GURPS
Thursday, April 26, 2012
Damage Table
Damage Table
ST Thrust Swing ST Thrust Swing
1 1d-6 1d-5 27 3d-1 5d+1
2 1d-6 1d-5 28 3d-1 5d+1
3 1d-5 1d-4 29 3d 5d+2
4 1d-5 1d-4 30 3d 5d+2
5 1d-4 1d-3 31 3d+1 6d-1
6 1d-4 1d-3 32 3d+1 6d-1
7 1d-3 1d-2 33 3d+2 6d
8 1d-3 1d-2 34 3d+2 6d
9 1d-2 1d-1 35 4d-1 6d+1
10 1d-2 1d 36 4d-1 6d+1
11 1d-1 1d+1 37 4d 6d+2
12 1d-1 1d+2 38 4d 6d+2
13 1d 2d-1 39 4d+1 7d-1
14 1d 2d 40 4d+1 7d-1
15 1d+1 2d+1 45 5d 7d+1
16 1d+1 2d+2 50 5d+2 8d-1
17 1d+2 3d-1 55 6d 8d+1
18 1d+2 3d 60 7d-1 9d
19 2d-1 3d+1 65 7d+1 9d+2
20 2d-1 3d+2 70 8d 10d
21 2d 4d-1 75 8d+2 10d+2
22 2d 4d 80 9d 11d
23 2d+1 4d+1 85 9d+2 11d+2
24 2d+1 4d+2 90 10d 12d
25 2d+2 5d-1 95 10d+2 12d+2
26 2d+2 5d 100 11d 13d
Tuesday, April 24, 2012
Cure Affliction
Biomancy - 6 points
(-80%) Healing (B59) (GP51) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; Capped 6 FP, -15%; Reduced Range, 10 yards, -30%; Affliction Only -40%; MTP 1-6, -60%; Accessibility, will not work on permanent afflictions -20%)
This spell will cure most temporary afflictions. For afflictions it uses the rules presented in GURPS Powers (GP51). For a comprehensive list of the afflictions the spell can cure see the Affliction advantage (B35-36). To remove an affliction requires a spell skill roll at -1 per full +50% the target effect is worth as an enhancement to the Affliction advantage. The FP and MTP cost is equal to twice the penalty, minimum 1 FP and 1 MTP.
Here are a few examples: Because blindness is a -50 point disadvantage, it is considered a +50% enhancement, and thus it would be at -1 skill and cost of 2 MTP and 2 FP. Paralysis is a +150% enhancement and so it would be cast at -3 skill and cost 6 MTP and 6 FP. Being drunk is only a +20% enhancement and so the spell would be cast at straight skill and cost 1 FP and 1 MTP. Because this spell is capped at 6 MTP and 6 FP there are a few severe afflictions the spell will not be able to remove, e.g. Coma and Heart Attack. The spell does not remove any permanent effect, such as someone’s lasting disadvantages. Furthermore, the spell cannot remove the effects of poison or disease
Labels:
affliction,
biomancy,
cure,
cure affliction,
gurps,
life college,
murps,
spells
Cure Disease
Biomancy - 6 points
(-80%) Healing (B59) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; MTP 1-8, -80%; Capped 16 FP, -0%; Reduced Range, 10 yards, -30%; Disease Only -40%)
This spell will cure those infected by a disease. This spell requires a skill roll at a modifier determined by the GM. It could be +1 for mild disease, like the common cold, or it could be -8 to cure a hell-spawned plague. Typically the penalty will be equal the HT penalty the victim is at to resist the disease. The MTP cost is equal to the skill penalty, and the FP cost is equal to twice the skill penalty. It is always cast at a minimum 1 FP and 1 MTP. For instance, it would cost 4 FP and 2 MTP to cure a disease that is skill -2 to cure. The spell is capped at 16 FP and 8 MTP, so there might be some very rare diseases that will not be affected by the spell.
