Eclipsing Magick

So; first up among the New Mutants… an Eclipse version of a character who’s kind of tricky in Mutants and Masterminds: Illyana Rasputin – A.K.A, Magick. The problem here is pretty basic; RPG’s give the characters pretty definite attributes and abilities, while comic-book magic-users tend to vary in ability to fit the plot even more than most comic book characters do. Secondarily, they usually have a lot of minor abilities that don’t make it into the statistics, simply because the writers have them do all kinds of minor things more or less at random because it shows that they’re mysterious and magical without actually disrupting their plots. Finally, the Marvel Universe has a fairly complex magic system – personal energy magic, “universal” energy magic (which varies with the dimension), invocations of mystical beings, white and black magic (drawing on other creatures life forces), and a whole lot of minor disciplines drawing on specific power sources. Shamans calling on land-spirits, “priests” calling on various dimensions and their dimensional rulers, gaian magic, necromancy, magic channeling the power of coincidence, and many, MANY, more. Not surprisingly, building all that out of basic effects is incredibly awkward and time-consuming.

I’m most familiar with the character from the early New Mutants years, so that – and this series of posts over HERE (as requested) – is going to be my basis for comparison.

Magick was a fundamentally tragic character, a survivor of frightful abuse who’s “inner demons” (such as her “psychic familiars” when she first joined the New Mutants) were quite capable of getting loose and wrecking the area, even if that did make them easier to fight. Her choice was between accepting her role as the gateway through which the Lovecraftian Elder Gods would enter the world (and ruling over the resulting hellscape as a demon-queen) or to constantly battle her own nature to stand as a guardian at that gate – knowing that, no matter how much she might strive to do good, with three-fifths of her soul bound to evil her efforts would always be corrupt. There would always be a price – and her heroism lay in paying it herself, rather than laying it off onto others.

In many ways she was a surprisingly uncomfortable character to see. Even in the X-books which had always been metaphors for racial prejudice and hatred the incredibly blunt metaphor for child sexual abuse was well beyond the norm. Still, it did give her stories unusual depths.

As a member of the New Mutants Magick was the bad girl – a relatively limited witch who was willing to use her dark powers to their fullest extent, who voiced the unpleasant truths, and who promised vengeance against whatever hurt her friends. Cannonball rammed you like a football player, Sunspot punched you in the nose… Magick stuck a sword in your heart. Sure, it was a (usually) non-lethal magic-disrupting sword, but it was still a pretty firm statement that “My teammates would prefer to spare you. ->I<- will do what is necessary”.

“If you’ve harmed Kitty, woman, I’ll bring this entire mountain down around your ears. I’ll use my magic to move your precious academy from Earth to the heart of hell itself!”

-Magick’s internal monologue at the Massachusetts Academy – and well within her power. Given that she knew that her mind was unreadable, this was a statement of personal intent – and of her willingness to send hundreds of random teenagers to hell just to upset the White Queen.

Now when it comes to comparing or converting Eclipse / 3.5 and Mutants and Masterminds, a lot of things are very direct indeed.

Basic Attributes: 3.5-style attribute modifiers convert to the various M&M attributes and vice-versa with two complications: d20 Str has been split into M&M Str (governing melee damage) and Fighting (governing melee attacks and taking over the melee part of Dex’s AC bonus). D20 Dex has been split into M&M Dex and Agi, possibly on the theory that Initiative, Ranged Attack Bonus, AC Bonus, and Reflex Saves are bit much to load into a single attribute.

Regardless… D20 Str Mod = M&M Str. D20 Int Mod = M&M Int. D20 Wis Mod = M&M Awa. D20 Con = M&M Sta. D20 Dex Mod = M&M (Dex + Agi)/2. D20 Cha = M& Pre. Fighting is generally BAB (Specialized in Melee Only for Double Effect; Also provides a AC Bonus versus Melee Attacks, Corrupted/no iterative attacks).

Magick is shown to have Str -1, Sta 2, Agi 2, Fight 6, Dex 3, Int 0, Awa 2, and Pre 2 at PL7. The PL 10 adult version gets Str 0, Sta 2, Agi 3, Fight 6, Dex 3, Int 1, Awa 3, and Pre 3.

