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Thread: Sorcerer Supreme Building

  1. #31
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    Re: Sorcerer Supreme Building

    Quote Originally Posted by Hawksmoor
    JmoZ,

    I think that the Sorceror character you posted could really use a severe drop in his DEX replaced with an increased EGO. Mystics are supposed to be willpower-houses to control the Might Arcane that they regularly throw out there.

    Check out the Why the Heck not thread for an option, just pay no attention to TheRealLemming or that other guy with the Japanese name that I can't remember how to spell :blush:.

    Hawksmoor

    I have thought about what you had to say, and I can see your point. So I decided to raise the ego, drop some dex, and some other stuff, and balanced the two out (She will need the high OCV to get through some of the baddies she will fase, also did not want her ego to be higher than the team's mentalist

    So here you go, the updated version, for her contacts there is a thread about mystic contacts around here somewhere

    <font size=+1><b>Oracle</b></font>

    Player:

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>26&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>48</font></td></tr><tr><td align="right"><font size=2>25&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>28&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>18</font></td></tr><tr><td align="right"><font size=2>26&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>32</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>5</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>8&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>50&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>35&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>3</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 179

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">6&#160;&#160;</td><td><b><i>Centurion Radio Link: </i></b>Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected by Radio & Hearing, not Mental (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td><b><i>Strong Mind: </i></b>+4 Mental Defense (9 points total)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td><b><i>Counter spells: </i></b>Power Defense (10 points) (10 Active Points); Magic Only (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Nexus: </i></b>Luck 1d6&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Centurion Costume, all slots: IIF (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>1) Damage Resistance (5 PD/5 ED) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>2) Life Support , Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Magesight: </i></b>Detect: Magic A Class Of Things 15-&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td><b><i>Elixer of Eternal Youth: </i></b>Life Support , Longevity: 800 Years (3 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">231&#160;&#160;</td><td><b><i>Magic Pool: </i></b>Variable Power Pool (Magic), 105 base + 126 control cost, Cosmic (+2) (262 Active Points); No more than 70 Real Points (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) <b><i>Shields of the Blessed ones: </i></b>Force Field (25 PD/25 ED), Reduced Endurance 0 END (+1/2) (75 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4) Real Cost: 50&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) <b><i>Bolts of Mystical Force: </i></b>Energy Blast 6d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Attack Versus Limited Defense: Pow Defence (+1 1/2) (82 Active Points); Gestures (-1/4), Incantations (-1/4), Only In Heroic Identity (-1/4) Real Cost: 47&#160;</td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>3) <b><i>Protection of the Zodiac: </i></b>Life Support , Safe in Low Pressure/Vacuum, Self-Contained Breathing (12 Active Points); Visible (-1/4), Only In Heroic Identity (-1/4) Real Cost: 8&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">40&#160;&#160;</td><td><b><i>Cloak of the Travelor: </i></b>Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>1) <b><i>Levitation: </i></b>Flight 20", Reduced Endurance 0 END (+1/2) (60 Active Points); No Noncombat Movement (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) Swimming +18" (20" total), Reduced Endurance 0 END (+1/2) (27 Active Points); No Noncombat Movement (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>3) <b><i>Shortcuts of the Unseen: </i></b>Teleportation 10", Position Shift, x2 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance 1/2 END (+1/4), Variable Advantage (+1/4 Advantages +1/2) (60 Active Points); Extra Time Full Phase (-1/2)&#160;</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>4) <b><i>The Unseen Pathways: </i></b>Teleportation 10", Position Shift, x2 Increased Mass, Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (60 Active Points); Extra Time Full Phase (-1/2)&#160;</td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>5) <b><i>The Unknown Pathways: </i></b>Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x2 Increased Weight, Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time Full Phase (-1/2)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 321


