Hella-cool magic in Marvel Super Heroes
I've been trying to drum up a Marvel Super Heroes game for a few weeks now, but my schedule has not been complaint. Nevertheless I am going to keep trying, dammit, because it has so many cool things. Here's an example: rules for magic use that are unique, flavorful, and downright badass. I read these rules and I cannot wait to get them in action.
I'm doing some slight rephrasing and renaming here.
Any hero with Magical Training and Good (10) or better Psyche can use magic. If you start with Magical Training, don't start with any other powers. If you don't start with Magical Training, spend a year or more in study under a master to gain it. This master should be played like any other NPC with beliefs, wants, and needs, affected by the hero's Popularity, blah blah blah; in other words, you play out an ongoing relationship, part of the situation, you don't just press a "get magic now" button.
Once you can use magic, you simply declare what you do, within the limits of your Psyche, what the source of your power is, and check for a couple miscellaneous factor, and make a Psyche FEAT roll. There's no pre-made spells. You can do anything.
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| Table showing magical limits by Psyche |
(Naturally we'll want you to specify what you do in fictional, not mechanical, terms, so we can interpret the FEAT roll appropriately and flexibly.)
When you use magic, you can draw on personal, universal, or borrowed dimensional energies, and you must draw on one of them. (Maybe your magical discipline has restricted access, though, or maybe you've written up a new, bespoke source.)
- Personal energies. For spells used on yourself or a willing subject. After casting, pass an Endurance FEAT or lose 10 Health.
- Universal energies. For all other spells. After casting, pass an Endurance FEAT or lose 2 Psyche ranks for 12 hours.
- Borrowed dimensional energies. For any spell. Requires knowledge of a powerful interdimensional entity who is apt to make the desired effect. (For instance, an ice spirit to freeze something...) Often pre-written and explicitly taught. When you borrow dimensional energy, you risk making your presence known to the entity you're borrowing from. Before casting, make a Popularity FEAT roll. If your Psyche is less than incredible, +1 CS. If it's Incredible or Amazing, +2 CS. If it's monstrous or above, +3 CS. On a red result, the entity will either attack or demand a service in exchange for the spell.
(Note that a more powerful, more popular magician is more likely to attract attention by borrowing dimensional energy. Meanwhile a weak, unpopular magician is safer borrowing energy, but is less likely to know many dimensional entities, and less able to resist these entities when a red result eventually shows up.)
Before you roll your Psyche FEAT, we check for a few miscellaneous factors to apply column shifts. Use only the single largest positive and negative column shifts.
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| Miscellaneous factors causing CSs on the Psyche FEAT |
This list of factors is a little confusingly laid out. There's two categories, positive and negative, and you pick the highest number from each. You can get a maximum of +2 CS. No minimum negative CS. Add the two numbers together for your total CS.
(Note that borrowing dimensional energy gets you a free +2 CS, again funneling weak magicians to rely on borrowing energy. This will be super reliable and powerful, right up until it isn't, and it bites them in the ass.)
Can you see what I like about this? Magic's not just another power, like in Champions. It's not a sterile list of spells, like in (most) D&D. It's a real force, and it belongs to someone. Every time you use it you implicate yourself, somehow, and you get drawn into deeper additional conflicts. This move snowballs.
If you think you had problems dealing with supervillains before, wait until you've got the God of Death on your ass. He promised to give American Sniper a heart attack in exchange for 30 more souls, and you reneged... Oof!


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