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#1 |
Join Date: Aug 2022
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Hi, been gaming for well over 30 years, but, somehow never had a group that played GURPS. That has changed recently and I find myself having to create a character for a campaign. Thought I'd ask all of you wonderful people for some pointers and ideas.
250 w/50 disadvantages and 5 quirks. Playing a Samurai but I want him to have Shadow magic. We're using Thaumatology: Sorcery not standard, skill magic. Thank you in advance for any advice or thoughts on this! |
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#2 |
Join Date: Aug 2004
Location: Denver, Colorado
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Welcome to GURPS.
Depending on what you played, in the past, you'll find this system potentially much more flexible, and much more lethal, than most. :) Question: Does your GM plan to use GURPS: Martial Arts? http://www.sjgames.com/gurps/books/martialarts/ That has a lot of fun options, but G:MA can be a point-sink.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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#3 |
Join Date: Aug 2022
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Probably. I would have to ask.
In my mind I see him as being competent to above average in martial skills with sorcery based off shadow magic. |
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#4 | |
Join Date: Aug 2004
Location: Denver, Colorado
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G:MA has some options available to those, "Trained by a Master," but they're definitely not realistic. :) Basically, here's what you need to do: * Figure out what optional rules your GM plans to bolt on to the basic combat system. * Find out how much it will resemble a combat-intensive dungeon-crawl, or something like the computer game, "Ghost of Tsushima." * Alternatively, will it include politicking between daimyo competing for the attention of a shogun (or trying to avoid that attention, or perhaps trying to become shogun, themselves)? In other words, you need to figure out if you need a combat-monster for a Japanese-skinned murder-hobo campaign, or if it will include a magical version of the rich culture and complexity of 1700s Japan, with the added chaos of kami and creatures. Once you know that, write up a character-sketch. It doesn't have to be long, but it should provide a reasonably complete profile of the character -- his goals, desires, weaknesses and fears. Only after you understand the GMs expectations (and decide that the campaign he wants to run is the one in which you actually want to play) and have the character sketch, then (and only then!) do you crack the books for character generation. GURPS works best if you have a solid idea of what sort of character you want to play, and that it fits in the campaign the GM wants to run. That guides the character construction, and keeps you from getting overwhelmed by options.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 08-04-2022 at 09:46 PM. |
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#5 |
Join Date: Aug 2007
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This is what you need to do. At this point probably only your GM knows what "competent to above average" _means_ in his world.
For example, if I were trying to make a "samurai" I'd want him to have Two-Handed sword-16 for most of his Katana use (you'll need Broadsword to use it one-handed). There are game mechnical reasons for liking this level. It maximizes your number of critical Hits and minimizes your critical failures. It also gives you a decent Parry (16/2 +3 +1 for Combat Reflexes). Yet some people might tell you that 16 is very high and the best swordsman in the world is only at 18. I think this is a little low but it's your GM's opinion that matters.
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Fred Brackin |
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#6 | |
Join Date: Aug 2004
Location: Denver, Colorado
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It's basically a dungeon-delving murder-hobo setting, which is why I asked about that. If it is, then you definitely want a score of 16 in the character's primary combat skill and, since you shouldn't plan to spend much on social skills (Oni youkai probably have no interest in intrigue and subterfuge), you'll have an ample quantity to use to pump up the character's combat capabilities.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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#7 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Welcome!
Quote:
You've already been asked about Martial Arts. We know Thaumatology: Sorcery, but that is an additional toolkit for constructing spells, and we don't know quite what you mean by "shadow magic." I presume it will involve shadows and darkness, but I don't know what kind of effects you're aiming to do with it?
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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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#8 |
Join Date: Nov 2008
Location: Yukon, OK
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As the others focused on the Samurai portion I'll cime in with a bit of the Shadow Sorcery.
Shadow Manipulation can cover a lot of options. Obscure to create darkness. Night Vision if can see into shadows Shadow Form can give you some stealth and movement. Warp is probably too expensive for you but if it has enough limitations its possible. FP or Toxic Innate Attack, perhaps even a cold based attack.
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My GURPS publications Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#9 |
Join Date: Jun 2013
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I decided to go ahead and throw together a [125] Samurai (leaving you [125] for improving the character and adding in whatever shadow powers he/she has). This was done using the excellent Delvers to Grow - which does mean the character is optimized for a DF-like setting. For reference, this is a Journeyman Strong Delver with the Knight basic and advanced modules and the Weapon Specialist upgrade module. I've left the Disadvantages and Quirks empty, but still included them in the point value (as presented, the character is actually worth [180]).
Attributes [80] ST 12 [20] DX 12 [40] IQ 10 HT 12 [20] HP 12 Will 10 Per 10 FP 12 Basic Speed 6 Basic Move 6 Advantages [61] Born War Leader 2 [10] Combat Reflexes [15] High Pain Threshold [10] Signature Gear (Katana) [5] Weapon Bond (My Katana) [1] Weapon Master (Katana) [20] Disadvantages [-50] TBA Quirks [-5] TBA Skills [39] Armory (Melee Weapon) 10 (IQ+0) [2] Bow 13 (DX+1) [4] Brawling 12 (DX+0) [1] Connoisseur (Weapons) 9 (IQ-1) [1] Fast-Draw (Sword) 13 (DX+0+1§) [1] Knife 12 (DX+0) [1] Leadership 11 (IQ-1+2†) [1] Savoir-Faire (High Society) 10 (IQ+0) [1] Strategy 10 (IQ-2+2†) [1] Tactics 10 (IQ-2+2†) [1] Two-Handed Sword 18 (DX+6) [24] -(note Broadsword defaults to 14 thanks to this) Wrestling 11 (DX-1) [1] §: Includes the bonus from Combat Reflexes †: Includes the bonus from the Born War Leader talent Feel free to use this as a jumping-off point. Note the Signature Gear means you start play with a katana worth 2.5x your normal Starting Wealth, and said weapon has a degree of plot protection (see the description of Signature Gear in Characters). Your Weapon Bond only applies when using that specific katana (and grants a +1 to skill), but your Weapon Master applies to any katana; both traits apply regardless of what skill you are currently using the katana with (typically Two-Handed Sword, but Broadsword - for one-handed use - and Brawling - for bashing someone with the pommel - are also options). The character has Dodge 10 (when unencumbered) and Parry 13 when using any two-handed sword. Weapon Master gives the character +2 to damage per die (at ST 12, that's just +2 to damage) and the ability to Rapid Strike at only -3 per additional attack (instead of the default -6), as well as only taking a -2 per additional Parry (instead of the default -4), when the character uses a katana.
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GURPS Overhaul Last edited by Varyon; 08-05-2022 at 10:05 AM. Reason: Forgot Combat Reflexes grants a +1 to Fast-Draw |
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#10 |
Join Date: Aug 2022
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Thank you all for the input. Going to be thinking about it some and see what I come up with!
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character design |
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