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Help with an Ineffective Ice Mage...


Konan

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So, I came up with this character concept/background and history I really liked, went ahead a made the character, and to be completely honest she failed, completely.

 

It went like this:

 

Phase 6, Dex 19 - Casts Magic Ice Armor

Phase 8, Dex 19 - Casts Bolts of Deep Cold, RSR Fails, takes 6 Body and 18 Stun, is Knocked Out though only barely.

Phase 12, Dex 19 - Recovers, stands up and then promptly gets Stunned again by the vampires that were attacking us, my fighter comrade had just fallen and apparently the Militia saved the day.

 

So Soor obviously needs a rework which the GM has agreed too. And I'm asking the people here at Hero boards to tear her up and put her back together, and make her better.

 

 

Here she is...

 

EDIT #1 - Changed Side-effect, Decreased Mp, added Reduced End

Soor Choia 
Val Char Points Total Roll Notes 
8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 
17 DEX 21 17 12- OCV 6 DCV 6 
10 CON 0 10 11-  
10 BODY 0 10 11-  
18 INT 8 18 13- PER Roll 13- 
10 EGO 0 10 11- ECV: 3 
18 PRE 8 18 13- PRE Attack: 3 1/2d6 
16 COM 3 16 12-  


2 PD 0 4/16  4/16 PD (2/14 rPD) 
2 ED 0 4/16  4/16 ED (2/14 rED) 
4 SPD 13 4  Phases: 3, 6, 9, 12 
5 REC 2 5   
20 END 0 20   
19 STUN 0 19   
6" Running 0 6"   
2" Swimming 0 2"   
1" Leaping 0 1 1/2"  Total Characteristics Cost: 53 

Cost Powers END 
18 Bele'cor Metieran Style: Multipower, 50-point reserve, all slots Restricted Modifiers (No slot may take Time delay, Variable Special Effects, Extra Time or Activation Roll; +0), Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4)  
1u 1) Sight Group Flash 3d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (26 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1 
1u 2) Ice Armour: (Total: 24 Active Cost, 7 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 7) 1 
1u 3) Ice Shards: Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2), Penetrating (+1/2) (50 Active Points); Gestures (Requires both hands; -1/2), IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 4) Ice Prison: Entangle 5d6, 5 DEF (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 5) Chilling hands: Drain SPD 2 1/2d6, Area Of Effect (6" Cone; +1) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 6) Bolts of Deep Cold: Energy Blast 4d6, Uncontrolled (Turn-off is either being attacked by or using a fire-attack or moving out of 1/2 the maximum range ot Bolts of Cold; +1/2), Continuous (+1) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 7) Ice Wall: Force Wall (8 PD/8 ED), Hardened (+1/4) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 8) Walking on ice: Flight 12" (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Only In Contact With A Surface (-1/4), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1 
20 Magical Energy Reserve: Endurance Reserve (100 END, 10 REC) (20 Active Points) 0 

Equipment 
Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 1 
Torches: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only to create Light; -2), 4 Charges (-1) [4] 
Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0 

Perks 
5 Money: Well Off 
15 Contact: Bele'cor Leadership (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
2 Reputation: Knowledable Matieran-user (A small to medium sized group) 14-, +2/+2d6 
3 Access 

Talents 
12 Combat Spellcasting (all spells) 
1 Resistance (1 point) 
3 Lightning Reflexes: +2 DEX to act first with All Actions 
15 Skill Master (+3 with all Skills based on [iNT]) 
4 Speed Reading (x10) 

Skills 
3 Bureaucratics: Bele'cor Hierarchy 13- 
3 Tactics 13- 
3 Scholar 
2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 
2 2) KS: Bele'cor Style Of Magic (3 Active Points) 13- 
2 3) KS: Legends And Lore (3 Active Points) 13- 
2 4) KS: Magic in General (3 Active Points) 13- 
2 5) KS: Mythology (3 Active Points) 13- 
1 Conversation 8- 
3 Interrogation 13- 
9 Power: Bele'cor Style 16- 
3 Shadowing 13- 
3 Seduction 13- 
3 PS: Magic-using Adventurer 13- 

Everyman Skills (Pg. 84 Fantasy Hero) 
0 1) Acting 8- 
0 2) Climbing 8- 
0 3) Concealment 8- 
0 4) Deduction 8- 
0 5) AK: The Country near the main city of Pulling the Fangs (I don't know the name for the region) 8- 
0 6) Language (idiomatic) (4 Active Points) 
0 7) Paramedics 8- 
0 8) Persuasion 8- 
0 9) PS: Shop-keeping (Custom Adder) 11- 
0 10) Stealth 8- 

