Elemental vs Mystic vs Psychic?

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Elemental vs Mystic vs Psychic?

Postby Nightshyft » Fri Aug 30, 2002 10:18 am

What is the difference between these three when it comes to powers such as Fire control and powers like that? You made a comparison between Inferna and Hellqueen and stated that the only difference between each of their version of Fire control was that one had a psychic power source and one had a mystical power source. Furthemore, since Fire is elemental, how would that figure into the defination of which type of template would be appropriate? And while I'm on this subject, how would you classify the Green Lantern's power?Thanks
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Re: Elemental vs Mystic vs Psychic?

Postby Steve Kenson » Fri Aug 30, 2002 10:59 am

Nightshyft wrote:What is the difference between these three when it comes to powers such as Fire control and powers like that? You made a comparison between Inferna and Hellqueen and stated that the only difference between each of their version of Fire control was that one had a psychic power source and one had a mystical power source. Furthemore, since Fire is elemental, how would that figure into the defination of which type of template would be appropriate? And while I'm on this subject, how would you classify the Green Lantern's power?Thanks

Well, we're talking about two different things here: templates and power sources.

In the case of templates, an elemental is a character that controls a particular elemental force (energy like fire, radiation, or electricity, matter like earth, water, or air, or forces like gravity or weather). A mystic has magical powers, namely the ability to cast various spells. A psychic has mental powers like telepathy and telekinesis. Naturally there's a certain amount of overlap: an air elemental might be able to use the wind to lift something, while a mystic levitates it, and a psychic picks it up with telekinesis, for example.

Note that the templates aren't hard and fast categories. They're not character classes. I can have a character who elemental-like powers and a mystic origin, for example, or a "mystic" whose powers are more psychic in nature, and so forth. The templates are examples, not pigeon-holes that characters are expected to fit into.

Power source is a matter of where a character's powers come from and has certain game effects in terms of how powers interact. For example, if I can neutralize powers with a mystical source, then I can dispel the mystic's levitation spell, but I can't affect the air elemental or the psychic's powers at all, because they're not from a mystic power source.

As for Green Lantern's powers, I'd tend to call them "cosmic" in terms of power source. Building GL's power ring is actually fairly easy in M&M terms, especially if he uses Hero Points to pull off his more unusual (and therefore rare) stunts.
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Postby Squirrel Nutkin » Fri Aug 30, 2002 11:28 am

Is it just me, or does "Elemental vs Mystic vs Psychic" sound like a Pokemon battle?

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Re: Elemental vs Mystic vs Psychic?

Postby The Human Pest » Fri Aug 30, 2002 1:46 pm

Steve Kenson wrote: As for Green Lantern's powers, I'd tend to call them "cosmic" in terms of power source. Building GL's power ring is actually fairly easy in M&M terms, especially if he uses Hero Points to pull off his more unusual (and therefore rare) stunts.


That's interesting. In the old DC game, the ring had specific stats for standard powers like flight & force manipulation, but there was a "catch-all" power called "omni-power" that required hero points to fuel it, and it was used to emulate those "rare" power applications that you're talking about: things like shrinking and hypnotism.

Does M&M incorporate an "Omni-Power" type power to support these sorts of stunts, is it an "extra" option that can be purchased for certain powers, or can anyone pull off stunts like these?

Or should we just wait & see?
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Re: Elemental vs Mystic vs Psychic?

Postby Steve Kenson » Fri Aug 30, 2002 2:02 pm

The Human Pest wrote:Does M&M incorporate an "Omni-Power" type power to support these sorts of stunts, is it an "extra" option that can be purchased for certain powers, or can anyone pull off stunts like these?

Basically, any hero can spend a Hero Point to use a power stunt or extra that his power doesn't normally have. For example, if I have Super-Speed, but I don't have the power stunt that allows me to whip up whirlwinds by running in circles, I can still use it if I spend a Hero Point. This is good for one use of a particular stunt or extra. So any character can pull off those one-time tricks that show up in the comics without having to buy every single stunt and extra in advance. In fact, some character concepts are better off focusing on certain "core" powers and NOT taking a lot of stunts and extras, just paying Hero Points to use them. It works well for newbie or inexperienced heroes, for example.

There's also an option that basically says that a power's range of potential stunts and extras is so broad that the hero has to pay a little extra for it. Sorcery is an example of this, since a sorcerer can potentially do almost anything as a power stunt, provided it can be justified as a magic spell. Green Lantern's power ring would be another, it has a set of core abilities, but sometimes GL can pull out a completely unknown power (although not as often as Hal Jordan did back in the Silver Age). Yet another example is Batman's utility belt. Rather than paying for every single possible gadget up front (and having to list every single one on the character sheet), take a set of core gadgets that Bats uses all the time, and pay a Hero Point when you want him to break out the Bat-Robotic-Shark-Repellant.

The idea is to grant certain concepts the kind of broad power and flexibility they have in the comics while putting a limiter in place (the Hero Point cost) that encourages players to use the option as rarely as the writers of the comics do.
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Postby The Human Pest » Fri Aug 30, 2002 2:21 pm

That sounds great. A slick approach that appeals to me very much. It really enhances character flexibility and player creativity. Sounds like you've managed to combine some of the very best features of the Marvel AND DC games in one move.

And October is still a long ways away.
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