Warlocks: Difference between revisions

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* [[Aslar Ambrose]], - [[User:Melissa|Mel]]
* [[Aslar Ambrose]], - [[User:Melissa|Mel]]
* [[Óðinn]], - [[User:Daniel.bowling|Dan]]


== Character Creation ==
== Character Creation ==

Revision as of 19:35, 6 March 2010

An episodic campaign alternative to HotZone.

Setting

In the remote high country of Sorcerers Isle, the Iron Circle retrieves powerful artifacts from the hands of those unfit to understand them, usually by force, but sometimes through guile.

You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.

Characters

Character Creation

Points

  • 350 points to spend
  • max 50 in disadvantages
  • max 150 in primary attributes

Race

You may be human or elven, using the following template (from GURPS Fantasy):

Attribute Modifiers: ST-1 [-10]; DX+1
   [20].
Secondary Characteristic Modifiers:
   Per+1 [5].
Advantages: Appearance (Attractive)
   [4]; Magery 0 [5]; Perfect Balance
   [15]; Telescopic Vision 1 [5];
   Unaging [15]; Voice [10].

Background

You have all been working in the service of the Iron Circle for a decade or more. Prior to that, your backgrounds can be as diverse and mundane or fantastic as desired. What draws you together is a shared profound belief in the mission of the organization: that magic belongs in the hands of mages, and must be collected from those unfit to wield or understand it. This isn't "good" or "evil", so you are probably not a black-hearted demon nor a cherubic do-gooder.

The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of 2 levels of Magery. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.

By taking a 10-point Unusual Background and having a backstory for it, you may also each have one Exotic/Supernatural advantage, subject to GM approval. These all have the little lightning and alien icons next to their titles in the Characters book.

Spells

Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.


Equipment

  • Consider having a Wizard's Staff as describe in Magic on p 13.
  • Specialized adventure gear and magical items from Dungeon Fantasy - Adventurers are fine. Magic items must be purchased with character points, at a cost of 1 point per $1000 cost.
  • You may buy power stone(s) by spending 1 character point per power level, with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.