Setting:Hail and Kill/Sorcerer: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>GURPSfag
(Created)
 
m (3 revisions imported)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
=Sorcerer [150]=
=Sorcerer [150]=
You are a sorcerer, a learned practitioner of magic. You collect magically-active curios, such as robes, wands, staffs, rings, and skulls in order to cast powerful spells.
You are a sorcerer, a learned practitioner of magic. You collect foci, magically-active curios that grant you amazing powers.
==Attributes==
==Attributes==
ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Line 6: Line 6:
ER 7 [21]
ER 7 [21]
==Advantages==
==Advantages==
Detect (Magic) [20], Signature Gear(A single implement worth up to $500) [1], Modular Ability(Implements, up to 15 points at once) [50]
Detect (Magic) [20], Signature Gear(A collection of foci worth up to $2000) [4], Modular Ability(Foci magic, Foci size: 15) [50]
==Disadvantages==
==Disadvantages==
-10 points chosen from among: Bully [-10†], Callous [-5], Insomniac(Mild)[-10], Obsession[-5 or -10], Overconfidence [-5†], Phobia(Any) [-5 to -10], or Sense of Duty (Adventuring companions) [-5].
-10 points chosen from among: Bully [-10†], Callous [-5], Insomniac(Mild)[-10], Obsession[-5 or -10], Overconfidence [-5†], Phobia(Any) [-5 to -10], or Sense of Duty (Adventuring companions) [-5].
Line 15: Line 15:
Thaumatology (VH) IQ [8]-12, Savoir Faire(Magical) (E) IQ [1]-12.  
Thaumatology (VH) IQ [8]-12, Savoir Faire(Magical) (E) IQ [1]-12.  
===Secondary Skills===
===Secondary Skills===
Occultism (A) IQ [2]-12, One of: Brawling (E) DX+2 [4]-12; or Innate Attack(Any) (E) DX+2 [4]-12.
Occultism (A) IQ [2]-12, One of: Brawling (E) DX+2 [4]-12; Innate Attack(Any) (E) DX+2 [4]-12; Knife (E) DX+2 [4]-12; or Staff (A) DX+1 [4]-11.
===Background Skills===
Three of: Carpentry (E) IQ [1]-12; Engineering(Civil, Combat, or Spell) (H) IQ-2 [1]-10; Hidden Lore(Any) (A) IQ-1 [1]-11; Occultism (A) IQ-1 [1]-11; or Sewing (E) IQ [1]-12.


==Sample Sorcerer Abilities==
==Sample Sorcerer Abilities==

Latest revision as of 19:54, 24 June 2023

Sorcerer [150][edit]

You are a sorcerer, a learned practitioner of magic. You collect foci, magically-active curios that grant you amazing powers.

Attributes[edit]

ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].

Secondary Characteristics[edit]

ER 7 [21]

Advantages[edit]

Detect (Magic) [20], Signature Gear(A collection of foci worth up to $2000) [4], Modular Ability(Foci magic, Foci size: 15) [50]

Disadvantages[edit]

-10 points chosen from among: Bully [-10†], Callous [-5], Insomniac(Mild)[-10], Obsession[-5 or -10], Overconfidence [-5†], Phobia(Any) [-5 to -10], or Sense of Duty (Adventuring companions) [-5].

† Multiplied for self-control number; see p. B120.

Skills[edit]

Primary Skills[edit]

Thaumatology (VH) IQ [8]-12, Savoir Faire(Magical) (E) IQ [1]-12.

Secondary Skills[edit]

Occultism (A) IQ [2]-12, One of: Brawling (E) DX+2 [4]-12; Innate Attack(Any) (E) DX+2 [4]-12; Knife (E) DX+2 [4]-12; or Staff (A) DX+1 [4]-11.

Sample Sorcerer Abilities[edit]

Sample Implements