Tempest, a clash of magic - Mutants and Masterminds interest check - Page 4 - Myth-Weavers

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Tempest, a clash of magic - Mutants and Masterminds interest check

   
Personally I find the elemental focus slightly odd given the rest of the premise - maybe I'm just imagining that all as quite flashy, like Avatar or D&D's evocation spells, whereas I guess it could be more like, say, The Wheel of Time; still, it feels like less the sort of magic you'd expect to exist in some shady underworld. Things like fey and warlocks don't naturally fit with that in my mind either, though the "spirit" part of it feels a lot more flexible. It will be interesting to see how it works out.
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Originally Posted by Pheonixfire View Post
Also, will you be using some kind of advantage system or complications for certain elements? Like, fire users have the weakness complication vs Water [it's hard to generate heat when soaked], while Air users have a weakness to Fire [hard to manipulate heated air] etc...
Isn't that what descriptors are for? And, in the extreme cases, complications - but powers are kind of meant to behave in ways you'd expect just by virtue of how they work.

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Originally Posted by Pheonixfire View Post
oo, pl10 with 120 points. That IS interesting and would greatly encourage specialisations. Would we still be encouraged to hit the pl10 caps (10/10 dodge/toughness), or would it be more like hit the pl8 caps with extra focus [eg defense] (8/10 dodge/toughness)? Would trade-offs still be alright in that situation (8/12 dodge/toughness)?

I will not answer the cap question directly, instead I'll only respond that your characters are coming from a diverse background. Some are cops, others are priests, and who knows what else. I want your saves to reflect who your character is.

Trade-offs would still technically be 8-12. But having a 12 in ANYTHING would need a great story explanation.


Would you have a set of guidelines on what the "magic" that can be used, os ir that all up to our interpretation? Like, the elements are like Avatar bending (complete with martial arts?), or is is like fire generation, then anything you can really think of as long as it makes kinda sense (I fly because I use fire as jet propulsion despite how much force will need to be emitted to reach this)?

Magic is close to a mix of Avatar and Kaze no Stigma. Characters have a singular element that they can summon and manipulate in a manner of ways. If you want to do it with martial arts, that's fine. But someone else could summon fire by snapping their fingers or by saying an incantation. That being said, long term magic tends to need a long term setup. Want something to last more then a couple of rounds without direct focus? Then you'll need something like the ritualist advantage.

And would you have examples of what differentiates "spirit" magic? Is it just a bunch of spiritual communications? offensive? Support?

Telepathic abilities, seeing invisible, seeing auras, and similar abilities would all fall under the spirit purview. You could also mix spirit and an element to get different effects. Spirit and Water for example could be used for healing. Where as spirit and fire could be done for visible illusions. Spirit and Earth could grant you a homunculus or some form of summon. And spirit and Air could be tracking/hiding magic. But those are just broad examples.

Also, will you be using some kind of advantage system or complications for certain elements? Like, fire users have the weakness complication vs Water [it's hard to generate heat when soaked], while Air users have a weakness to Fire [hard to manipulate heated air] etc...

I won't be, but descriptors are going to be key in this game. Magic is returning, and those who adapt to it are going to be stronger than those with just raw power. Can you use water to put out a fire? Yes. But you could also use air, or smother it with earth.
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Originally Posted by TheFred View Post
Personally I find the elemental focus slightly odd given the rest of the premise - maybe I'm just imagining that all as quite flashy, like Avatar or D&D's evocation spells, whereas I guess it could be more like, say, The Wheel of Time; still, it feels like less the sort of magic you'd expect to exist in some shady underworld. Things like fey and warlocks don't naturally fit with that in my mind either, though the "spirit" part of it feels a lot more flexible. It will be interesting to see how it works out.

Truth be told, this setting came to me when I was watching anime and couldn't understand why ANYONE wouldn't be aware of supers. This goes from Dragon Ball Z to Yu Yu Hakusho to virtually any anime with super powers in it. When I came up with the fact that most people don't have magic and as such can't keep it in their mind, things clicked. Now I just want to see if the setting works with a good crew.
Alrighty. Well I'm going to say that there's enough interest in this to make it worth being a game. I'll try to get something posted up in the Games and Ads thread soon. But I'll keep checking here if you have any questions.

So you mentioned Kaze No Stigma, Avatar(anime), and Dresden Files in the original post; Which one should we be looking towards for inspiration? I only ask because the Dresden Files series(') are all very different from Avatar & Kaze no Stigma. Not just in genre, but in their magical systems. Sure, there are evocation experts in Dresden Files, but there's also necromancy, psychics, ectomancy(ghost-stuff), illusionists, thaumaturgy... etc.

In short, I'm wondering what kind of characters you're looking for, and what 'system' magic in the world would follow, or if it's pretty open-ended and it varies from person to person, group to group, or originally country to country(so there could be 'benders' and wizards/sorcerers in the same setting).

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Originally Posted by DaesNyt View Post
So you mentioned Kaze No Stigma, Avatar(anime), and Dresden Files in the original post; Which one should we be looking towards for inspiration? I only ask because the Dresden Files series(') are all very different from Avatar & Kaze no Stigma. Not just in genre, but in their magical systems. Sure, there are evocation experts in Dresden Files, but there's also necromancy, psychics, ectomancy(ghost-stuff), illusionists, thaumaturgy... etc.

In short, I'm wondering what kind of characters you're looking for, and what 'system' magic in the world would follow, or if it's pretty open-ended and it varies from person to person, group to group, or originally country to country(so there could be 'benders' and wizards/sorcerers in the same setting).
I don't want to go too deep into magic because I want players to explore that through character creation and game play. But what I will say is that magic is very open ended in this game, and the only major drawback is that you are limited to one element (plus spirit).

Necromancer's, Psychics, Ectomancy could all be done with spirit. But an earth necromancer would have very different techniques then a fire or wind necromancer. Even in avatar there were techniques that were outside of normal bending that were based on the elements. Toph could see with earth bending, Katara could heal with water bending, etc.

That being said, I'll refer to earlier posts where magic tends to be hereditary. This means a family of priests would practice 'holy magic' and follow a doctrine of spells that match that. Where as a family of shamans would have a different magic list entirely, even if both the priests and the shamans were fire magic users.

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Originally Posted by Xerin View Post
Sorry Shadewe, seems like you're out voted on pl. I think I'll do a pl 10 campaign at pl 8 points. Because I do want the characters to grow into more and more powerful beings, but I don't want pl leaps to happen very often.
I wasn't trying to "win". I know everyone will prefer PL 1,000,000,000,000,000 so I'm not worried about it. I was just suggesting what would make the game more gritty, nothing more.







 

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