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(Mg) Magic (36-40) The
Powers referred to by the word "Magic" cannot be easily categorized in
the other Power classes. It is, as Jeff Grubb so quaintly put it in the Players'
Book of the Marvel Super Heroes Advanced Set, "a can of worms that, once
opened, may be difficult to contain." The subject of Magic in the Marvel
Universe is dealt with at length by Kim Eastland's book, Realms of Magic
(MHAC9). However, the book you're reading couldn't be called The Ultimate Powers
Book if it simply shunted you off to Mr. Eastland's book now, could it? This
section is for those players and Judges who are not following a strict
interpretation of the aforementioned tome or are simply interested in forging a
Magic system that is unique to their campaign. It can be treated as a supplement
to, explanation of, or replacement for your current magic system. If a
Magic Power appears at any time during the character generation process, the
player should convert the entire character to a Mage and convert all the Powers
into their Magical equivalents. If the character was a High Tech type or
possessed a physical type that was obviously technological in nature, these
should be altered to reflect a Magical background for the character. For
example, Robots might be now considered to be clockwork automatons or
Galatea-like animated statues. The
research for the Ultimate Powers Book revealed that those Powers most often
referred to as Magic had two basic components in the way they operated. These
components are called Mechanism and Effect. The second Component to Magic is the Effect. It's just another word for the Power the player has already acquired through the Power Generation process. There are twelve Powers that are unique to the Magic classification. Since Mages often display Magical Powers that are virtually identical to more normal Powers, the system had to account for those as well. These are handled under the category of Power Simulation. |