Personally I’m not so sure about Presence / Charisma having a positive modifier at all – Magick is notable for her prickly personality, general grumpiness, sarcasm, failures of leadership, lack of ability to manage people, constantly being betrayed, and lack of close personal relationships. She hid her own nature from the people who wanted to help her since she didn’t know how to talk about it – perhaps the first of a long string of obvious bad decisions that cast serious doubt on her Intelligence and/or Awareness as well.

Oh well. I shall chalk it up to her youth and rather extensive psychological damage.

I’ll go with Str 8 (-1), Int 12 (1), Wis 16 (3), Con 14 (2), Dex 16 (3), Chr 14 (2), and BAB 6. Given a base attribute array of 16/16/14/12/10/8 (25 Point Buy) we need two “+2’s” to get there. Of course, she gets one for being a Pathfinder Human and picking up a +2 to an attribute should be easy enough. She also gets at least +1 for her level, but I don’t know what that will turn out to be yet.

Special Abilities:

  • Expertise (May reduce AC by 5 to add 5 to her Attacks, 6 CP).
  • Sanctum (Limbo, 6 CP). Magick “rules” Limbo and controls it’s magic. Unfortunately, all of the power she gains in Limbo is corrupt black magic, involves constantly defending the place against various horrific magical entities who want to take it over, her control is little longer than arms reach, and the local demons are quite treacherous. This is quite enough to specialize and corrupt every power she gets from this ability. The extra 24 CP she gets in Limbo go to…
    • Ritual Magic (2 CP). Magick can perform all kinds of powerful rituals in Limbo. They usually go badly wrong of course, but she CAN.
    • Augmented Bonus: Adds (Dex Mod) to her Rune Magic Skills, Specialized and Corrupted for Triple Effect (+9) (6 CP).
    • +14 Skill Points (Wisdom-based Mastery and Casting for abjuration, conjuration, divination, enchantment, evocation, necromancy, and transmutation rune magic). Double Effect and Two-Thirds Cost. While in Limbo this provides a base of +14 (allowing the user of third level effects and providing caster level seven within those fields) (9 CP).
    • Runic Ritual (2 CP). While in Limbo Magick can use +1 Mana, ceremonies, and invocations, to increase the power of her spells.
    • Hysteria (Magical) (2 CP). Magick can draw on Limbo’s energies to augment her power.
    • Lore (Magical Artifacts, Realms, Rituals, and Creatures) (2 CP). While in Limbo Magick has an extensive magical library to draw on.
    • Specific Knowledge / the layout of Limbo (1 CP).
    • She also has a big castle full of treacherous demons, wholly unsuitable clothing, horrific relics of her gruesome past, no defenses of note, and a large bed with a soft mattress. The abuse metaphor is working overtime isn’t it?

As the Sorcereress Supreme of the Limbo Dimension, Magick commands massive magical powers there. She’s capable of pulling off sixth level effects at caster level thirteen if she cares to bother. In fact, if she uses those modifiers with her Stepping Disks… she’s quite capable of creating a dimensional overlay that will combine Limbo and Earth (and set up an entire “Inferno” storyline). Similarly, pumping up her Soulsword with those modifiers will make her a genuinely serious threat to intruding ancient dimensional overlords, such as the Dread Dormammu.

  • Blessing (6 CP): Magick is capable of passing on portions of her powers and benefits – ranging from allowing someone else to take advantage of her rendering someone else flat-footed against an attack on up to passing on her arcane powers to someone else (usually Kitty Pride) if she is slain or somehow stripped of them.
  • Evasive and Specialist (Sunder): Gains a +4 bonus and provokes no AOO when using the Sunder maneuver (6 CP, 3 CP if you skip the “No AOO” part. If you’re just building for conversion, you might want to; Mutants and Masterminds doesn’t really have attacks of opportunity, or iterative attacks, or a lot of other stuff. Of course, if you want to actually convert a character… you’ll need to either build those abilities or leave them out in the first place.
  • Mystic Artist / Intimidation, Specialized and Corrupted/only to gain the “Fascinate” ability (2 CP).
  • Leadership (The Demons of Limbo), Specialized and Corrupted for Double Effect and two-thirds cost / they’re DEMONS. They are rebellious, treacherous, misinterpret what they’re asked to do, and make endless amounts of trouble (6 CP). Magick can call up swarms of demons. This almost always proves to be more trouble than it’s worth in the end.