Labels:
biomancy,
cure,
cure disease,
disease,
gurps,
life college,
murps,
spells
Cure Poison
Biomancy - 6 points
(-80%) Healing (B59) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; MTP 1-8, -80%; Capped 16 FP, -0%; Reduced Range, 10 yards, -30%; Poison Only -40%)
This spell will cure those affected by poison. This spell requires a skill roll at a modifier determined by the GM. The modifier to cure the poison will usually equal the HT penalty of the poison. For example, a poison that is HT -2 to save against will typically be skill -2 to cure. The MTP cost is equal to the skill penalty, and the FP cost is equal to twice the skill penalty, minimum 1 FP and 1 MTP. For instance, it would cost 4 FP and 2 MTP to cure a poison that is skill -2 to cure. The spell is capped at 16 FP and 8 MTP, so there are some very rare deadly poisons that might not be affected by the spell.
Labels:
biomancy,
cure,
cure poison,
gurps,
life college,
murps,
poison,
spells
Friday, March 30, 2012
Fire Bolt
13 point spell (Pyromancy)
(-55%) Burning Attack 6d [30] (Increased 1/2D, ×5, +10%; Magical -10%; variable +5%; MTP 1-6, -60%
This is a basic flaming bolt. This spell can be cast at variable lower levels. At its lowest levels it causes no MTP and can be useful for starting small fires. (½ dmg 50, Max 100, Acc 3, RoF 1, Recoil 1) For every 1 MTP the spell will do 1d of damage, up to a maximum of 6d.
Bolide Barrage
8 point spell (Pyromancy)
(-30%) Burning Attack 2d+2 [12] (Area Effect, 2 yard radius, +50%; Increased 1/2D, ×5, +10%; Reduced Range , x0.5, -10%; Dissipation -50%; Rapid Fire, RoF 3, +50%; Variable +5%; Magical -10%; MTP 2, 4, or 6 -60%; Inaccurate (Acc 0) -15%)
Mage can throw multiple spinning burning balls of fire that explodes on impact. The explosions will damage everything within 2 yards. (½ dmg 25, Max 50, Acc 0, Rcl 1) A maximum of 3 bolides can be thrown in one round. The power of this spell is variable and dependent on how many MTP are used. For every 2 MTP expended the spell will launch a 2d+2 2-yard fire blast. The bolide barrage is also limited by the dissipation effect, and thus the damage is divided by the distance of from the center of the blast. The advantage this spell has over fireball is that it is faster to cast and has no cool down, however it has a lower potential damage, smaller AoE, and is less cost effective in MTP.
Fit
5 or 15 point advantage
"You have better cardiovascular health than your HT alone would indicate. This comes in two levels:
Fit (5 points) - you get a +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate (1 FP/5 Minutes).
Very Fit (15 points) - as above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate."
"You have better cardiovascular health than your HT alone would indicate. This comes in two levels:
Fit (5 points) - you get a +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate (1 FP/5 Minutes).
Very Fit (15 points) - as above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate."
Fearlessness
2 point per level advantage
"You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you must make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you." - p. 55
"You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you must make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you." - p. 55
Extra Attack
25 points per attack advantage
"You can attack more than once per turn. You may not have more attacks than you have limbs, natural weapons, and attack powers with which to attack. The GM's word on what constitutes attack is final.
A normal human can purchase one extra attack. This lets him attack with both hands at once and represents unusually good coordination.
Extra attack is just that: an extra attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an off hand attack (see Ambidexterity p. 39) or let you take multiple aim maneuvers (Enhanced Tracking p. 53). You may use some of your attacks for Feint maneuvers, but you may not take multiple actions of other kinds.
Extra Attacks and All-Out Attack - when an individual with Extra Attack makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. If he chooses to use All-Out Attack to increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strike - You may use one of your melee attacks to make a Rapid Strike (p. 370) on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn." - p. 53-54
"You can attack more than once per turn. You may not have more attacks than you have limbs, natural weapons, and attack powers with which to attack. The GM's word on what constitutes attack is final.
A normal human can purchase one extra attack. This lets him attack with both hands at once and represents unusually good coordination.
Extra attack is just that: an extra attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an off hand attack (see Ambidexterity p. 39) or let you take multiple aim maneuvers (Enhanced Tracking p. 53). You may use some of your attacks for Feint maneuvers, but you may not take multiple actions of other kinds.
