Page 1 of 1
Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Dec 19, 2008 5:22 pm
by gaby
I like to put super-powers in my Magic weapons/objects do you think that is O.k?
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Dec 19, 2008 7:39 pm
by Captain Shiva
I would not allow actual super powers to be built into any magic weapons except Rune weapons and objects, which would then fall into the Enchanted Weapons or Enchanted Objects category. And I would be very careful about handing these things out.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Sat Dec 20, 2008 2:59 am
by Talavar
Well, they're a staple of Heroes Unlimited games - that's a whole power category right there. If you're talking Rifts, I'd be leery of doing so - a lot of super powers don't scale very well. They're either going to dominate a game from level one, or its going to be a long time before their power is at a comparative level to other Rifts classes.
If you're considering giving an object that grants super powers to someone who already has another OCC, I wouldn't.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Sat Dec 20, 2008 11:44 am
by drewkitty ~..~
gaby wrote:I like to put super-powers in my Magic weapons/objects do you think that is O.k?
See HU2 main book.
See PU2 Immortals section under personal weapons.
These would have to be "PC's can't make them items". But essecially they are a part of canon, so I have no problem with them.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Dec 26, 2008 6:44 pm
by AlanGunhouse
Look at the "Sword Bearer" in Nightbane. Some of the things those weapons can do are definately major power level.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Tue Dec 30, 2008 4:27 am
by Khanibal
Magic/Enchanted items in Pal. games are kind of rare and lame. If for example you allow a pair of boots that grant the Sonic Speed power, you're talking greatest rune item level. I mostly play Rifts, and don't own the PFRPG book, but I have yet to see a list of magic items I was impressed with (even in the black vault supplement).
Still you're coming at this from a super-hero angle, and imho HU is the 800lb. gorilla of the megaverse. Some of those characters, converted to Rifts, render all other "_______ o.c.c. is broken!" complaints into mere echoes.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Wed Dec 31, 2008 9:02 pm
by Khanibal
killgore wrote:Try giving regular boots of Fleetness to someone with extrodinary or sonic speed.
I don't know what those are, but I can tell you're a sick, sick man.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Wed Dec 31, 2008 10:05 pm
by Captain Shiva
Khanibal wrote:killgore wrote:Try giving regular boots of Fleetness to someone with extrodinary or sonic speed.
I don't know what those are, but I can tell you're a sick, sick man.
Actually, casting either Magical-Adrenal Rush or Fleet Feet on a super speedster would be even better.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Thu Jan 01, 2009 5:41 pm
by Khanibal
Good grief. 1000 mph+ on foot.
MDC cross-trainers anyone?
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Jan 02, 2009 1:07 am
by Captain Shiva
killgore wrote:Khanibal wrote:killgore wrote:Try giving regular boots of Fleetness to someone with extrodinary or sonic speed.
I don't know what those are, but I can tell you're a sick, sick man.
Boots of Fleetness or the speed powers?
BoF are in the PF main book in the Alchemist section, and grant a permanent (as long as the boots are worn) Fleet Feet on the wearer.
It gets even better if you’re running on a ley line, which enhances the magic on the boots.
According to the my copy, all they do is double the wearer's natural speed.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Jan 02, 2009 1:43 am
by Khanibal
meep-meep!
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Jan 02, 2009 12:04 pm
by Khanibal
Yea, I like crazies. I wouldn't let one marry my sister (if I had a sister), but some of my best friends are crazies.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Thu Apr 23, 2009 2:02 pm
by gaby
So your saying Major powers will be too much,but minor powers can wokr.
O.k thank you.
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Thu Apr 23, 2009 5:47 pm
by The Baron of chaos
I think tgha twould be possible, after all we have Super-invetion too. And a TW item fit the role of Super-Invention. Still that would be experimental, expensive in temr of gems required and PPE needed to make ti work, and generally beyond the ability of an average player Technowizard
Re: Are Super-powers in Magic weapons/objects Ok?
Posted: Fri Feb 10, 2012 5:49 pm
by tuvermage
While our group does allow an enchanter class that allows them to craft magical items, the rule was only runes weapons/objects can imbue super powers or psionics. and While our groups has never allowed PC to be able to learn runes, they usually know a Lizardmage who does. he would require a being that had the super power or psionic on top of the other component and payment he requires to craft rune items.(a great way to drive the story is getting all the components and payments for rune items, not something that can be found or obtain easily)