Magick’s supernatural armor was exceptionally ill-defined. According to the original Marvel Super Heroes rules it varied between Excellent (sufficient to automatically shrug off rifles and such) to Monstrous (sufficient to automatically shrug off nuclear weapons). In actual stories, she never seemed to be all that invulnerable, even if it did protect her from the demon-bears claws during her armors first (completely unexpected) appearance.

Well, it mostly acted like plate armor, so…

  • Innate Enchantment, Specialized for Double Effect / only while wielding her Soulsword. All spells Spell Level Zero or One x Caster Level One x 2000 GP (Unlimited-Use Use-Activated).
    • Mage Armor, Personal-Only (x.7) = 1400 GP. +8 Force Bonus to AC.
    • Immortal Vigor I, Personal Only (x.7) = 1400 GP. +(24 + 4 x Con Mod) HP.
    • Weapon Mastery (Soulsword) L0 = 1000 GP. +6 BAB with Soulsword.
    • Resistance (L0), Personal Only (x.7) = 700 GP. +2 Resistance Bonus to all Saves.
    • Stabilize (L0), Personal Only (x.7) = 700 GP. The wearer automatically stabilizes if below zero hit points.

At an effective value of 5200 GP, this costs (6 CP). Doubling the effect of the spells instead of manipulating the cost is kind of dubious, but every character is entitled to a little cheese – and doubling up on the number of spells could produce similar results, albeit with a far more complex mess of bonus types.

  • Immunity to Dispelling (Common, Minor, Great), Specialized and Corrupted / only to protect Magick’s supernatural armor, above (4 CP).

Personal Energy Magic: The weakest, if by far the safest and easiest, form of magic in the Marvel Universe is basically “psychic tricks” – little stuff that a talented child might pull off with little or no training at all. This can actually be quite effective if used cleverly, but on superheroic scales… you’d better have SOMETHING else to draw on. This, of course, is exactly what the Witchcraft system in Eclipse represents. So… Witchcraft III with an extra 6d6 (22) Power (although she usually fuels her abilities with Mana), Pacts of Guardianship (keeping the gate to the realms of the Elder Gods closed) and Possession (Magick was occasionally possessed by her own dark side) (18 CP).

  • The Adamant Will: Magick’s psychic shields are capable of standing up to Professor Xavier, at least for a time – which is exactly what The Adamant Will does.
  • Glamour. Magick is capable of hypnosis, of causing a normal person to forget brief periods, and similar minor mental tricks.
  • Dreamfaring. Magick is capable of astral projection, quasi-clairvoyance using it, and sensing things in nearby dimensions.
  • Healing: Magick isn’t a particularly GOOD healer, but – as an adventuress – she knows a few tricks along those lines. Don’t expect anything much past first aid though.
  • Shadoweave: Magick can generate simple, obvious images, lights, and similar effects.
  • Witchsight, Specialized in Magical Detection to make it continuously active at no cost. Like most trained Marvel Universe mages, Magick pretty much automatically feels any major magical disturbances nearby thanks to their effect on her own magical core.
  • Hand of Shadows with an Upgrade (may generate telekinesis and force effects of up to level three, +6 CP). Magick can generate force-blasts and bonds, make basic shields, barriers, and “wards”, move things around, clean up rooms, and perform a lot of minor tricks.

In her very first on-earth fight, Magick deployed a variety of spells – mystic chains, bolts, a spell of forgetfulness, and likely more. They didn’t have much effect on Sym, which is why she had to use her Soulsword – but obviously at least some of her powers worked just fine on Earth. Later… she said that they didn’t, but then kept using various spells. As a compromise, her personal magic works just fine on Earth, even if it IS pretty weak by superheroic mage standards. The grandiose stuff she can pull off in Limbo does not work on Earth.

Magicks access to Universal – or Ambient – Magical Energies was far more limited on Earth; which shouldn’t be all that surprising; she learned to use the dark energies of Limbo, not the natural magic of the Earth. She only had access to some Earthly ambient magic because her mutant power was the ability to tap into some aspects of it.