Total Powers & Skills Cost: 147 

Total Cost: 200 

100+ Disadvantages 
10 Distinctive Features: Bele'cor style Metieran (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Mage-Sight, Ability to see magical Auras,etc...); Not Distinctive In Some Cultures) 
5 Hunted: Bounty On head; Various Bounty Hunters 8- (As Pow, Limited Geographical Area, Harshly Punish)
Notes: Has bounty on head for not following through on a deal to gain a Bele'cor Scroll, Bounty given when it was revealed that her client, had with-held information from her about the mission and to her true identity, (He was a crime-boss and despite returning the pay, he put a bounty on her head, preferring not to do the hard work himself.) 
15 Hunted: The Guild of the Bele'cor Metierans 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Notes: The guild which Soor belongs to keeps an eye on her through various magical means every so often, to make sure that he is following the orders of the guild and that he is keeping her behavior in check. 
0 Normal Characteristic Maxima 
10 Psychological Limitation: Kinda Selfish, caring more about her own way of doing things but she does care about other's but she cares about herself first. (Common, Moderate) 
15 Psychological Limitation: Craves Knowledge (Common, Strong) 
10 Psychological Limitation: Dislikes rules, but tries to do the right thing according to both her own conscience while not going against the laws set in place. (Common, Moderate) 
10 Reputation: (Has bounty on head in the under-world), 11- (Extreme; Known Only To A Small Group)
Notes: Extreme is the fact that bounty-hunters are the type who will be seeing this Limitation, and same thing for small group, ie. Only those who see the bounty signs, are bounty hunters who live on the shady side of life 
10 Rivalry: Professional (Other Magic Users), Rival is Significantly More Powerful (Group), Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 
10 Social Limitation: Thinks of her own benefits first (Frequently, Minor) 
5 Social Limitation: Often speaks in ways that non-magic user's don't understand (Frequently, Minor, Not Limiting In Some Cultures) 

Total Disadvantages Points: 100 

 

Any Help, criticisms, critique, advice, etc... that you guys can supply with would be awesome

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Re: Help with an Ineffective Ice Mage...

 

what are the limitation requirements on the spells?

first thing I would do is cut down the damage you take from the SA:

do you automatically take damage? or just on a failed skill roll?

if you automatically take damage, you may need to rethink the build

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Re: Help with an Ineffective Ice Mage...

 

what are the limitation requirements on the spells?

first thing I would do is cut down the damage you take from the SA:

do you automatically take damage? or just on a failed skill roll?

if you automatically take damage, you may need to rethink the build

 

1) I'm not sure what you mean by limitation requirements, please explain?

2) I cut down the Side-effect damage, I realized I probably needed to do this anyway.

3) The Damage is only taken a failed roll, but with the -6 to the roll even with my skill mastery it is still a 13-, which is very possible to possible to fail

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Re: Help with an Ineffective Ice Mage...

 

1) I'm not sure what you mean by limitation requirements, please explain?

2) I cut down the Side-effect damage, I realized I probably needed to do this anyway.

3) The Damage is only taken a failed roll, but with the -6 to the roll even with my skill mastery it is still a 13-, which is very possible to possible to fail

 

Why was there a -6 to the roll? The pool looks to have the -1 per 20AP limit on it and the Ice Bolts are a 50AP power, that's a -2 was there an additional 4 point modifier? If so maneuvering to remove that might be the key to success, although if failing a the 13< roll is what caused the operational failure you may want to consider playing the character for a bit longer - getting taken out by a bad roll will happen, that it happened early sucks but may not be indicitive of a design failure.

 

What I'm seeing though is that you have to turn off your force field unless you're using the Flight or Flash Power as everything else uses the entire pool. So you put the FF up on 6 then dropped it on 8 to cast the Ice Bolts; If you were still under threat and not being sheilded by your team you probably shouldn't have dropped the FF to attack in 8 which ultimately left you exposed in 12.

 

At a glance, I'd either change the Ultra Slots to Multi Slots, allowing you to vary the size of your attacks to still have some defenses, or increase the pool by 24 active points to allow you to run your Force Field or Flight while attacking with the Non Flash attacks.

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Re: Help with an Ineffective Ice Mage...

 

If you're going with the -1 per 20 Active point RSR while not also decreasing your skill roll, I wouldn't bother reducing the Side Effect. At -3 (instead of -6), you will only fail on a roll of 17 or 18... about a 1% chance. Keep the big Side Effect Limitation to save points.

 

If you're still not that happy with the idea of getting KO-ed by the side effect even 1% of the time, try replacing it with something other than Energy Blast. Given that a character gets no defense against Side Effects, Energy Blast is one of the worst ones you can take. Try a Drain to SPD ("uncontrolled chilling") rather than taking Body and Stun.