    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Analyze: Magic 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 14-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Concealment 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Contortionist 14-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Conversation 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Cryptography 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Deduction 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Mimicry 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Navigation (Astral, Dimensional) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Oratory 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Paramedics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Magic Skill (INT-based) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Riding 14-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Seduction 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Stealth 14-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Teamwork 14-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>TF: Centurion Vehicles, Flying Beasts&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Linguist&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>1) Language: Spanish (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>2) Language: Latin (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>3) Language: German (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>4) Language: French (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>5) Language: Atlantean (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>6) Language: Greek (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>7) Language: Sandscript (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Scholar&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>1) KS: Hydromancy Divination (INT-based) (5 Active Points) 17-&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) KS: Thurmancy (High Magic) (INT-based) (5 Active Points) 17-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>3) KS: Arcane Lore (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>4) KS: Divination Methods (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>5) KS: Mystic Threats (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>6) KS: Magic Styles (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>7) KS: Practicianers of Magic (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>8) KS: Mystic World (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>9) KS: Occultisim (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>10) KS: Occult Lore (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Traveler&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>1) AK: Dimmension Of The Loremaster's Keep (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>2) AK: Earth (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>3) AK: Mystic Sites (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>4) CuK: Mystics (INT-based) (3 Active Points) 15-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>5) AK: Afterrealms (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>6) AK: Realm of Fae (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>7) CuK: The Fae (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>8) AK: Netherworlds (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>9) CuK: Denizens of the Netherworlds (2 Active Points) 11-&#160;</td></tr></table><b>Skills Cost: </b>100

    <table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">13&#160;&#160;</td><td>Fringe Benefit: International Police Powers, Member of the Lunar Centurions, Mystic Guardian&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Reputation: Master of the Mystic Arts (A small to medium sized group; 14-) +5/+5d6&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>The Keep of the Loremaster (Partial Payment) (50 Base, 0 Disad)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Reputation: Popular Hero (A large group; 8-) +2/+2d6&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Well-Connected&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>1) Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) (3 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>2) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources) (6 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>3) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) (4 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>4) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity) (3 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>5) Contact (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>6) Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: useful Skills or resources) (3 Active Points) 11-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>7) Favor (1 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>8) Favor (1 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>9) Favor (1 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>10) Favor (1 Active Points)&#160;</td></tr></table><b>Perks Cost:</b> 50



    <b>Total Character Cost:</b> 650

    <table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Professor Peter Michaels, Professor of Archeology 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Keith Jensen, Boyfriend 8- (Normal)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependent NPC: Master & Candice (Candy) Rogers 8- (Slightly Less Powerful than the PC; Useful noncombat position or skills; Group DNPC: x2 DNPCs)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Centurians 8-, More Powerful, Watching, Extensive Non-Combat Influence&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Hunted: Mystic Threats to the earth 8- (Mo Pow; Mildly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Loremaster 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Psychological Limitation: Inquisitive (Very Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Psychological Limitation: Code vs Killing (Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Heroic (Very Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Reputation: Hero 8-&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Reputation: Mystic Defender of the Eatrth 14- (Known Only To A Small Group (Extreme))&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret ID (Frequently; Major)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Social Limitation: Apprentice to the Loremaster (Occasionally; Major)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Social Limitation: Weirdness Magnet (Occasionally; Minor)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Unluck: 1d6&#160;</td></tr></table>
    <b>Disadvantage Points:</b> 200

    <b>Base Points:</b> 400
    <b>Experience Required:</b> 50
    <b>Total Experience Available:</b> 50
    <b>Experience Unspent:</b> 0
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  2. #32
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    Re: Sorcerer Supreme Building

    Is it just me, or are sorcerers and wizard types the hardest characters to build?

    I've been running Champions off and on since 1993 and I have never once really sat down to create a spell-caster. I just find it daunting, really. And I think its because of the probably use of a VPP. Although I'm not sure that's even a point because I've created many VPP's (usually for gadgeteering pools).

    They just seem so... strange to me. Maybe mystics are not in my fate. It seems like it might be an eternity before I can conquer the demon of sorcerer-building.

    So is it just me? I mean, realistically, boiled down, its just a VPP for spells, a couple two or three magic items, and some skills to even it all out.

    RL
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  3. #33
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    Quote Originally Posted by Richard Logue
    So is it just me? I mean, realistically, boiled down, its just a VPP for spells, a couple two or three magic items, and some skills to even it all out.
    What I've discovered is that you need to be more specific in what kind of wizard you are. I really, really recommend The Ultimate Mystic for this.