OK, that makes just as much sense as being able to tap into magnetism with your mutant powers, but it still seems really awkward – if only because perfectly normal, non-mutant, human beings can learn to tap into magical energies at least as well. It’s like having your mutant power be that you’re amazingly good at literary criticism without having to study it very much. Isn’t that just a bit lame?

Access to limited fields of Universal Magic is probably best represented by Rune Magic – which relies on skill, the Mana that being in a superhero universe provides, and neatly sorts itself into a variety of specific fields which you can ignore, study, or master, entirely independently of each other. In her case, it’s going to be Wisdom-Based.

  • Augmented Bonus: Adds (Dex Mod) to Wisdom-Based Skills, Specialized for Increased Effect / only for Rune Magic Skills, Corrupted for Reduced Cost / only for Soulsword, Stepping Disk, and Time Bender Rune Magic (4 CP).
  • Adept, Soulsword (Casting and Mastery) and Stepping Disks (Casting and Mastery) (6 CP).
  • 10 Skill Points (Paid for later). Four go to getting a +3 base in her Adept skills, the remaining six go to getting a +3 base in Time Bending (Casting and Mastery). That gives her a base of +12 in those six skills.

Magick’s Soulsword was always a very questionable thing. A spell of creation, meant to shape a pure focus for a soul touched by black magic, was fused with black magic and corruption to turn purity into a devastating weapon. It is little wonder that – the more Magick wielded the resulting abomination – the more demonic she became. Worse, like most major comic-book magics, it was never particularly consistent as to what it did, or how, or even what it looked like. Sometimes it only disrupted magic, sometimes it disrupted psychic powers, sometimes it could hurt people (at least as if it was a normal sword), and sometimes it couldn’t. That’s not “a” power. That’s a suite of powers.

  • Soulsword: Rune Magic / Negation, Specialized and Corrupted for Increased Effect / Only for negating / disrupting magical / psionic effects and beings, the more Magick uses the blade the more demonic she becomes, the user becomes an evil that exists to fight other evils, drawing the attention of demon lords and eldritch horrors, she can be at least briefly “disarmed”, although the blade always seems to show up again. Magicks +12 bonus would normally give her a casting level of 6 and let her use third level effects. At triple effect, that’s casting level 18 and ninth level effects for three mana – although three of those levels normally go to making the “casting” a simple part of attacking with the sword (this is most often a touch attack). This doesn’t cover using the Soulsword as if it was a normal sword, but she can manifest a normal sword with Hand of Shadows quite casually, which covers that.
  • Stepping Disks: Rune Magic / Travel (Mastery and Casting), Specialized and Corrupted for Increased Effect / all travel involves opening portals, all portals must go through “limbo”, may accidentally move across time or scatter travelers as a GM plot option, accuracy decreases as range increases, occasional portals may open nearby without conscious control. Magick is quite capable of moving a small area to Limbo and back in the same round using two quickened effects – such as when she pulled the New Mutants (and a car) into the X-Mansion to fight Sym.
  • Time Bender: Rune Magic / Time Manipulation, Specialized and Corrupted for Triple Effect / Magick basically has very limited control over this at best. She can twist timelines, travel to the past and future, change her own timeline, and reverse catastrophic magical effects across entire cities, but none of that is ever what you’d call reliable. About all she ever did that WAS reliable was return from Limbo so quickly that it looked like direct teleportation rather than a two-step process, and that might not even have involved time magic; it could have just been two quickened stepping disks. It’s notable, however, that Dr Strange tapped into this ability to let him reshape time on a level beyond what he could handle on his own.
  • 4d6 (16) Mana, Specialized for Double Effect (32 Mana) / only for Rune Magic (24 CP). Being in a superhero universe provides Mana to work with each round – but quickened spellcasting and such can easily outrun that supply. Ergo, Magick has some mana reserves.
  • Rite of Chi with +12 Bonus Uses, Specialized and Corrupted for Reduced Cost / requires at least twenty minutes worth of rest or meditation per die regained, only to restore the Mana Pool noted above (8 CP).