 

 

Multipower overall : The math works slightly differently (and in your favor) if you don't put the "1/2 END cost" on the 50 point multipower (making it cost you 62 points) then make all your slots 50 pointers. It does work out exactly the same -if- none of the slot powers have any other advantages. But since they do, the more accurate method is to put the END advantage into the slots.

 

 

Individual spell suggestions :

 

1) Sight Group Flash : First, give it a name :) Maybe "Snowblindness" Second, how often do you really think "Selective" is going to be important on a 1 Hex AoE? I'd drop it in favor of more dice. Third, I wouldn't bother with having this spell be 1/2 END, at ~25 active points, it is only going to cost 2 END anyway.

 

2) Ice Armor : I'd be concerned that all you can do spellwise while your Ice Armor is up is fly and flash. Consider either moving the Ice Armor spell out of the Multipower, or (more likely) increasing the size of the Multipower pool/decrease the size of the Ice Armor enough to have Ice Armor up AND cast a prime attack spell. Also, a trick to get your caster into action faster is to put Trigger on your primary defence spell so you don't have to spend a phase in combat casting it. Set the trigger as the casting of any of your attack spells. While this one is also ~25 active points, Reduced END is a good idea on it, as you will be using it every phase.

 

3) Ice Shards : I might be mis-remembering (I dont have my book with me), but I seem to recall that Reduced Endurance Cost is twice the advantage on powers with Autofire, so 1/2 END is a 1/2 Advantage rather than a 1/4 advantage for this spell. However...with an OCV of 6, how often do you think you're going to hit with the 4th and 5th shots? They're pretty much only going to be useful on immensely large or unconscious opponents, and even then only when you roll low. Consider going with Autofire (3 shots) instead. This is a 1/4 advantage rather than 1/2, so it makes up for the Reduced END surcharge.

 

4) Ice Prison : Reduce the size to 4D6 so that you can cast it while Ice Armor is up.

 

5) Chilling Hands : The length of an Area Effect Cone side is figured as 1+(Active Points without AoEC/5) Since this spell has 1/2 END (+1/4) its Active points (w/o AoEC) is 31. Your sides should be 7", not 6".

 

6) Bolts of Deep Cold : No suggestions.

 

7) Ice Wall : Reduce the size to 7/7 so that you can cast it while Ice Armor is up.

 

8) Walking on ice : No suggestions.

 

 

20 (80) (80) Multipower : Bele'cor Metieran Style IAF (-1/2), Gest2H (-1/2) RSR20 (-1/4), Incant (-1/4), Spell (-1/2), Side Effect (6D6 SPD Drain) (-1)

 

1u (_6) (25) Snowblindness : Flash : 5D6 :

1u (_6) (24) Ice Armor : FField : 8/8 : 1/2 END (+1/4), Trigger (+1/4)

1u (14) (56) Ice Shards : RKA (P) : 1.5 : Autofire 3 (+1/4), 1/2 END (+1/2), Penetrating (+1/2)

1u (12) (50) Ice Prison : Entangle: 4D6 : 1/2 END (+1/4)

1u (14) (56) Chilling Hands : Drain : 2.5 D6 : 1/2 END (+1/4), Area Effect Cone (+1)

1u (14) (55) Bolts of Frost : EB (E) : 4D6 : 1/2 END (+1/4), Continuous (+1), Uncontrolled (+1/2)

1u (13) (52) Wall of Ice : FWall : 7/7 : 1/2 END (+1/4), Hardended (+1/4)

1u (_7) (30) Walking on Ice : Flight : 12" : 1/2 END (+1/4)

 

Note : I didnt bother showing individual slot limitations, as the pool limits are enough to get all the slots down to 1 point anyway.

 

 

Overall, this arrangement will cost you 2 more points, but it allows you to attack while your defenses are up, which is a pretty big advantage.

 

 

 

 

Edit : jtelson : I think the character originally had a standard -1/10 RSR, but the player has posted a slightly modified version that incorporates the change to -1/20 RSR. And obviously I agree with you that she needs to be able to keep her FField up while attacking! I started my post saying that before yours was up, but since I am at work it can take a long time to finish a longer or more complicated post (I get distracted a lot)

 

 

 

Edit 2 : Actually, since you need the pendant to cast anyway, why not make it a focus for your END Reserve? Saves you 7 points.

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Re: Help with an Ineffective Ice Mage...

 

If you're going with the -1 per 20 Active point RSR while not also decreasing your skill roll, I wouldn't bother reducing the Side Effect. At -3 (instead of -6), you will only fail on a roll of 17 or 18... about a 1% chance. Keep the big Side Effect Limitation to save points.

