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hows this mystic look?


Kefrem

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Spellbinder

 

Player:

 

Val Char Cost
10 STR 0
17 DEX 21
16 CON 12
10 BODY 0
18 INT 8
23 EGO 26
17 PRE 7
18 COM 4
4/26 PD 2
6/28 ED 3
5 SPD 23
7/12 REC 4
32/72 END 0
29 STUN 6
6" RUN02" SWIM02" LEAP0Characteristics Cost: 116

 

Cost Power END
45 Greater Magicks: Multipower, 67-point reserve, all slots: (67 Active Points); Gestures (-1/4), Incantations (-1/4)
3u 1) Crimson bands of Cyytorak or Rings of raggador: Entangle 3d6, 3 DEF, Takes No Damage From Attacks (Limited Group; +1/4), Cannot Be Escaped With Teleportation (+1/4), Works Against EGO, Not STR (+1/4) (52 Active Points) (uses END Reserve) 5
4u 2) Domination Magick: Mind Control 9d6, Reduced Endurance (Half END; +1/4) (56 Active Points) (uses END Reserve) 2
4u 3) Illusion magick: Mental Illusions 9d6, Reduced Endurance (Half END; +1/4) (56 Active Points) (uses END Reserve) 2
4u 4) Spell blast (magick based): Ego Attack 6d6 (60 Active Points) (uses END Reserve) 6
4u 5) Spell blast: Energy Blast 9d6 (vs. ED), Reduced Endurance (Half END; +1/4), Variable Special Effects (Limited Group of SFX; +1/4) (67 Active Points) (uses END Reserve) 3
4u 6) Gate travel: Extra-Dimensional Movement (Any Dimension, Any Location; x4 Increased Weight) (55 Active Points) (uses END Reserve) 5
23 Helpful Magick's: Elemental Control, 46-point Powers
43 1) Shield of the Seraphim: Force Field (22 PD / 22 ED), Reduced Endurance (0 END; +1/2) (66 Active Points) (added to Secondary Value)
6 2) Cloak of levitation: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), IAF (-1/2)
38 Lesser Magick: VPP, 30 base + 8 control cost (45 Active Points); Limited Class Of Powers Available (Only Magic; -1/4), Gestures (-1/4), Incantations (-1/4)
0 1) Weather control: Change Environment(Any type of weather,Only affects normal weather) 1" radius (-2 PER Roll: Sight Group), Megascale (1" = 10 km; +1/2), Varying Effect (Broad Group; +1) (20 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Custom Modifier (-1/2) (uses END Reserve) Real Cost: 7 2
0 2) Voice Of The Mind: Mind Link (Any Willing Target; Number of Minds (x8)) (30 Active Points) Real Cost: 30
0 3) Athame: (Total: 30 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); OAF (-1), No Knockback (-1/4) (uses Personal END) (Real Cost: 7) plus Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. ED) (15 Active Points); OAF (-1), Only Versus Evil Mystic Beings (-1), No Knockback (-1/4) (uses Personal END) (Real Cost: 5) Real Cost: 12 2
0 4) Spell Of Vitality: (Total: 30 Active Cost, 30 Real Cost) +5 REC (added to Secondary Value) (Real Cost: 10) plus +40 END (added to Secondary Value) (Real Cost: 20) Real Cost: 30
0 5) Awareness: Danger Sense (13-) (Area: Immediate Vicinity, Sensitivity: Any Danger) (30 Active Points) Real Cost: 30
0 6) Spell of Sustenance: Life Support (Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (19 Active Points) Real Cost: 19
0 7) Seeming: Shapeshift (Sight Group; Imitation, Variety of Shapes: Any Human Form) (30 Active Points) (uses END Reserve) Real Cost: 30 3
3 Magesense: Detect Magic 13- (5 Active Points); Concentration (0 DCV; -1/2)
13 Wings of needless sorrow: Telepathy 12d6 (60 Active Points); Independent (-2), Receive Only (-1/2), IAF (-1/2), Concentration (1/2 DCV; -1/4), Side Effects(if not constantly controlled,i.e. worn by a user, it will cause suicical intentions to all around it) (Side Effect always occurs whenever the character does some specific act -1/4) (uses Personal END) 6
25 Endurance Reserve (200 END, 15 REC) Reserve: (35 Active Points) REC: (15 Active Points); Limited Recovery (-2)
7 +7 Mental Defense (12 points total)
13 Astral projection(body is left behind): Desolidification , Costs END Only To Activate (+1/4) (50 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Custom Modifier (-1), Requires A Skill Roll (-1/2) (uses Personal END) 5
17 Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Linked to Astral projection(body is left behind) (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4)
Powers Cost: 256