Combat Bonuses:

  • Finesse: Uses (Dex Mod) in place of (Str Mod) for magically empowered melee attacks (6 CP).
  • +6 BAB (36 CP). Melee +9, Soulsword +15, Ranged +9. Damage is per the magical effect used (whether Witchcraft-based, her Soulsword, or whatever she decides to do in Limbo).
  • +2 to All Saves (Fort +6, Ref +7, Will +7, 18 CP)
  • HP 12 (L1d12, 8 CP) +30 (L2-7d8, 24 CP) + 14 (Con Mod x7) +32 (Immortal Vigor) = 88 HP.
  • AC 10 (Base) +3 (Dex) +8 (Mystic Armor) = 21. M&M splits that into Melee (Parry) and Ranged (Dodge), but we don’t need to bother.
  • Initiative +3 (Dex)

Converting d20 damage to M&M damage is difficult because – fundamentally – neither system actually makes any sense. For the first and most obvious benchmark… take a normal person. To score an automatic instant kill in d20 you need to inflict a minimum of 14 damage. To score an automatic instant kill in M&M they have to miss their damage resistance check by 30. A normal person will have a +0 bonus on that check, but might roll a “20″. So an automatic kill requires a DC of 50, and a damage bonus of +35. So many low-level fighters – perhaps inflicting 2d4+12 – can do +35 in M&M. But M&M defines a one megaton strategic weapon as doing +30 damage. A one megaton blast to the face thus only has a 70% chance of immediately killing a normal person in M&M.

Ergo, melee attacks default to (Str Mod + Level), while others just use (Level).

Thus most of Magicks Witchcraft effects will be Rank 7 in M&M (very effective against normal people, but easily shrugged off by Sym). Her Limbo Magics have a base effect rank of 7 but can be boosted to rank 13. Her Stepping Disks and Soulsword are at rank 18, but can be boosted to rank 24 in Limbo.

Toughness is awkward. As written, Magick can – on average, and assuming that she doesn’t throw up a force sphere or something – take one nuke to the face, but it will leave her on the verge of dropping. So against DC 45, with an average roll of 10, she’d miss by 15. Yet Toughness 20 is obviously too much. I’d go with the (square root of the characters hit points + 1). In her case… that’s 10. Good, but hardly invulnerable.

And that takes us to Skills – although we can disregard the various combat-booster skills unless she wants to purchase a martial art or two since those have been incorporated into her boosts, above. At her lower power level the M&M writeup gives her Acrobatics 2, Athletics 3, Deception 4, Expertise (Magic) 12, Expertise (Queen of Limbo) 5, Insight 3, Intimidation 6, Perception 2, and Stealth 3, for a total of 40 SP.

At the higher power level her M&M writeup gives her Acrobatics 2, Athletics 2, Deception 4, Expertise (Magic) 13, Expertise (Queen of Limbo) 5, Insight 4, Intimidation 10, Perception 4, and Stealth 4. That’s 48 SP. Superhero advancement tends to be pretty slow, but she probably picked up a level or two, which would explain it.

Personally, I’m dumping “Expertise (Queen of Limbo) because Magick has quite spectacularly (and repeatedly) demonstrated that she is, in fact, no good at all at running Limbo – a task which consists almost exclusively of keeping the demons under control.

She’s going to want to increase the human skill bonus to +2 SP/Level (3 CP), Acquire Fast Learner Specialized in Skills (6 CP), and Adept (Specialized in two skills only for Increased Effect (Adept Skills get an extra +4 Bonus)/Expertise (Magic) and Intimidation, 6 CP). That gets her 20 SP at L1, plus 5 SP/additional level, and lets her get the Adept skills at half cost. She’ll still have to purchase a few skill points – I’ll say 12 (12 CP) at level six.

Available Skill Points: 5 x (Level +3) = 50 +14 (Purchased) = 64 SP.

That will give her the high-end skill package of Acrobatics 2 (+5), Athletics 2 (+1), Deception 4 (+6), Expertise (Magic) 13 (+14), Insight 4 (+7), Intimidation 10 (+12), Perception 4 (+7), and Stealth 4 (+7) at a cost of 27 SP. Since she has another 37 available, she can boost her rune magic and other skills some more – such as buying her second language since she is bilingual and throwing in a few points in knowledge / expertise skills or perhaps some martial arts since she did all right in Xavier’s school.

