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> This Character to Powerfull?, Balance issues with my current Character
Joker9125
post Oct 4 2004, 08:28 PM
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This character is made using a one of our house rules called GM karma. It gives people in my group an incentive to swap out being GM. Basically after each run the players award the GM karma based on the run for things like fun factor, open mindedness, preparation, uniqueness ect...... and allows them to put this karma towards any character even starting characters. I was able to accumulate 19 GM karma to throw into this guy and initiate him once at chargen and gain centering.

This character specializes in control manipulation spells.

Human Sorcer Earth Elemenaltist adept

B 5
Q 5
S 2
C 4
I 6
W 6

Sorcery/Control Manipulation [5/7]
Centering [6]
Etiquette [4]
Car [3]
Pistols [3]

(Not gonna bother with posting all his knowledge skills)
AC:Spell Design(KNO) [6]

Mass Control Action (Fetish Casting) 6
Mob Mind (Fetish Casting) 6
Control Thoughts (Fetish Casting) 6
Control Actions 6
Influence 3
Mindlink 2
(Mass control action is treated similar to Mob Mind.)

Spell Cat. Focus 2->Control Manipulation

Manipulation fetish X3

The power lvl of most of our campaigns are a little on the higher end of the scale

Do yall see any problems with the power lvl of this charafter

This post has been edited by Joker9125: Oct 4 2004, 08:29 PM
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Espiritu
post Oct 4 2004, 08:39 PM
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Mind manipulators are some of the most versatile and dangerous characters. If you have the creativity to pull it off, you can make almost anything happen.

There are only problems with characters when people let "house rules" go to far. If you follow the rules set down you generally steer clear of broken characters.
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Joker9125
post Oct 4 2004, 08:54 PM
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On average you get around the same karma as the players per run so its not inherently unbalancing and encourages players to GM multiple runs and get used to doing it.
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BitBasher
post Oct 4 2004, 09:12 PM
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Also, since there's a threshold on those control spells they need a goodly number of sucesses to work.
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Joker9125
post Oct 4 2004, 11:08 PM
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He has like 22 or 23 dice to throw into a control manip spell. definately not as high as I could get it but still pretty good
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Jason Farlander
post Oct 4 2004, 11:16 PM
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Why do you have three seperate manipulation fetishes? The same fetish can be linked to multiple spells, as long as they all match the fetish's category.

Also

I only count 17 dice for casting control manip spells.

skill: 7
spell pool: 6
elementalist bonus +2
spell category focus +2

Where are your extra 5-6 dice coming from?
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Joker9125
post Oct 5 2004, 03:22 AM
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I counted the 6 centering dice as 3 dice because each net success counts as 1 success and ur right I miscounted. Didnt know about the fetish thing ill have to change that
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Glyph
post Oct 5 2004, 03:36 AM
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Not too overpowered, especially in a high-powered campaign. It's a good thing you have so many dice (and don't forget that you can have an elemental use Aid Sorcery if you need some extra dice), since those spells require a threshold of successes. While mind control is versatile, he still seems a bit over-focused on it, especially considering how many other useful manipulation spells there are.

I have a question: how is this Mass Control Action spell handled in your game? I can see a mage commanding the actions of one person (the normal spell), but how do you command the actions of a number of different people, all at once? I could see it if they all had the same "command" - which is how it should be run, in my opinion, otherwise it is the equivalent of letting someone with Mob Mood make one person afraid, one angry, one indecisive, etc.

*Edit* Whoops - saw elementalist, didn't see that he was an elemental sorcerer (not a canon concept, but one that should be). So forget about what I said about elementals. :oops:
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Edward
post Oct 5 2004, 04:58 AM
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I notice your spell category focus and sorcery specialisation are “control manipulation”

For these purposes is manipulation supposed to be broken down further. Or was this an oversight/deliberate reduction.

Edward
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Joker9125
post Oct 5 2004, 07:32 AM
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QUOTE
I have a question: how is this Mass Control Action spell handled in your game? I can see a mage commanding the actions of one person (the normal spell), but how do you command the actions of a number of different people, all at once? I could see it if they all had the same "command" - which is how it should be run, in my opinion, otherwise it is the equivalent of letting someone with Mob Mood make one person afraid, one angry, one indecisive, etc.


Its treated just like mob mind pretty much except that all the members of the crowd have +4 to their TN's and it has a drain code of S.

QUOTE
I notice your spell category focus and sorcery specialisation are “control manipulation”

For these purposes is manipulation supposed to be broken down further. Or was this an oversight/deliberate reduction.


The book breaks down elemental spells by categories which to me says that it was intended to be this way. Even some totem modifiers make the distinction (could be wrong but I think the lover idol is one) Manipulation spells are by far the best class of spells in my opinion because they are by far the most versatile. A Fire elementalist can only fight with his spells while an earth elementalist can Fight, Defend, Fly, Turn the street sam into a slug, ect.....

I could be wrong about this though. We all know it has happened before.
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SilverWolf_assas...
post Oct 5 2004, 06:52 PM
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I say "go for it" joker!!
At least this mage isn't an albino gnome ghoul which makes him a Goblin from the critters book, or any of the craziness I have seen. If your GM can't handle it you will probably be shot more often, so I suggest a hefty armor and deflection spell if you can manage it. You may be inviting a clone from the dark pit of GM's mind so be careful.

As the old mage saying goes
"Where there is willpower, there is a way. . . it is usually a fireball."

Wolfgang Black, Private EyeSS
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Glyph
post Oct 6 2004, 05:44 AM
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As far as manipulation spell subcategories, remember that pistols are broken up into holdout, light, heavy, and tasers, but all still use the same pistols skill. For the Sorcery skill, you can specialize in manipulation spells without having to specify a subcategory, unless you house rule it that way.

It's more limiting than you might think - you are limited to the lower skill whenever you use spell defense or attempt dispelling against any spell that is not a manipulation spell.

Plus, since you are an elemental sorcerer (as opposed to an elementalist, who is limited to manipulation spells only, but can also summon earth elementals), you can potentially learn non-manipulation spells such as heal later on, and will suffer a similar penalty for them.
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Spookymonster
post Oct 6 2004, 02:06 PM
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QUOTE (Jason Farlander)
Why do you have three seperate manipulation fetishes?

Spares, maybe? I hide 2 spares of every necessary fetish on my Fox shaman, just in case someone swags the obvious ones.
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