 

If you're still not that happy with the idea of getting KO-ed by the side effect even 1% of the time, try replacing it with something other than Energy Blast. Given that a character gets no defense against Side Effects, Energy Blast is one of the worst ones you can take. Try a Drain to SPD ("uncontrolled chilling") rather than taking Body and Stun.

 

 

Multipower overall : The math works slightly differently (and in your favor) if you don't put the "1/2 END cost" on the 50 point multipower (making it cost you 62 points) then make all your slots 50 pointers. It does work out exactly the same -if- none of the slot powers have any other advantages. But since they do, the more accurate method is to put the END advantage into the slots.

 

 

Individual spell suggestions :

 

1) Sight Group Flash : First, give it a name :) Maybe "Snowblindness" Second, how often do you really think "Selective" is going to be important on a 1 Hex AoE? I'd drop it in favor of more dice. Third, I wouldn't bother with having this spell be 1/2 END, at ~25 active points, it is only going to cost 2 END anyway.

 

2) Ice Armor : I'd be concerned that all you can do spellwise while your Ice Armor is up is fly and flash. Consider either moving the Ice Armor spell out of the Multipower, or (more likely) increasing the size of the Multipower pool/decrease the size of the Ice Armor enough to have Ice Armor up AND cast a prime attack spell. Also, a trick to get your caster into action faster is to put Trigger on your primary defence spell so you don't have to spend a phase in combat casting it. Set the trigger as the casting of any of your attack spells. While this one is also ~25 active points, Reduced END is a good idea on it, as you will be using it every phase.

 

3) Ice Shards : I might be mis-remembering (I dont have my book with me), but I seem to recall that Reduced Endurance Cost is twice the advantage on powers with Autofire, so 1/2 END is a 1/2 Advantage rather than a 1/4 advantage for this spell. However...with an OCV of 6, how often do you think you're going to hit with the 4th and 5th shots? They're pretty much only going to be useful on immensely large or unconscious opponents, and even then only when you roll low. Consider going with Autofire (3 shots) instead. This is a 1/4 advantage rather than 1/2, so it makes up for the Reduced END surcharge.

 

4) Ice Prison : Reduce the size to 4D6 so that you can cast it while Ice Armor is up.

 

5) Chilling Hands : The length of an Area Effect Cone side is figured as 1+(Active Points without AoEC/5) Since this spell has 1/2 END (+1/4) its Active points (w/o AoEC) is 31. Your sides should be 7", not 6".

 

6) Bolts of Deep Cold : No suggestions.

 

7) Ice Wall : Reduce the size to 7/7 so that you can cast it while Ice Armor is up.

 

8) Walking on ice : No suggestions.

 

 

20 (80) (80) Multipower : Bele'cor Metieran Style IAF (-1/2), Gest2H (-1/2) RSR20 (-1/4), Incant (-1/4), Spell (-1/2), Side Effect (6D6 SPD Drain) (-1)

 

1u (_6) (25) Snowblindness : Flash : 5D6 :

1u (_6) (24) Ice Armor : FField : 8/8 : 1/2 END (+1/4), Trigger (+1/4)

1u (14) (56) Ice Shards : RKA (P) : 1.5 : Autofire 3 (+1/4), 1/2 END (+1/2), Penetrating (+1/2)

1u (12) (50) Ice Prison : Entangle: 4D6 : 1/2 END (+1/4)

1u (14) (56) Chilling Hands : Drain : 2.5 D6 : 1/2 END (+1/4), Area Effect Cone (+1)

1u (14) (55) Bolts of Frost : EB (E) : 4D6 : 1/2 END (+1/4), Continuous (+1), Uncontrolled (+1/2)

1u (13) (52) Wall of Ice : FWall : 7/7 : 1/2 END (+1/4), Hardended (+1/4)

1u (_7) (30) Walking on Ice : Flight : 12" : 1/2 END (+1/4)

 

Note : I didnt bother showing individual slot limitations, as the pool limits are enough to get all the slots down to 1 point anyway.

 

 

Overall, this arrangement will cost you 2 more points, but it allows you to attack while your defenses are up, which is a pretty big advantage.

 

 

 

 

Edit : jtelson : I think the character originally had a standard -1/10 RSR, but the player has posted a slightly modified version that incorporates the change to -1/20 RSR. And obviously I agree with you that she needs to be able to keep her FField up while attacking! I started my post saying that before yours was up, but since I am at work it can take a long time to finish a longer or more complicated post (I get distracted a lot)

 

 

 

Edit 2 : Actually, since you need the pendant to cast anyway, why not make it a focus for your END Reserve? Saves you 7 points.

