 PM   #45
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Originally Posted by William View Post
When I had a wizard whose schtick was to be Evisceration, she learned Karate and targeting the vitals. The maneuver sequence was

1) Fire off Evisceration -- usually hung before the fight with a high margin of success, since it takes multiple rounds to cast and is heavily resisted
2) With touch spell now in hand, attack the vitals
3) If successful, ignore damage; check resistance to Evisceration
4a) If resisted, have just open-palm punched the chest (pretty useless)
4b) If not resisted, show opponent his still beating-heart
5) Wait for opponent to fail HT-6 roll.

(Optional)
6) Wink cutely, and use Ignite Fire for effect.

This turns out to be rather laborious to set up when one's victim is not strapped to a rack, but a necromancer-healer does find other ways to be useful. I am, however, open to suggestions as to better options than Karate, or useful gear or techniques to improve the attack sequence.
Beware green-haired quiet librarian types. It's always the quiet ones that'll rip your heart out. ;)
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Old 06-27-2011, 02:26 PM   #46
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I find that in practice, the 'Warrior who knows a few spells' concept works better than 'Wizard who can solo a minotaur'. Most combat spells take a turn to cast, last for one attack, and don't double your effectiveness... which means that overall you're better off not casting. Yes, yes, I'm sure there are some exceptions, but for the most part, splitting your character's focus means the character is less effective in both fields, and that's pretty much unavoidable in a points-build game system.
Youre forgetting that for a war type buff spells are a way to go.
You can get away with low skill,you cast them before engagement and they last 1 min.which is more than enough for a tough encounter.

Even fighting from single Darkness hex can give you great advantage,or night vision during night,boosting DX,haste...etc
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Old 06-28-2011, 06:27 AM   #47
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Youre forgetting that for a war type buff spells are a way to go.
That is actually my preferred approach- for a wizard who stands behind the melee types and enhances *them* with Great Haste, Blur, and other favorites (and occasionally hits the opposition with Spasm (weapon hand) and Fumble).

He just doesn't bother to cast them on himself, because he's got much more effective things to do than whack badguys with his staff.
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Old 06-29-2011, 08:28 AM   #48
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Default Re: Martial Arts for Wizards

I'm thinking about a style that conjures nasty stuff on the floor and then uses Judo to throw the enemies in it... :-)
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Old 06-29-2011, 12:11 PM   #49
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I'm thinking about a style that conjures nasty stuff on the floor and then uses Judo to throw the enemies in it... :-)
You could use Create Gate or Teleport other in conjunction with Judo to "throw" them "somewhere fun" ...

Though nothing above is very efficient.

Thing that impressed me the most about this thread is that I never before actually thought about all cardio exercises that Gurps magic(based on body fatigue) would require from its practitioners.

Most common reason for death among older mages is probably cardiac arrest due exertion,while younger mages would probably have military style exercise regiment(which opens many new angles of looking at mage society).
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Old 06-29-2011, 12:25 PM   #50
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Default Re: Martial Arts for Wizards

Add Kiai into the style since its based on HT and other skills based on HT more then DX like swimming see what floats.
Body Control spells are pretty effective and seem to go with Pressure Secrets
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