06-13-2006, 02:22 PM | #1 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrόcken, germany
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Telluric Master
For a high-powered, cinematic game I have in mind, I give you: The Telluric Master.
This is a type of wizard who uses the power of the magical streams and nodes. It doesn't really matter whether you call these mystic currents Ley Lines (as in Gurps Places of Mystery p.25 or in every other Suppressed Transmission), Dragon Lines, Earth Nodes (as in RoleMaster) or Mystic Fooshizzles. The idea as such is nothing new, this is simply another take. Telluric Master [+200] Advantages: Telluric Senses [+22]; Telluric Voice [+24]; Telluric Warp [+80]; Telluric Contemplation [+13]; Projected Eyes [+38]; Telluric Walker [+12]; Energy-Matrix [+11] Prerequisites: Magery 1 [+15] Recommended Skills: Navigation (Land); Hidden Lore (Demonology); Thaumatology, Expert: Telluric Currents. And spells, of course. Recommended Advantages: Fearlessness, Mind Shield (Magical); Strong Will Recommended Disadvantages: OPH: rambles about the mystical significance of TC at the drop of a hat Telluric Senses [+22] Detect: Telluric Currents and Pools (Magical 10%; Reliable +2 +10%) [+5]; Detect: Magic (Magical 10%; Vague 50%; Short-Range 10%) [+3]; See Invisible/Magical (Magical 10%) [+14] Notes: Basic abilities for any wizard, really. [Alt+5] Projected Eyes [+38] Clairvoyance (Visible 10%; TD: No Sense Smell/Taste 5%; Increased Range x10 +30%; Accessibility/TC 30%; Magical 10%) [+38] Notes: The "Visible" part looks just like a translucent, slightly glowing image of the caster. Whether this is an idealized version (as the caster sees himself) or a realistic version is a matter of taste. Though the idealized version sure is more mystical. Telluric Voice [+24] Telecommunication: Telesend (Cosmic: No LOS penalties +50%; Magical 10%; Environmental/TC 30%; Accessibility/TC 30%; Feature: Others with this ability can eavesdrop on a successful Per + IQ roll - Per to notice, IQ to decipher) [+24] Notes: Environmental means the targrt of your ability must be on/in or very near a Telluric Current (Dragon Line, Chronobahn...). Accessibility means the user himself must also be on/in or very near a TC. Any wizard needs some communication ability, and this fits the bill. Telluric Warp [+80] Warp (Accessibility/TC 30%; Magical 10%; Reliable +10 +50%; TET 6*) 60%; Blind +50%; Limited Uses 4 20%) [+80] Notes: The TET means 64 seconds. Note that this power does *not* have Environmental, so one could warp to any location, not just one on/in a TC. Telluric Walker [+12] Walk on Air (Accessibility/TC 30%; Magical 10%) [+12] [Alt+3] Telluric Contemplation [+13] Rapid Healing (Accessibility/TC 30%; Magical 10%) [+3] Regeneration/Fast (ER Only +0%; Magical 10%; Accessibility/TC 30%; Maximum Duration Up to 1 hour 10%; Takes Recharge 500 minutes 30%) [+10] Notes: Initially, I wanted to use Limited Use on this. However, Maximum Duration seems to be much superior. Energy-Matrix [+11] Energy Reserve 12 (Magic Only 10%; Recharges one point per day 60%) [+11] Note: T-Senses and Projected Eyes could very well be Alternate Abilities, since they share a similiar focus (knowledge). The same could be said for T-Warp and T-Walker. In this case, the point total of the Template drops to 174 CP. One could either bring it back up with a larger ER, or leave it like that. An interesting, if expensive idea would be to let this character undergo a bionic reconstruction. I guess he'd keep his powers, but ymmv. More sensible customization would include more TC-Powers, and probably a TC-Talent. atm, this character lacks a useful attack (or defense!) ability (iirc, there was a pretty impressive "Flow Lightning" in some RoleMaster book which could be adapted). Other abilities come to mind readily enough.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-13-2006, 02:58 PM | #2 | ||||||
Join Date: Feb 2005
Location: Brescia, Italy
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Re: Telluric Master
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06-13-2006, 03:25 PM | #3 | ||||||||
Experimental Subject
Join Date: Jan 2005
Location: saarbrόcken, germany
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Re: Telluric Master
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I may be wrong here, but it sounds good to me. Maximum Duration starts to look really difficult :) Quote:
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-13-2006, 04:17 PM | #4 |
Join Date: Dec 2005
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Re: Telluric Master
Zorg, these templates kick ass! Oh, and I agree, tacking on maximum duration definitely makes it switchable. Keep em comin man!
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06-13-2006, 04:18 PM | #5 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrόcken, germany
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Re: Telluric Master
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-13-2006, 04:48 PM | #6 |
Join Date: Aug 2005
Location: North Hollywood, CA
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Re: Telluric Master
MaxDur makes it transient unless you can switch it off beforehand- is that inherent?
*looks around*
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06-13-2006, 04:57 PM | #7 | |
Join Date: Aug 2004
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Re: Telluric Master
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06-13-2006, 05:01 PM | #8 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrόcken, germany
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Re: Telluric Master
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Hm, that would require some fiddling to keep the cost identical... Edit: TD: -5 Per should do the trick, if necessary.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-13-2006, 05:04 PM | #9 |
Join Date: Dec 2005
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Re: Telluric Master
I always treat any limitation that makes an ability cost something to use, or limits it's use, as making it switchable. I mean, I guess you could say that the power kicks on automatically, runs as long as it can, then shuts down for five minutes before turning on. However, that seems like it would be a hassle to keep track of.
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06-13-2006, 05:08 PM | #10 | |||
Join Date: Feb 2005
Location: Brescia, Italy
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Re: Telluric Master
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