 

The problem with increasing the pool is that the GM is using the Powerful Hero AP caps, so nothing with over 60 AP's in it, that means that if I want to keep the reduced endurance on the pool I have to keep the pool down to 50 Pool.

 

I'll go ahead a post a revised version of the pool and see if that's a step in the right direction

 

Also, because of my Combat Spell Casting, I actually have 9 OCV with Spells.

 

P.S. The version posted up top currently was updated after hearing suggestions from Shadowcat and observations while in the session.

 

P.P.S Here is the link for the GM's Campaign Guidelines:

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Re: Help with an Ineffective Ice Mage...

 

Nothing in the pool is over 60 AP. The pool size just limits how many slots you can run at once. It is exactly the same cost (though slightly less flexible) to just take the Ice Armor out of the pool entirely and give it the same limitations that the pool has, if that makes any difference.

 

14 (56) (56) Multipower : Bele'cor Metieran Style IAF (-1/2), Gest2H (-1/2) RSR20 (-1/4), Incant (-1/4), Spell (-1/2), Side Effect (6D6 SPD Drain) (-1)

1u (_6) (25) Snowblindness : Flash : 5D6 :

1u (14) (56) Ice Shards : RKA (P) : 1.5 : Autofire 3 (+1/4), 1/2 END (+1/2), Penetrating (+1/2)

1u (12) (50) Ice Prison : Entangle: 4D6 : 1/2 END (+1/4)

1u (14) (56) Chilling Hands : Drain : 2.5 D6 : 1/2 END (+1/4), Area Effect Cone (+1)

1u (14) (55) Bolts of Frost : EB (E) : 4D6 : 1/2 END (+1/4), Continuous (+1), Uncontrolled (+1/2)

1u (13) (52) Wall of Ice : FWall : 7/7 : 1/2 END (+1/4), Hardended (+1/4)

1u (_7) (30) Walking on Ice : Flight : 12" : 1/2 END (+1/4)

 

Plus, non-pool spell :

6 (24) Ice Armor : FField 8/8 : 1/2 END (+1/4), Trigger (+1/4), Limitations as pool (-3)

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Re: Help with an Ineffective Ice Mage...

 

More Spell Ideas

 

Ice Slick: Change Environment 4" radius, -2 Characteristic Roll and all Skill Rolls based on Characteristic, -2 DCV, -2 OCV, -4" of any one mode of Movement, Multiple Combat Effects; Requires A Skill Roll (-1/2), IAF (Mundane looking amulet; -1/2), Gestures (Requires both hands; -1/2), Spell (-1/2), Incantations (-1/4) (uses END Reserve)

 

Walking on Ice: Flight 12"; Requires A Skill Roll (-1/2), IAF (Mundane looking amulet; -1/2), Gestures (Requires both hands; -1/2), Spell (-1/2), Only In Contact With A Surface (-1/4), Incantations (-1/4) (uses Personal END)

you can take the only in contact with a surface limitation on the flight

 

Frostball: Killing Attack - Ranged 2 1/2d6 (vs. ED), Explosion (+1/2), Nonselective Target (-1/4); Requires A Skill Roll (-1/2), IAF (Mundane looking amulet; -1/2), Gestures (Requires both hands; -1/2), Spell (-1/2), Incantations (-1/4) (uses END Reserve)

 

Snow Blindness: Sight Group Flash 4d6, Explosion (+1/2), Nonselective Target (-1/4); Requires A Skill Roll (-1/2), IAF (Mundane looking amulet; -1/2), Gestures (Requires both hands; -1/2), Spell (-1/2), Incantations (-1/4) (uses Personal END)

 

Bestow Frost Resistance: Armor (8 PD/7 ED), Usable Simultaneously (up to 8 people at once; +1); Custom Modifier (only stops frost/cold attacks; -1/2), Requires A Skill Roll (-1/2), IAF (Mundane looking amulet; -1/2), Gestures (Requires both hands; -1/2), Spell (-1/2), Incantations (-1/4)

 

Aura of Numbing Cold: Energy Blast 2d6 (vs. PD), Reduced Endurance (1/2 END; +1/4), Damage Shield (Offensive; +3/4), Continuous (+1); Requires A Skill Roll (-1/2), IAF (Mundane looking amulet; -1/2), Gestures (Requires both hands; -1/2), Spell (-1/2), Incantations (-1/4) (uses Personal END)

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Re: Help with an Ineffective Ice Mage...

 

Changed Soor's Multipower, and added 3 Magic CSL's.

