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Join Date: Jun 2015
Location: Riverside County, California
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I picked up GURPS Thaumatology: Ritual Path Magic a while back, and am wondering how many character points it would take to make a mage who is competent (At least 12 Effective Skill Level in Thaumatology (or an Alternate Core Skill), Path of Magic, and any one other Path Skill), yet still well rounded enough to have two weapon skills and a few noncombat skills at decent levels, as well as a few non-mage advantages.
A few rules: --- 1: Ritual Adept is considered necessary, as is Magery 0+ 2: The result must be achievable with the Rules as Written 3: The lowest possible number should be given as the Character Point Maximum 4: Disadvantage Limit is 1/3rd the points maximum given. 5: Disadvantages should be used as little as possible. This is ranked by their point values. 5: If using an Alternate Core Skill with prerequisites, list how many points would be required do the same thing using a Core Skill with no prerequisites instead. Any of the Core Skills already listed in RPM pp. 13 can be used this way. Last edited by Ah_Ftagn; 07-11-2015 at 02:12 AM. Reason: Further Clarity and Revisions |
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| Tags |
| gurps 4e, rpm |
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