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Old 01-28-2022, 03:28 AM   #11
Crystalline_Entity
 
Join Date: Jul 2015
Location: England
Default Re: [Supers] Minionmancer template?

I'd build the core ability using the Adjustable enhancement from Pyramid 3/105 Cinematic Magic, e.g.


Ally (50% starting points; Conjured, +100%; Minion, +50%; Adjustable (very broad group: spirits, provide information), +200%; Special Abilities, +100%; Constantly, x4; Ally Group (size 10), x6) [264]

Ally (150% starting points; Conjured, +100%; Minion, +50%; Adjustable (very broad group: spirits, provide information), +200%; Special Abilities, +100%; Constantly, x4; Alternate Ability, x1/5) [220/5]

as alternate abilities of each other (for 265 + 220/5 = [308]).

You can conjure any spirit, elemental, dead, faerie, etc. It obeys you, can provide you with whatever supernatural abilities or information it has, and always appears when called. You can either conjure a single spirit up to 150% of your starting points, or ten spirits of up to 50% starting points - but not both at the same time.

Edit: For a 500 point game, this seems very powerful, maybe there's a mistake in the build...

Last edited by Crystalline_Entity; 01-28-2022 at 03:39 AM. Reason: Additional thought
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Old 01-30-2022, 12:49 PM   #12
Plane
 
Join Date: Aug 2018
Default Re: [Supers] Minionmancer template?

Quote:
Originally Posted by Crystalline_Entity View Post
You can either conjure a single spirit up to 150% of your starting points, or ten spirits of up to 50% starting points - but not both at the same time.
Plus if your 150% spirit dies, you have to wait an entire day to summon either it, or your ten 50% spirits.

This makes me wonder though... would the death of even a single 50% spirit also make it necessary to wait a day to summon the 150% ?
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