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Power Category: Power Magician
Posted: Fri Oct 16, 2015 3:53 pm
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?
Re: Power Category: Power Magician
Posted: Fri Oct 16, 2015 4:23 pm
by Bill
Just curious, what do you prefer about this over the mystic study option from the existing magic power category?
Re: Power Category: Power Magician
Posted: Fri Oct 16, 2015 4:27 pm
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.
Re: Power Category: Power Magician
Posted: Fri Oct 16, 2015 7:52 pm
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.
Re: Power Category: Power Magician
Posted: Sat Oct 17, 2015 11:43 am
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??
Re: Power Category: Power Magician
Posted: Sat Oct 17, 2015 2:02 pm
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.
Re: Power Category: Power Magician
Posted: Sat Oct 17, 2015 2:48 pm
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.