12-12-2011, 01:41 PM | #11 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: My Mage
Such build do not have Special Recharge on the Energy Reserve though.
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12-12-2011, 02:34 PM | #12 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: My Mage
Quote:
Fundamental Question: When you say you are "playing a mage", should we infer that you are using the spells from the standard magic system? Or do you simply mean that you are playing a hero with super powers, and that the explanation for those powers is magic? If using the spell system, then rogue is right, you don't need the enhancement Physical on your modular abilities, but you do need to deal with prerequisites, either with Magery enhanced so as not to require prerequsites, or by paying for them from you modular pool. I gather that you're actually buying powers with your modular ability, in which case you built it correctly. Now, as for the staff, these comments are suggestions on style rather than criticisms: 1) I would buy a small personal modular pool, and additional levels with the Gadget limitation. 2) I would remove the Special Recharge limitation from Energy Reserve and replace it with the Gadget limitation; in other words, energy is stored in the staff. 3) I would make the Staff either unbreakable or non-unique, probably the latter. 4) I would do something to help recover the staff, like some kind of permanent magical tracking; perhaps I'd nominate a variant of Mindlink for an inanimate object, or heck, why need it be inanimate? The staff could be a cheap Ally. That said, as a GM I wouldn't have a problem with the character as written, with the Special Recharge. One way or another, you're in trouble if you lose the staff, whether you call that special recharge or a gadget limitation. Do note the section in powers on using abilities by default, that is, overcoming limitations or accessing enhancements you didn't pay for. If I recall, it's a form of extra effort that involves a penalized IQ roll and Really Bad Stuff if you fail. GEF |
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12-13-2011, 05:22 AM | #13 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: My Mage
Actually Modular Abilities: Super-Memorization or Grimoire do not require prereisquites to be loaded into a slot, simply be in your skill source or spell book, which is a GURPS$ Cost not a Point Cost.
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12-16-2011, 08:45 PM | #14 | ||
Join Date: Jun 2008
Location: Provo, UT
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Re: My Mage
Quote:
Not a huge issue either way. I'd thought about putting the ER in the staff anyway. Quote:
Also, this can lead to the player giving points to other players. There is no reason that a player couldn't make a Wand with 10d Innate attack with Can be Stolen, -30%, then give it to another player and later on make another wand! It would make no logical sense if a player couldn't. If an enemy can steal it and get its benefits, then a co-player can just take it and use it too. |
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12-16-2011, 08:55 PM | #15 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: My Mage
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12-16-2011, 09:04 PM | #16 | ||
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: My Mage
Quote:
Quote:
But think of it this why. If you're able to fix it they you have both the knowledge and the materials to build another one, the difference between simply broken and utterly destroyed is simply a time issue in the rebuild |
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12-16-2011, 10:09 PM | #17 | ||
Join Date: Jun 2008
Location: Provo, UT
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Re: My Mage
Quote:
It's a pretty powerful build I think. I can easily purchase up to 125 points of abilities with those 25 modular points. Quote:
Snatcher (Cosmic, +50%; Recall, -25%; Staff Only, -80%; Useless Under Stress, -60%) [16] etc. and I could add Detect (Long-Range 2, +100%; Precise, +100%; Staff Only, -80%; Useless Under Stress, -60%) [8] |
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12-16-2011, 10:16 PM | #18 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: My Mage
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12-16-2011, 10:34 PM | #19 |
Join Date: Jan 2010
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Re: My Mage
At first I didn't like this but after looking at the way it's been built I'm not sure I have much of a problem with it. He's just about powerless without that staff and even with it the costs on his abilities are so high he can't exactly ignore them.
I still wouldn't let you get away with -70% for Special Recharge. From the text of Powers 119 it seems very clear to me that if you can just sit somewhere and recharge its Accessibility. Special Recharge is for when you must actively recharge it (use a power to steal it, convince a person to attack you). I'd call "Must Hold a Particular Staff" -40%. If I were the GM I would absolutely crack down on damage as well. |
12-16-2011, 11:37 PM | #20 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: My Mage
Quote:
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fantasy, magic |
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