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Old 12-25-2020, 11:01 AM   #8
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Mage Specialization [Fantasy]

The Healing advantage suffers compared to the Major Healing build. To get the similar level of functionality for healing, you would need a character with IQ 11 [20], Per 15 [20], Healing (Based on Per, +20%; Capped, 4 FP, -20%; Injuries Only, -20%; Reliable, +10, +50%; Reduced FP Cost, -3 FP, +60%; Magical, -10%; Xenohealing, Anything Animate, +100%) [84], and Magery 0 [5], which ends up being 129 CP versus 98 CP (it is also missing the ability to heal oneself and the ability to heal at a modest distance). Major Healing-25 allows for tactical healing, as the character can heal people from 10 yards away without any difficulty and heal themselves as long as they suffered less than 10 HP damage.

In the case of a proper adventurer, the mage specialist is probably going to be a minimum of 150 CP, so they will likely have another 107 CP to spend (assuming -50 CP in disadvantage and -5 CP in quirks). ST 11, DX 11, and HT 13 would cost 60 CP and give some more functionality, especially if paired with Staff-12 for another 4 CP. Add Luck and another 28 CP in skills, and you will end up with an interesting support character.
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