 

Soor Choia 
Val Char Points Total Roll Notes 
8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 
17 DEX 21 17 12- OCV 6 DCV 6 
10 CON 0 10 11-  
10 BODY 0 10 11-  
18 INT 8 18 13- PER Roll 13- 
10 EGO 0 10 11- ECV: 3 
18 PRE 8 18 13- PRE Attack: 3 1/2d6 
16 COM 3 16 12-  


2 PD 0 4/12  4/12 PD (2/10 rPD) 
2 ED 0 4/12  4/12 ED (2/10 rED) 
3 SPD 3 3  Phases: 4, 8, 12 
5 REC 2 5   
20 END 0 20   
19 STUN 0 19   
6" Running 0 6"   
2" Swimming 0 2"   
1" Leaping 0 1 1/2"  Total Characteristics Cost: 43 

Cost Powers END 
15 Bele'cor Metieran Style: Multipower, 62-point reserve, all slots Restricted Modifiers (No slot may take Time delay, Variable Special Effects, Extra Time or Activation Roll; +0) (62 Active Points); all slots Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4)  
1u 1) Ice Prison: Entangle 5d6, 5 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 2) Chilling hands: Drain SPD 3d6, Area Of Effect (7" Cone; +1) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 6 
1u 3) Spell Breaker: Suppress Magic SFX 8d6, any Magic SFX power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 4) Walking on Ice: Flight 15" (30 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Only In Contact With A Surface (-1/4), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 3 
1u 5) Ice Shards: Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Reduced Endurance (1/2 END; +1/2) (62 Active Points); Side Effects (6d6 END Drain; -1), Gestures (Requires both hands; -1/2), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 6) Frost in the eyes: Sight Group Flash 6d6 (30 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 3 
1u 7) Ice Wall: Force Wall (8 PD/8 ED), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
1u 8) Bolts of Deep Cold: Energy Blast 4d6+1, Reduced Endurance (1/2 END; +1/4), Uncontrolled (Turn-off is either being attacked by or using a fire-attack or moving out of 1/2 the maximum range ot Bolts of Cold; +1/2), Continuous (+1) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 
17 Magical Energy Reserve: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); IAF (-1/2) 0 
6 Magic ice armor: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Side Effects (6d6 END Drain; -1), Requires A Power: Bele'cor Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Spell (-1/2), Gestures (Requires both hands; -1/2), IAF (-1/2), Incantations (-1/4) 0 

Equipment 
Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 1 
Torches: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only to create Light; -2), 4 Charges (-1) [4] 
Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0 

Perks 
5 Money: Well Off 
15 Contact: Bele'cor Leadership (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
2 Reputation: Knowledable Matieran-user (A small to medium sized group) 14-, +2/+2d6 

Talents 
12 Combat Spellcasting (all spells) 
1 Resistance (1 point) 
3 Lightning Reflexes: +2 DEX to act first with All Actions 
15 Skill Master (+3 with all Skills based on [iNT]) 
4 Speed Reading (x10) 

Skills 
3 Bureaucratics: Bele'cor Hierarchy 13- 
3 Tactics 13- 
3 Scholar 
2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 
2 2) KS: Bele'cor Style Of Magic (3 Active Points) 13- 
2 3) KS: Herbs (3 Active Points) 13- 
2 4) KS: Legends And Lore (3 Active Points) 13- 
2 5) KS: Magic in General (3 Active Points) 13- 
2 6) KS: Mythology (3 Active Points) 13- 
9 +3 with Magic 
3 Conversation 13- 
3 Interrogation 13- 
9 Power: Bele'cor Style 16- 
3 Shadowing 13- 
3 Seduction 13- 
3 PS: Magic-using Adventurer 13- 

Everyman Skills (Pg. 84 Fantasy Hero) 
0 1) Acting 8- 
0 2) Climbing 8- 
0 3) Concealment 8- 
0 4) Deduction 8- 
0 5) AK: The Country near the main city of Pulling the Fangs (I don't know the name for the region) 8- 
0 6) Language (idiomatic) (4 Active Points) 
0 7) Paramedics 8- 
0 8) Persuasion 8- 
0 9) PS: Shop-keeping (Custom Adder) 11- 
0 10) Stealth 8- 

