Danceria wrote:
I was just wondering if that would be considered a "kosher" magical item to have. As it would bend the rules of "thou shalt not teleport into anywhere at thy leisure" (as thief could really be booking it after pickpocketing him of said liscence), however I could turn it around and have it just be a real pain in the butt/semi-sentient enough to get itself out of trouble. Because a licence with a conscience could make for interesting shenanigans(?)
Second question: my character's magic is...a little headcannon-y, but reasonably underpowered. He has an "aura" around him for lack of a better term, and can channel nearby/latent energy for various attacks. The closer said energy/item he wants to manipulate is to his body, the more he can do with it/better he can manipulate. Example: can only slightly move a book from a mile away (maybe a few centimeters), however after a couple yard radius of himself, he can lift and move it around no problem. Downside is he has to know of said object's existence, and enough of an idea of what it's made of to safely and surely manipulate it.
Question the Third:
Another one of his trademark abilities is the use of "symbology"/runes. Basically a mix of Transmutation Circles from Fullmetal Alchemist plus Element Bending from Avatar. While he can in theory manipulate latent energy to make a fireball/burst of flame, it would be very uncontrolled and unpredictable, and more often than not just a bunch of embers being flung at someone's face. Harmful, but not necessarily helpful. By focusing on a rune/etching/waving his stick around in the air in a semi-complex pattern, said burst of embers now becomes a barrage of firebolts, a helpful candle-flame, or an impromptu welding tool. Said runes can be actually etched upon objects for a variety of effects, such as helpful traps, or helpful repairs. However, those runes are a bit more complicated, and require ingredients and time to make and maintain. He can throw down a smoke-bomb rune whilst running, he'd have to make the rune beforehand. This allows both my character to be out and about learning how to use his runes, and how to maintain his skills.
Finally: Questions directed to two people of different fandoms.
MLP folks who RP as smol equines: What's your character's IC expiriences with Zebras? Or your own thoughts on the matter?
Star Wars folks: What era(s) are we using? (KOTOR, Clone Wars, Classic Movies/Episodes IV-VI, ect.)
Final question first: Star Wars is an existing canon. Players have added their touches to how things work. Granted, a new Star Wars character would be from a different dimension than an existing Star Wars character. You can choose whatever era you wish under this premise.
If your character's license is stolen in the Building home dimension, it can teleport back to the character. If it is stolen in Dimension A, and your character returns home without it, it is lost. There is no teleporting in and out of the dimension without the use of a Gate.
If your character is in the Building when it attempts to teleport back to him, it will hit the side of the Building (can't teleport in), and Deuce will probably run over it with the lawnmower.
The strength of a magical ability is determined by the numbers assigned to it. Distance/potency relies upon that base number.
The character's supernatural oomph must have a specialized skill in order to be used:
Specialized Skill: Aura Manipulation (channel Energy) [points] - this is the sphere/discipline/school
Supernatural Characteristic/Ability: Object Manipulation [points] To move a book a mile away, he would need a high level in both Aura Manipulation AND the ability itself.
Supernatural Characteristic/Ability: Fireball [points]
Specialized Skill: "symbology"/runecraft [points] - this is the knowledge of runes and runecrafting specific to his background.
Supernatural Items: Staff [Can not be more than 4 points]
Signature attack [1 point] - this is the object's ability
Signature attack [1 point] - this is the object's ability
Signature attack [1 point] - this is the object's ability
Signature attack [1 point] - this is the object's ability
A one-point power is pretty weak.
The hardest thing for people to understand is that they enter PL with a low-level character. The character will grow over time, and the stats will increase provided the character uses those powers.