Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-11-2015, 02:04 AM   #1
Ah_Ftagn
 
Join Date: Jun 2015
Location: Riverside County, California
Default [RPM] Starting Character Points

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
Ah_Ftagn is offline   Reply With Quote
 

Tags
gurps 4e, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:16 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.