Total Powers & Skills Cost: 157 

Total Cost: 200 

100+ Disadvantages 
10 Distinctive Features: Bele'cor style Metieran (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Mage-Sight, Ability to see magical Auras,etc...); Not Distinctive In Some Cultures) 
5 Hunted: Bounty On head; Various Bounty Hunters 8- (As Pow, Limited Geographical Area, Harshly Punish)
Notes: Has bounty on head for not following through on a deal to gain a Bele'cor Scroll, Bounty given when it was revealed that her client, had with-held information from her about the mission and to his true identity, (He was a crime-boss and despite returning the pay, he put a bounty on her head, preferring not to do the hard work himself.) 
15 Hunted: The Guild of the Bele'cor Metierans 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Notes: The guild which Soor belongs to keeps an eye on her through various magical means every so often, to make sure that he is following the orders of the guild and that he is keeping his behavior in check. 
0 Normal Characteristic Maxima 
10 Psychological Limitation: Kinda Selfish, caring more about her own way of doing things but she does care about other's but she cares about herself first. (Common, Moderate) 
15 Psychological Limitation: Craves Knowledge (Common, Strong) 
10 Psychological Limitation: Dislikes rules, but tries to do the right thing according to both her own conscience while not going against the laws set in place. (Common, Moderate) 
10 Reputation: (Has bounty on head in the under-world), 11- (Extreme; Known Only To A Small Group)
Notes: Extreme is the fact that bounty-hunters are the type who will be seeing this Limitation, and same thing for small group, ie. Only those who see the bounty signs, are bounty hunters who live on the shady side of life 
10 Rivalry: Professional (Other Magic Users), Rival is Significantly More Powerful (Group), Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 
10 Social Limitation: Thinks of her own benefits first (Frequently, Minor) 
5 Social Limitation: Often speaks in ways that non-magic user's don't understand (Frequently, Minor, Not Limiting In Some Cultures) 

Total Disadvantages Points: 100 

 

@Shadowcat1313 - Thanks for the spell Ideas, if I need to modify Soor somemore after this, or when I get some Experience, I'll go ahead and add your ideas.

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Re: Help with an Ineffective Ice Mage...

 

Another thought would be to maybe have some of your defensive spells bought as continuing charges - so you can cast it well before combat (where appropriate and feasible), this would also save you the end.

 

The description of the charge would be a special ritual you prepare around a focus or charm or something expendable, which can then be activated at a moment's notice using up the focus. Then it takes time and materials to build a new one.

 

Just an idea.

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Re: Help with an Ineffective Ice Mage...

 

One thing that I noticed is that you have no Straight up damage powers. you have two autofires, Drains, Entangles and every gimmicked up power you could imagine. I would highly recommend one power that is just straight dice. ie IceBolt 8d6EB. Then you have ONE power that can do decent damage. With so many gimmick powers, you will run into circumstances where you will be ineffective (ie High DCV targets).

 

Given the campaign limits your DEX and SPD seem kind of high, but that's the GM's call.

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Re: Help with an Ineffective Ice Mage...

 

Given the campaign limits your DEX and SPD seem kind of high, but that's the GM's call.

 

My first thought when I saw the DEX score was "Wowza! That's ridiculous!"

 

In my opinion, it's an incredibly inflated DEX score for a magic user.

 

This sort of thing makes me more keen on the DEX change in 6E, even though it does mean that DEX will no longer be DEX. ;)

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Re: Help with an Ineffective Ice Mage...

 

My first thought when I saw the DEX score was "Wowza! That's ridiculous!"

 

In my opinion, it's an incredibly inflated DEX score for a magic user.

 

This sort of thing makes me more keen on the DEX change in 6E, even though it does mean that DEX will no longer be DEX. ;)

 

I don't find high DEX any less in character for a wizard than for a warrior.

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Re: Help with an Ineffective Ice Mage...

 

Hold on.

 

1u 2) Ice Armour: (Total: 24 Active Cost, 7 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 7) 1

 

 

Thats 12 rDef

 

plus

 

Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0

 

 

14 rDef total

 

 

How much rDef is common in this setting? What do the warriors have?

 

 

Presumably you got hit with a 20 body attack if you took 6 after rDef. Would any of your party members have been still standing after a 20 body attack?

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Re: Help with an Ineffective Ice Mage...

 

Hold on.

 

1u 2) Ice Armour: (Total: 24 Active Cost, 7 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 7) 1

 

 

Thats 12 rDef

 

plus

 

Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0

 

 

14 rDef total

 

 

How much rDef is common in this setting? What do the warriors have?

 

 

Presumably you got hit with a 20 body attack if you took 6 after rDef. Would any of your party members have been still standing after a 20 body attack?

 

My chainmail is 7. My Combat Luck is another 3.

 

And I'm supposed to be the tank. :nonp:

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Re: Help with an Ineffective Ice Mage...

 

Um, ya. 20 Body damage is pretty extreme in most fantasy / heroic contexts. So, if the dedicated meatstick warrior is sitting at 10 rDef, then without knowing the specifics it sounds like the GM is just throwing too many dice for damage, rather than the character(s) being inherently flawed.

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Re: Help with an Ineffective Ice Mage...

 

I think it was noted earlier that the Multipower prevents the mage having both his Armor spell and an attack spell in use in the same phase, so I suspect he had only the 2 rDEF provided by his robes and the attack in question rolled 8 BOD.

