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Super powers and OpenQuest, Anyone tried do it?


DarcyDettmann

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On 24/11/2016 at 6:30 AM, Jakob said:

How about just using Battle Magic? I you play a modern super-powered campaign, it could be exclusive to super-heroes. Maybe you could give out a few extra points of Magnitude to starting characters to make their abilities more impressive.

5 hours ago, Mugen said:

I think Sorcery would be more suited for Supers than Battle Magic, because it has a much wider area of possible effects.

You might want to reduce the MP cost, though.

Btw, there any guide to create Magic and Sorcery?

And i found something that might works: Unified Powers.

Still need some work, but its close for what i want.

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19 hours ago, DarcyDettmann said:

Btw, there any guide to create Magic and Sorcery?

And i found something that might works: Unified Powers.

Still need some work, but its close for what i want.

As for myself, I never felt the need for new Sorcery spells.
Except perhaps "direct damage" spells.

EDIT: The Evoke (energy) spell from Sandy Petersen's rules and Wrack (XXX) spell from MRQ2/Legend/RQ6/Mythras filled that niche for me.

Edited by Mugen
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