GURPS: Mystics to Grow
Yes, that was necessary.
Pyramid #3/13 introduced the Mystic Knight occupational template for Dungeon Fantasy, and Pyramid #3/36 expanded the Mystic Knight with Mystic Archer and Mystic Swordsman lenses for Scout and Swashbuckler respectively. Today’s post contains upgrade modules in the style of Delvers to Grow for Mystic Archer, Mystic Knight, Mystic Swordsman.
There is certainly room to quibble about the specific packaging of these modules, and the module names aren’t particularly creative, but this is at least a decent startiing point. And yes, I did list some GURPS modifiers. For Dungeon Fantasy RPG, simply give the limited Imbue advantage a fancy name and hide the details.
These abilities are suitable for Martial Artists, but the modules may need to be modified for Martial Artists who want Chi Talent instead of a more limited Chi Imbuement Talent.
Mystical
Prerequisite: Knight, Scout or Swashbuckler
Advantages: Eldritch Talent 1 [5]; Imbue 2 (Limited Skill Application, Weapon of Choice, -50%; Magical, -10%) [8]; Magery 0 [5]
Skills: 7 points in Imbuements skills
More Mystical
Prerequisite: Mystical
Advantages: Upgrade Eldritch Talent 1 to Eldritch Talent 3 for 10 pointsl Upgrade Imbue 2 to Imbue 3 (Limited Skill Application, Weapon of Choice, -50%; Magical, -10%) for 8 points
Skills: 7 more points in Imbuement skills
Spend any leftover points on adding additional weapon skills for Imbue for 4 points each (maximum of 3 additional weapons for 12 points, all melee or all ranged for 16 for 16 points or all weapons for 20 points) or on Imbuement skills
Even More Mystical
Prerequisites: More Mystical and Knight II, Scout II or Swashbuckler II
Advantages: Upgrade Eldritch Talent 3 to Eldritch Talent 4 for 5 points;
Spend any leftover points on adding additional weapon skills for Imbue for 4 points each (maximum of 3 additional weapons for 12 points, all melee or all ranged for 16 for 16 points or all weapons for 20 points), Imbuement skills or increasing Eldritch Talent to 5 or 6 for 5 or 10 points.
Using the Upgrades
A Scout only ever needs one weapon skill for imbuements: the bow, and there are many good imbuements available at level 2. There are plenty of opportunities to save points on mystical upgrades to spend on shooting faster and with higher skill level.
Many Swashbucklers will also only ever need imbuement skills for their chosen sword skill, but some may want imbuements for their bucklers.
Knights are the most likely candidates for the full Imbuement advantage. They may also consider taking Imbuement for all melee weapons to violating the Scout’s niche.
The material presented here is my original creation, intended for use with the Dungeon Fantasy Roleplaying Game and GURPS systems from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games nor by Gaming Ballistic.