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A "Closer"


mallet

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Hi all, just looking for some input.

 

One of my potential players wants to build a "Closer" loosely based off of the character Jack from A Night In the Lonesome October for my Mystical Hero campaign. A closer is someone who can shut (close) mystical gateways to other dimensions, banish demons, etc...

 

So I was thinking of a multipower with 3 slots: drain extra dimensional movement, drain teleportation, drain summon.

 

Now I would like the power to have the "variable limitations" limitation to simulate that different spells, summonings, gateways, etc... need different ways to close them. Some might take extra time, or need special Foci, or be a ritual, etc... These limitations would basically be GM controlled, so I think the "variable limitations" limitation should be worth more then the regular version that the player can control.

 

 

So, how would you guys build this power or a power like it?

 

Any help, ideas & input would be appreciated

 

 

Thanks.

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Re: A "Closer"

 

Dispel is much cheaper and just as effective - it would shut down a mystical portal (i.e. an active TP/EDM gate) and also specifically works against summoned creatures.

 

Yep,

 

Here's one way to do it:

 

40 I'm Closing You Down!: Dispel 5d6 (standard effect: 15 points), any [Magic] power one at a time (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Continuous (+1), Cumulative (120 points; +1) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 6

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Re: A "Closer"

 

Hi all, just looking for some input.

 

One of my potential players wants to build a "Closer" loosely based off of the character Jack from A Night In the Lonesome October for my Mystical Hero campaign. A closer is someone who can shut (close) mystical gateways to other dimensions, banish demons, etc...

 

So I was thinking of a multipower with 3 slots: drain extra dimensional movement, drain teleportation, drain summon.

 

Now I would like the power to have the "variable limitations" limitation to simulate that different spells, summonings, gateways, etc... need different ways to close them. Some might take extra time, or need special Foci, or be a ritual, etc... These limitations would basically be GM controlled, so I think the "variable limitations" limitation should be worth more then the regular version that the player can control.

 

 

So, how would you guys build this power or a power like it?

 

Any help, ideas & input would be appreciated

 

 

Thanks.

 

One thing I've used was Change enviro...penalty to trans dim stuff (summons , gates, etc...) with a long lasting and radius.

 

You squigle weird chalk marks all over something, or place and extra dimention forces don't work very well for a long time...so extra time , radius limited by physical access etc....

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Re: A "Closer"

 

One thing I've used was Change enviro...penalty to trans dim stuff (summons , gates, etc...) with a long lasting and radius.

 

You squigle weird chalk marks all over something, or place and extra dimention forces don't work very well for a long time...so extra time , radius limited by physical access etc....

 

I don't know if it's what the OP was looking for, but I love that idea. I may have to use that in my Victorian Supernatural Mystery campaign.

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