 

I agree that the 12/12 Ice Armor seems excessive. To me, that's one of the problems with a Multipower structure, especially all ultra slots - everything tends to creep up to the maximum of the MP, even when that's not appropriate for the specific power.

 

I note the rewrite has 8/8 Ice Armor, but now outside the Multipower so he can attack with his defenses up. 8/8 would still be pretty high in my games, especially coupled with the 2 def from the robes, and apparently (from the "10 rDEF for the tank" post) also for this one.

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Re: Help with an Ineffective Ice Mage...

 

I don't find high DEX any less in character for a wizard than for a warrior.

 

 

As a general notion, I do, depending on the number of players and the power levels in question as well as what assumptions you make about what a "wizard" is.

 

I think it has a tendency to encroach upon the shtick of the "fighter types," and it kind of holds other characters "hostage" in the building process. It's more than a little disconcerting when the person who's supposed to be a dedicated caster can pick up a sword and go toe-to-toe with the dedicated fighter (and is in fact FASTER than). In order to preserve the fighter's sense of martial speed and skill, I have to to up HIS stats, which requires that something else be given up (I would never have given him DEX 17 with +3 Lighting Reflexes, and could have spent the points elsewhere. As it is, I'm uncertain what to do now that I realize the wizard is a SPD 4 while the frontline brawler is a SPD 3. Go back in and cut out more of the character in order to pay for the SPD increase?).

 

 

I'd compare it to the hypothetical of having the warrior realize he has some points to spell, and decides to throw some points in for some magic skills, and ends up with a magic skill roll as high or even higher than the mage. Even if it's just a single spell... the wizard should never get shown up by the fighter in terms of magical prowess. That's a terrible feeling. It'd be even worse if it was in the same SCHOOL of magic as the wizard's...

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Re: Help with an Ineffective Ice Mage...

 

As a general notion, I do, depending on the number of players and the power levels in question as well as what assumptions you make about what a "wizard" is.

 

I think it has a tendency to encroach upon the shtick of the "fighter types," and it kind of holds other characters "hostage" in the building process. It's more than a little disconcerting when the person who's supposed to be a dedicated caster can pick up a sword and go toe-to-toe with the dedicated fighter (and is in fact FASTER than). In order to preserve the fighter's sense of martial speed and skill, I have to to up HIS stats, which requires that something else be given up (I would never have given him DEX 17 with +3 Lighting Reflexes, and could have spent the points elsewhere. As it is, I'm uncertain what to do now that I realize the wizard is a SPD 4 while the frontline brawler is a SPD 3. Go back in and cut out more of the character in order to pay for the SPD increase?).

 

I'd compare it to the hypothetical of having the warrior realize he has some points to spell, and decides to throw some points in for some magic skills, and ends up with a magic skill roll as high or even higher than the mage. Even if it's just a single spell... the wizard should never get shown up by the fighter in terms of magical prowess. That's a terrible feeling. It'd be even worse if it was in the same SCHOOL of magic as the wizard's...

 

Why should the warrior have high DEX or SPD? Skilled in martial combat? Skill levels. Multiple attacks? Sweep and/or Powers as Skills. Traditionally, it's the Rogue who has that high DEX and SPD, so aren't you stepping on his schtick (and the wizard may also be stepping on it)?

 

I note the Ice Wizard has a STR of 8. He's not going to be nearly as effective with that sword as any warrior will be, since the warrior's traditional schtick is high STR - certainly an 8 would be a very low STR for a warrior.

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Re: Help with an Ineffective Ice Mage...

 

I think it was noted earlier that the Multipower prevents the mage having both his Armor spell and an attack spell in use in the same phase, so I suspect he had only the 2 rDEF provided by his robes and the attack in question rolled 8 BOD.

 

I agree that the 12/12 Ice Armor seems excessive. To me, that's one of the problems with a Multipower structure, especially all ultra slots - everything tends to creep up to the maximum of the MP, even when that's not appropriate for the specific power.

 

I note the rewrite has 8/8 Ice Armor, but now outside the Multipower so he can attack with his defenses up. 8/8 would still be pretty high in my games, especially coupled with the 2 def from the robes, and apparently (from the "10 rDEF for the tank" post) also for this one.

 

Check; yes mixing defenses and attacks in a MP is a classic problem. I'll try to make time to look over the full thread later today or tomorrow.

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Re: Help with an Ineffective Ice Mage...

 

Check; yes mixing defenses and attacks in a MP is a classic problem. I'll try to make time to look over the full thread later today or tomorrow.

 

My advice to Ragnarok: read KS's comments closely - he is among the most experienced individuals on the Boards with Hero Fantasy, and his comments will undoubtedly be gold.

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