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#1 | |
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Join Date: Feb 2016
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#2 | |||
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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And I'm looking at the ultimate cost of the realms, and it may be a touch high. Actually, its less of the cost of the realms being too high and more of that for advantages that cost that much I'd have expected better discounts on casting times, energy costs, and skill penalties. Quote:
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#3 | ||
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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A lot of mages in fiction really don't have the flexibility we've come to expect out of an RPG magic system, and that's often where magic as powers shines
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#4 |
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Join Date: May 2012
Location: New Hampshire, USA
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The amount of magic in TV that really boils down to "TK and sometimes they will do a plot relevant ritual" which could literally be like... TK and Wild Talent (Ability Use, abilities only, immediate preparation required [for the ritual], requires reference materials for appropriate ritual) is extremely high. Also, having played with that in game it feels way better in play than it looks on paper. Throw on one or two more tricks and some ESP and you really feel like a witch or magician. Especially if you also use Power Stunts and give them some ER for stunting.
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#5 |
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Join Date: Feb 2016
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The Magical Powers Talent from Fantasy (p. 159) pretty much covers most TV mages. For example, you could have TK 20 (Magical, -10%) [90] as the base ability and have any number of Afflictions as Alternative Abilities (all Afflictions are legal abilities) and, if you have a campaign with the Temporary Enhancements and Using Abilities at a Default optional rules, you could improvise any Affliction. A healing spell might be Affliction (Advantage, Regeneration, Fast, +500%; Malediction 1, +100%; Magical, -10%) [69], which would 14 CP as an alternative ability. An agony spell might be Affliction (Agony, +100%; Cone, 25 yards, +290%; Malediction 2, +150%; Magical, -10%; Selective Area, +20%) [65], which would be 13 CP as an alternative ability. It would be a bit like Sorcery, though it would require some flexibility of thought.
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#6 | |
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Join Date: May 2012
Location: New Hampshire, USA
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#7 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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The thing is, if any potentially toxic substance in any quantity is defeated in all ways, the character dies because oxygen is toxic, water is toxic, etc.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#8 | |
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Join Date: Jun 2010
Location: Dreamland
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Unless your point is that Immunity doesn't affect friendly spells and you only can't turn it off for hazardous spells. Then I apologize for making that assumption. |
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#9 |
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Join Date: Feb 2016
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Immunity (Magic) effects all magic.
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#10 |
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Join Date: Jun 2010
Location: Dreamland
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That seems pretty bad for 30pts (again, compare Static) and doesn't even make sense with the rules. Resistant blatantly only affects certain things, namely "noxious effects within a particular catgeory" and to resist those attacks. As recent thread has shown me, helpful spells don't have the ability to be resisted and don't have the modifiers that would let Resistant stop non-resistable effects.
On that note, as pointed above, RPM is likely the strongest magical system (that or maybe syntactic verb/noun magic without FP costs) largely for being able to get around many of the antimagic problems that exist due to sheer versatility in what you can do. Many forms of anitmagic only work against certain ways a spell is cast on something with Static and Mana Dampener being the best "stop all angles" approaches. |
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| Tags |
| magic, paut, ritual path magic, talisman of paut |
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