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=Soulblade = Cost: 16 points Style Prerequisite: ST 11+, DX 12+, HT 11+, Magery, (not One College Only). The purpose of Soulblade is to perfect the mage as a warrior. Such perfection is not achieved simply through learning to kill, but through self-discipline and excellence in traditional fighting arts. In theory, the practitioner cares only for honor and glory, living without fear of death or desire for riches. In practice, there are as many reasons why mages seek training as there are reasons why mages want to be able to kill, and even the most sincere apprentice may discover in time that life has better things to offer a skilled warrior than self-discipline and restraint. Thus, practitioners of Soulblade can be found among adventurers, mercenaries and bandits, as well as anywhere else where warriors are badly needed or well-rewarded. Required Skills: Hiking, Judo, Jumping, Karate, Knife, Literature (Poetry), Meditation, Philosophy, Riding (Horse), Running, Melee Weapon (Two-Handed Sword), Savoir-Fair. Required Spells: Armor, Haste, Shield. Techniques: Back Strike (Two-Handed Sword), Counterattack (Two-Handed Sword), Feint (Two Handed Sword), Targeted Attack (Two Handed Sword Swing / Arm), Targeted Attack (Two-Handed Sword Swing / Neck), Targeted Attack (Two-Handed Sword Swing / Skull), Targeted Attack (Two-Handed Sword Thrust / Vitals), Targeted Attack (Two-Handed Sword Thrust / Vitals Chinks). Note: Grip Mastery (Two-Handed Sword) may be taken as a martial perk. Perks: Afflicted Casting (Flagellant’s Blessing), Better Magic items (Weapons), Blocking Spell Mastery (Any), Frightening Side Effects (Any), Limited Energy Reserve 1-5, Magical Weapon Bond, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Reduced Footprint 2, Secret Spell (Blood of Heroes, River Leaf Cut or Willow Cut), Secret Words, Spell Dualist. Optional Traits Attributes: Improved ST, DX, IQ and HT. Advantages: Combat Reflexes, High Pain Threshold, Perfect Balance, Reputation (Chivalrous Warrior), Weapon Master (Two-Handed Sword), Status. Disadvantages: Callous, Code of Honor (Seek Glory), Enemies (Rival Warriors), Reputation (Violent Fool). Skills: Artist, Axe/Mace, Body Control, Breath Control, Broadsword, Calligraphy, Fast-Draw (Two-Handed Sword), Heraldry, Power Blow, Spear, Staff, Symbol Drawing. The student begins their studies at the level of Squire, entitling them to learn the following fourteen spells. Squire Armor, Bladeturning, Block, Climbing, Counterspell, Deflect Missile, Detect Magic, Hardiness, Haste, Scryguard, Sense Danger, Sense Foes, Shield, Ward. A mage who has learned 7 of the above spells, including Armor, Haste and Shield becomes a Knight of the Way, entitling them to learn the following nineteen spells. Knight of the Way Boost Strength, Catch Missile, Flight, Great Haste, Great Ward, Hide Emotion, Jump, Levitation, Mage Sight, Might, Minor Healing, Missile Shield, Neutralize Poison, Recover Energy, Reflect, Shape Earth, Stop Spasm, Turn Blade, Vigor. A mage who learns 8 of the above spells becomes an Honorable Crane, entitling them to learn the following sixteen spells. Honorable Crane Boost Health, Grace, Hawk Flight, Hide Thoughts, Hold Breath, Major Healing, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Return Missile, Reverse Missiles, Scryfool, Shape Metal. A mage who learns 8 of the above spells becomes an Honored Storm Dragon, entitling them to learn the following twelve spells. Honored Storm Dragon Balance, Blink, Body of Metal, Boost Dexterity, Catch Spell, Coolness, Iron Arm, Reflexes, Resist Cold, Resist Lightning, Resist Sound, Warmth. A mage who learns 8 of the above spells becomes a Revered Celestial Tiger, entitling them to learn the following twelve spells. Revered Celestial Tiger Blood of Heroes, Delay, Dispel Magic, Freedom, Link, Reflex, Resist Acid, Resist Enchantment, River Leaf Cut, Sharpen, Throw Spell, Willow Cut. Secret Spell: Blood of Heroes (VH) Regular The caster may only cast Blood of Heroes when they are struck for damage, in which case, they may cast it immediately as a free action. The caster recovers from Stun and Shock and gains ten temporary hit points. The caster may not cast Blood of Heroes again until they have completely recovered all lost hit points. The spell does not require incantations or gestures. Duration: HT minutes after the caster next rests. Cost: 4 Time to Cast: 0 seconds. May be cast as a free action. Secret Spell: River Leaf Cut (VH) Regular Any time that the caster is attacked by an unseen opponent, they will sense the attack coming unless the attacker resists with Will. When the caster senses attack, they may spend 1 FP to attempt to Fast-Draw a weapon, 1 FP to face any desired direction, 1 FP per parry to parry and 1 FP to attack their assailant. An opponent who is unseen even when being faced (such as invisible opponent or one in a dark room) may be parried and attacked without penalty but all damage goes to a random hit location. Duration: Until the caster next sleeps. Cost: 0 Time to Cast: 5 minutes. Secret Spell: Willow Cut (VH) Blocking, Resisted by Melee Weapon or Will The caster may only cast Willow Cut when they make a successful parry with an edged weapon, in which case, they may cast it immediately as a free action. If the spell is successful, instead of parrying their opponent’s weapon, they parry their wrist, doing full swing damage. Cost: 3 Time to Cast: 0 seconds. May be cast as a free action
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