    Once you've established that your wizard is an illusionist or an alchemist or a thaumaturge, you've got a much more cohesive set of powers for him or her. And the GM is happy, because you no longer have an excuse to pull every power in existence out of your VPP.

    What I tend to do is define the wizard's Tradition first - much like I'm making a new Martial Arts style.

    So I know, for example, that Lyonessian enchantresses have True Sight, Scrying, Aisling, and lots of Glamour illusion-type powers.

    Meanwhile, the chaos magician has Flux Bolts (NND), Entropic Bolts (penetrating), Chaos Bolts (transform), Flux Shields (force fields & walls with PowD, hardened) - all with Side Effects.

    And the Sahir have Djinn servants, Words of Binding, Words of Power, Magic Circle, Summoning spells, and the like.

    All of them end up with large Multipowers for their Tradition spells, and then smaller VPP for "other magics". And their artifacts have unique looks and functions.

    In the end, though, all your wizards looking the same is rather like having the problem that all your Bricks look the same (high STR, high defenses, a movement power of some kind, and some skills to even it all out). You just need to go back and flesh out the character.


    This is really important when you're running a supermage campaign - otherwise all the characters do end up looking the same if you're not enforcing concepts. Where did the character learn magic? (China? Japan, Haiti?) How does his or her magic function? (calls upon angels? summons up djinni? speaks the Name of G-d?) What do his or her spells typically do? (illusions? blasts of elemental power? summon up spirits?)
    Kyle S.

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  4. #34
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    Re: Sorcerer Supreme Building

    Is it just me, or are sorcerers and wizard types the hardest characters to build?

    I've been running Champions off and on since 1993 and I have never once really sat down to create a spell-caster. I just find it daunting, really. And I think its because of the probably use of a VPP. Although I'm not sure that's even a point because I've created many VPP's (usually for gadgeteering pools).

    They just seem so... strange to me. Maybe mystics are not in my fate. It seems like it might be an eternity before I can conquer the demon of sorcerer-building.

    So is it just me? I mean, realistically, boiled down, its just a VPP for spells, a couple two or three magic items, and some skills to even it all out.
    Ain't just you. I've been playing Chamions forever, and had problems wiuth this for years. Part of the problem came from my players, who being technical enginnering types, like stuff that was "reasonable and realistic".

    Another problem is the genre itself. Having wizards in the comics is about as logical as having cowboys on the Avengers...

    So most of my wizards tend to be very "modern". I would give them some little something to make the players know they lived in the real world. I went with the theory that "Magic" is just another science or technology, that has yet to be understood.

    Example: My first evil sorceress only had magic that worked at night, so I gave her a pistol to use during the day.

    I also had to modify several traditional mystical concepts, to get my theme to work:

    Demons: Aliens in ancient times who conquered several worlds, with high technology, before being destroyed. They needed blood instead of food to eat, and are the source of the Vampire myth.

    Angels: Aliens who live among humans, and helped destroy the "demons". They exist as computer programs, carried in computer chips, that can be surgically attached to willing doners. They have a huge amount of skills.

    Demoninc Possession: The demons were psionic, and sometimes stored themesleves in devices (braintaping). They sometimes get released, and control the living.

    Other dimensions: They were allied with the demons, who traded slaves with them (humans).

    Monsters: Most monsters are actually aliens, trapped on earth after the demons were defeated.

    Gods: Immortal descendents of a time travelling superhero.

    Magic itself: Is based upon the energy output emanating from the "Alien God", Vulsooth. A powereful extradimensional alien, he is worshipped in the other dimension as a god, and they scheme to free him. Magic only works on Earth, many magical phenomenon are actually formed from energy leaking out of him. Most game wizards don't know this.

    Extradimensional invasion: Around 2,000 years ago, all the gods in the "good" pantheons got together and created smal lpocket dimensions, where they imprisoned all the "bad" gods. These bad gods still scheme to get loose.

    Anyway, this kind of setup, where everything was defined as energy, or aliens, has been accepted by my players for 10 years now. It took them ages to figure it out.
    "We need you my lord, your planet is in anarchy and turmoil...our people live in darkenss and fear...only your divine power can unite our people behind the throne!"
    ~The Catavalan Ambassador speaking to Prince Grond, Stronghold, 2020

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