 

 

Cost Skill
6 +2 with Greater Magick Multipower
1 Cryptography; Translation Only (-1/2) 8-
3 Mystic Society 12-
3 KS: Arcane & Occult Lore (INT-based) 13-
2 KS: Demonology 11-
3 KS: Magick (INT-based) 13-
1 CK: Lintalis 8-
0 Language: English: Idiomatic, native accent (Native Language)
1 Language: Atlantean: Basic Conversation
1 Language: Latin: Basic Conversation
3 Sleight Of Hand 12-
3 Stealth 12-
3 Teamwork 12-
7 Astral projection skill 13-
Skills Cost: 37

 

Cost Perk
6 Contact: The Trismegistus Council (11-), Organization Contact (+2) (6 Active Points)
Perks Cost: 6

 

 

 

Total Character Cost: 415

 

Val Disadvantages
10 Dependent NPC: Mieke (his black bat/monkey familiar), Normal, 8- (Infrequently)
10 Distinctive Features: Mystic Aura, Not Concealable, Always Noticed, Detectable Only By Unusual Senses
20 Hunted: Circle Of The Scarlet Moon, More Powerful, 8- (Occasionally), Capture, Extensive Non-Combat Influence
20 Hunted: VIPER, More Powerful, 8- (Occasionally), Capture, Extensive Non-Combat Influence
10 Hunted: Talisman, As Powerful, 8- (Occasionally), Kill
20 Psychological Limitation: Code Versus Killing, Common, Total
15 Social Limitation: Public Identity, Frequently (11-), Major
20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)
10 Vulnerability: Electrical, Common, Vulnerability Multiplier (1 1/2x BODY)
15 Susceptibility: Mana dead zones, Uncommon, 1d6 damage, per Phase

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 65

Total Experience Available: 65

Experience Unspent: 0

 

i tweaked him from witchfire as i didnt have too much time to work on him for a campaign

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At first glance, it mostly looks fine. Cool character. However, I would get rid of the EC. Sticking an independent focus in a EC sounds bogus to me. It seems like a cheap excuse to save points. I'm not even sure how the 2 powers in the EC are related enough to qualify for the points savings. The golden rule of EC's are that if you drain 1 power, you drain them all simutaneously. It doesn't sound like the case here.

 

The side effect seems kinda bogus to me as well. It's too useful to the user and shouldn't be worth any point savings. In fact, an argument can be made that you should pay points for that effect since it makes the independent focus so easy to track if lost.

 

Finally, I wouldn't take independent on the foci. Independent means that the power will be lost eventually.

 

I don't want to sound too critical. As I said, it sounds like a cool character but I'd require some tweaks before allowing her.

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Very few GMs will allow Independent in a superheroic game; if yours does, great -- but don't be surprised if it is not allowed.

 

Stat wise, there are a couple tweaks that would improve the character for little to no cost. Taking CON to 18 and keeping figured stats the same won't cost you any points. Taking DEX and PRE to 18 will improve skill rolls for a couple points.

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Originally posted by Gary

However, I would get rid of the EC. Sticking an independent focus in a EC sounds bogus to me. It seems like a cheap excuse to save points. I'm not even sure how the 2 powers in the EC are related enough to qualify for the points savings. The golden rule of EC's are that if you drain 1 power, you drain them all simutaneously. It doesn't sound like the case here.

Actually the EC is valid depending on the SFX of all the powers in it. Witchcraft is designed the same way in Champions, but the intent was that they are a specific series of spells sort of like the Cyytorak spells are in Marvel's magic system.

 

I do agree on the Independent though. I would think that the new ECs would require that every slot have similar limitations on it. I also just do not care for Independent that much. :)

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Originally posted by mattingly

Instead of buying the flight as an Independent focus, you might want to buy it as a Vehicle, for roughly the same amount of points. I'd normally recommend this for a flying carpet, rather than a cloak, but depending on your special effects, it might be valid.

You know, I never thought about buying a flying carpet that way before, but you are correct. It fixes all the problems with how many people can be sitting on it at once and comes out even cheaper. Thanks for the good idea! :)

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Cool character. I would change a couple of things if it were me.

1) Spell Of Vitality: I would make this 'does not add', since it's a spell and will not be used regularly.

2) I personaly wouldn't allow your EC. It just doesn't make sence to me as to how those two items form an EC.

 

This is just my opinion. Take it or leave it.

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