So let’s add this up:

  • Four-Color Package (24 CP). As a Sorceress, she gets her Mana from her Wisdom.
  • Expertise (6 CP)
  • Sanctum (Limbo, 6 CP)
  • Blessing (6 CP).
  • Improved Sunder (6 CP).
  • Fascinating Intimidation (2 CP).
  • Leadership (6 P)
  • Darkchilde Armor (10 CP).
  • Witchery (18 CP)
  • Universal Magic (10 CP, also requires 10 SP)
  • Mana Pool and Recovery (32 CP).
  • Finesse (6 CP)
  • +6 BAB (36 CP)
  • +2 to all Saves (18 GP).
  • Hit Points (32 CP).
  • Skills (29 CP).

That’s 247 CP. It’s been shaping up to look like level seven or eight, so lets see what we need:

Available Character Points: 192 (Level Seven Base) +30 (Human Bonus, L1, L3, L5, and l7 Feats) +14 (Duties) +7 (Restrictions; can only call on the Elder Gods for dimensional magic, and will not do so) +10 (Disadvantages: Accursed (Bloodstones bind soul to evil and prevent the use of pure white magic), History, and Hunted (Belasco and other evils)) = 253 CP.

  • So we have 6 CP left over. Given the superheroic tendency to leap in front of attacks meant for others, throw up shields in front of incoming attacks, and so on… I’d recommend Reflex Training (the three action per day variant).

For remaining details… we have a minor effect or two to add from the Four Color Package and her Wealth-By-Level equipment.

  • For the minor effect, we’ll pick up the remaining +2 to an Attribute that she needs (a first level effect) and a +3 competence bonus to Intimidate when she goes all demony.
  • Her equipment allowance is 13,000 GP. According to Urban Arcana, 1 GP = 20$. According to the Price Conversion Table from d20 Modern up to Purchase DC 10 is about $10 per DC. 10 = $120, 11 = $150, 12 = $200, 13= $275, 14 = $350, 15 = $500, 16 = $650, and 17 = $900. From there, each +8 DC is x10 dollars. Fortunately, we can ignore much of that except for calculating the base price of her phone.
    • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds. Note that Arcane Spell Failure does not apply to Rune Magic or Witchcraft), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Throwing that into her HP total for the purposes of calculation in M&M provides +2 to her Toughness – although that effect will wane as hit points increase. In theory this still takes up the appropriate item slot, but Superheroes rarely care). Armor Crystal: a Lesser Iron Ward Diamond (2000 GP).
    • Advanced First Aid Kit / Healing Belt (750 GP).
    • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
    • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
    • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).

And that’s 13,000 GP.

And I used the wrong chart here; for Pathfinder that should be 23,500 GP – leaving her with another 10,500 GP to spend and nothing much to spend it ON. Personally, I’m just going to assume it’s going to background stuff and lifestyle. Superheros don’t need that much gear. 

When it comes to equipment, Superheroes are much more vulnerable than d20 characters. That’s mostly because comic books are created by writers to present to third party audiences. If a Green Lantern is deprived of his or her power ring… even if it’s a team book in the first place, the rest of the team will either be shuffled offstage to allow a solo story, handed the idiot ball so that the powerless character can still be a leader in their adventures, or land in an incredibly contrived set of situations that still allow the character who can’t do much of anything to be the hero. None of those are good options for a RPG, since they ALL translate to “GM railroading” and/or “one or more players is not getting to actually play tonight”. Thus d20 characters may lose a piece or two of gear, and be put at a short-term disadvantage – but they pretty much never lose all their gear and get put out of action. If you’re converting to M&M, a d20 or Eclipse characters wealth-by-level is one of their powers,

Overall, this version of Magick is a fine demonstration of why throwing “an endless stream of Mana” into the character design process takes a character from a hero to a superhero. While she turns out to be built on almost exactly the same number of points in both Eclipse and in Mutants and Masterminds, the Eclipse version has a major advantage in versatility and a slight advantage in raw power – mostly because Eclipse is built using versatile fantasy magic tropes, rather than specific-powers superhero tropes. The rest of the New Mutants tend to have more specific powers, and may be a bit more awkward in Eclipse terms.

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2 Responses

  1. […] also a much more typical hero than Magick. He’s only got a few major special abilities, but they’re quite flexible and very […]

  2. […] building your own pocket realm, and my initial thoughts on damage and equipment are in the Magick writeup, Uncontrolled Powers and Mutants & Masterminds combat skills are discussed in the Magma […]

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