Power Category: Power Magician

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Fermat
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Power Category: Power Magician

Unread post by Fermat »

I have a player with a concept that I think this fits, I've made a few tweaks to the original idea. I'd just like to see if anyone sees any large issues before I drop this into the game.

A mage who casts Super powers, on themselves only, as spells. I use PPE channeling rules and they can spend 3*level per Attack. Does not have to speak to cast.
They have, PPE: 2d4*10+30+PE + (10 or 15 per level)
+1 save vs. magic
10 PPE per minor Power
20 PPE per Major
Each lasts for 10 * level Minutes
Can only have (1 or 2) Powers active at level 1 (normal rules for active powers not conflicting), +1 at every 3rd level.
Start with knowing 4? minor and 2? Major.
Learns 1 new Minor every level and 1 Major every 3.

Does anyone see any significant issues with this plan?
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Bill
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Re: Power Category: Power Magician

Unread post by Bill »

Just curious, what do you prefer about this over the mystic study option from the existing magic power category?
Regularguy
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Re: Power Category: Power Magician

Unread post by Regularguy »

Or a guy who's been Mystic Bestowed with Gem Powers: there's already a way to build a spellcaster who can temporarily grant himself any one from a long list of powers, and it'll be a neat trick to make sure this new option isn't more or less powerful.
Fermat
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Re: Power Category: Power Magician

Unread post by Fermat »

Mystic Study isn't a good fit due to the character concept (the happy-go-lucky, gullible, dim bulb (IQ 9, ME 9). Likewise, Gem Powers were considered, but the need for prep seemed like a bad fit. I was toying with a Magical Object, but he wanted something a bit more progressive. I might still go that route, but I had remembered this idea from a long ago post, so thought I might try to spitball something together.
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say652
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Re: Power Category: Power Magician

Unread post by say652 »

So the powers are magical in nature?

Are they limited to the 2 spells per melee rule?

How is duration assigned, as some powers have unlimited durations??
Regularguy
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Re: Power Category: Power Magician

Unread post by Regularguy »

Fermat wrote:10 PPE per minor Power
20 PPE per Major
Each lasts for 10 * level Minutes
Can only have (1 or 2) Powers active at level 1 (normal rules for active powers not conflicting), +1 at every 3rd level.
Start with knowing 4? minor and 2? Major.
Learns 1 new Minor every level and 1 Major every 3.

Does anyone see any significant issues with this plan?


I can't speak to balance concerns, but wanted to add that I've often wanted to play a character who acts like that, and even believes that -- making a big deal about the toll it takes to temporarily activate Nightvision when he needs to see in the dark, or to temporarily activate Wingless Flight to get from Point A to Point B; and making a bigger deal about getting both when firing up Sonic Flight if he absolutely needs to; and firing up superhuman strength to lift a car off a kid, or immunity to fire to rescue folks from a burning building; or getting both with temporary Invulnerability to survive a gunfight; and so on -- except he just has Sonic Flight and Invulnerability, and makes a big deal about using them a little or a lot, as if it were taxing, which it isn't; he's just easily suckered and really dramatic.
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Brayon
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Re: Power Category: Power Magician

Unread post by Brayon »

I would limit what powers can be selected, as they are more "always active" vrs. use P.P.E., & cast an Energy Expulsion beam of Fire. Just off the top of my head, I would disallow all the Extraordinary XXX powers, Healing Factor, Karma, Lycanthrope, & Natural Combat Ability.

Otherwise, I personally like the idea.
"No, actually, as there's that really big special rule that overrides any other rules. You know, the one where if something looks stupid or limiting or otherwise hinders game play or fun the GM is free to change or discard the rule." - Nightmask
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