Extra Attacks and All-Out Attack - when an individual with Extra Attack makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. If he chooses to use All-Out Attack to increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strike - You may use one of your melee attacks to make a Rapid Strike (p. 370) on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn." - p. 53-54
Dark Vision
25 point advantage
"You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark." - p. 47
"You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark." - p. 47
Combat Reflexes
15 point advantage
"You have extraordinary reactions, and are rarely surprised for more than a moment. You get a +1 to all active defense rolls (p. 374), +1 to Fast Draw skill, and +2 to Fright Checks (p. 360). You never freeze in a surprise situation, and get a +6 on all IQ rolls to wake up, or to recover from surprise or mental stun. Your side get +1 on initiate rolls to avoid a surprise attack - +2 if you are the leader (p. 393)." - p. 43
Combat Reflexes can be bought after character creation.
"You have extraordinary reactions, and are rarely surprised for more than a moment. You get a +1 to all active defense rolls (p. 374), +1 to Fast Draw skill, and +2 to Fright Checks (p. 360). You never freeze in a surprise situation, and get a +6 on all IQ rolls to wake up, or to recover from surprise or mental stun. Your side get +1 on initiate rolls to avoid a surprise attack - +2 if you are the leader (p. 393)." - p. 43
Combat Reflexes can be bought after character creation.
Charisma
5 point per level advantage
"You have the natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence - but real charisma is independent of these things. Each level gives a +1 on all reaction rolls made by sapient being with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (p. 359); and +1 to Fortune Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your charisma does not affect members of extremely alien races." - p. 41
"You have the natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence - but real charisma is independent of these things. Each level gives a +1 on all reaction rolls made by sapient being with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (p. 359); and +1 to Fortune Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your charisma does not affect members of extremely alien races." - p. 41
Ambidexterity
5 point advantage
"You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the "off" hand (see p. 14). Note that this does not allow you to take extra actions in combat - that's Extra Attack (p. 53). Should some accident befall one of your arms or hands, assume it is the left one." - p. 39
"You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the "off" hand (see p. 14). Note that this does not allow you to take extra actions in combat - that's Extra Attack (p. 53). Should some accident befall one of your arms or hands, assume it is the left one." - p. 39
Skinny
-5 point disadvantage
"You have approximately 2/3 the average weight for your ST. This gives you a -2 ST when you resist knockback. You get -2 to Disguise - or Shadowing, if you are trying to follow someone through a crowd. Your HT may not be above 14." - p. 18
"You have approximately 2/3 the average weight for your ST. This gives you a -2 ST when you resist knockback. You get -2 to Disguise - or Shadowing, if you are trying to follow someone through a crowd. Your HT may not be above 14." - p. 18
Anamina (Mina) Behkit
Created March 2012
BACK STORY
Anamina Behkit was born on the 14th of Jelune in 2841 Mn in Theb. She is the youngest of nine children (and is 10 years younger than her next eldest sibling), and the only daughter. Her birth was unexpected and inconvenient for her parents, who had no interest in more children, especially not daughters. Throughout her childhood, she was well provided for, but her parents were emotionally distant. Her mother was not interested in the maternal aspects of raising a daughter, so the majority of her care was provided by an elderly house slave, Narah. The nurse worshipped Cealera and frightened Ana as a child with tales of her evil twin, Necromar. Though she has grown up and studied the gods in depth, she still fears the goddess of lies, and finds it very difficult to tell a lie herself. Word of the goddess’ supposed appearance has only made this worse.
BACK STORY
Anamina Behkit was born on the 14th of Jelune in 2841 Mn in Theb. She is the youngest of nine children (and is 10 years younger than her next eldest sibling), and the only daughter. Her birth was unexpected and inconvenient for her parents, who had no interest in more children, especially not daughters. Throughout her childhood, she was well provided for, but her parents were emotionally distant. Her mother was not interested in the maternal aspects of raising a daughter, so the majority of her care was provided by an elderly house slave, Narah. The nurse worshipped Cealera and frightened Ana as a child with tales of her evil twin, Necromar. Though she has grown up and studied the gods in depth, she still fears the goddess of lies, and finds it very difficult to tell a lie herself. Word of the goddess’ supposed appearance has only made this worse.
Her family took refuge in an oasis during Khaost, and was one of the first to resettle Theb when the dust settled. Their early presence in the resettled Theb gained them a secure spot amongst the city’s aristocracy. Her forefathers are known for being as practical and honorable as they are power hungry and ambitious. Her father is a large and powerful man, physically and in influence. All eight of her brothers were trained in combat and well respected (and feared) in the community. She is not close with any of her brothers due to the age difference and the fact that most of them had their own wives and families to attend to by the time she could walk.
Mina does not know where her family’s wealth comes from and her parents evade any questions she poses. She suspects they are involved in some sort of organized crime (and she is correct), but has no proof, or even a strong moral argument against it. Someone must be in power, why not them?
Mina’s parents seemed unsure of what to do with her until a friend of her mother’s noticed Mina’s magical potential and urged them to send her to school to be trained in magery. She was a bright and adept student and at last her parents saw purpose for her. She was initially only interested in Pyromancy, but her father urged her to learn Biomancy as well, thinking how useful it would be to have a powerful healer at hand.
Her lack of compassion is unusual for a healer, and she will not heal someone simply for the sake of doing so. Her father’s cold practicality appears to be genetic, as does his ambitious nature. Mina is an avid reader and has obviously learned of Zmar Arixmy in the course of her studies, and has come to admire him above all. When whispers of his continued existence reached Theb, she became desperate to find him and beg to be his apprentice.
Mina is reasonably pretty, though extremely small. She typically wears light weight white robes, though she does carry one pale blue robe for special occasions. Her thick, wavy black hair is usually pulled into two tight braids, making her look even younger than she actually is. She wears her hair this way simply because she never learned to do one braid down her back on her own (the way Narah used to do for her) and Mina has singed her own hair often enough with her spells to know better than to let it hang loose. Several dainty gold bangles adorn each of her wrists.
She is left handed, so she carries a staff in her right hand that was presented to her on her 11th birthday. It is made of highly polished, blackened wood and features an amber crystal the size of her fist at the end that serves as her mana filter. Her youngest brother, Ahmet, taught her some basics about how to use it in combat.
In Theb, she was more sought after by suitors for her family's power than her looks. Knowing her father would never agree to let her pursue Arixmy, she was able to convince a hopeful suitor, Amsi Maysi, a foolish young son of another aristocrat, to help her secure a job on a ship that his family had ties to. She promised to marry him upon her return, though she has no romantic interest in him whatsoever. Her father had urged her to consider him in the past, so if she returns to Theb she will almost certainly have to wed him.
POSSESSIONS
Staff
White Robes x 2
Light Blue Dress Robes
ADVANTAGES
Educated (Very Educated) Level 2
Hard to Kill Level 2
Hard to Subdue Level 1
Magery - Pyromancy Level 1
Magery - Biomancy Level 1
DISADVANTAGES
Skinny: -2 ST vs Knockback, -2 Disguise, -2 Shadowing through a crowd. HT may not be more than 14
SKILLS
SPELLS
Detect Magic
Pyromancy
Bolide Barrage
Fire Bolt
Fire Ball
Biomancy
Cure Affliction
Cure Poison
Cure Disease
Heal
Nauseate
NOTES
- Pick up Fit (5)
- Possibly pick up Very Fit (15) if FP used for healing spells would be at the decreased cost
- Combat Reflexes (15)
- Increase Pyromancy levels (5/level)
- Increase HT
- Increase FP
Educated (Very Educated) Level 2
Hard to Kill Level 2
Hard to Subdue Level 1
Magery - Pyromancy Level 1
Magery - Biomancy Level 1
DISADVANTAGES
Skinny: -2 ST vs Knockback, -2 Disguise, -2 Shadowing through a crowd. HT may not be more than 14
SKILLS
SPELLS
Detect Magic
Pyromancy
Bolide Barrage
Fire Bolt
Fire Ball
Biomancy
Cure Affliction
Cure Poison
Cure Disease
Heal
Nauseate
NOTES
- Pick up Fit (5)
- Possibly pick up Very Fit (15) if FP used for healing spells would be at the decreased cost
- Combat Reflexes (15)
- Increase Pyromancy levels (5/level)
- Increase HT
- Increase FP
Dodge
"Your dodge defense equals Basic Speed + 3, dropping all fractions." - Page 17
Extra Effort on a Dodge gives you a +1.
Dodge Retreat gives you a +1.
Dodge and Drop gives you a +2.
A successful Acrobatics roll gives you a +2, an unsuccessful Acrobatics roll gives you a-2.
Extra Effort on a Dodge gives you a +1.
Dodge Retreat gives you a +1.
Dodge and Drop gives you a +2.
A successful Acrobatics roll gives you a +2, an unsuccessful Acrobatics roll gives you a-2.
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