Given what happened the last time Noir tried to use her magic... is it really the greatest plan for her to try to heal Ebony?
is she going to pull the stick out first? You are the team's best healer, so getting you able to concentrate could be beneficial. Huh, all the healers are wounded. Except Noir.
Cho has +1 med, that makes him a healer right? hes not wounded as far as im aware.
Yes, you are right. I didn't think of it because it wasn't part of the skillset you typically use.
She is mortal. that is GM fiat ((by mortal you mean can be killed right? But you don't mean not being able to live forever? Because I remember talking about how noir could live at least thousands of years if she wasent immortal Ill accept the neededing to eat food and drink thing as her father like feeding her via his energy when she was with him or something to explain how she survived in that case then.)
I have plenty of ideas about how Noir survived before. You just calm your little heart. Noir is mortal and can be killed. As for how she ages, well, let's just see, shall we? As for needing to eat and drink, and as for what her father's realm was like, and all those things, since it wasn't explicitly fleshed out beforehand, it is as the GM declares. You are done developing Noir's backstory in ways that can potentially affect current gameplay. I mean, heck, I don't mind creatures that don't need to eat or drink - there are several in this game already. But it was an inherent part of their character already. And we've had this discussion before about adding traits, skills, and abilities mid-game. We just don't do it. Noir needs to eat, she needs to drink, she needs sleep, she can be killed, and she does age. Accept this or ... well, please, if you want, by all means continue arguing with the GM about it. In no way will that possibly go amiss.
Since we seem to be killing off record numbers of people (Is this gonna be the first mission where we score more player deaths than there are people on-mission?), I figure I'd talk about an interesting character concept I came up with. Maybe someone else will like it and use it.
A channeler is a mage who possesses little ability to directly effect change to the world with their own power, despite having an unusually large magical reserve. Instead, they are exceptionally talented in cooperative magic; they can team up with another caster of almost any discipline in order to strengthen and improve that caster's magic. They act as something of a magical battery that can be drawn from, in addition to channelling and shaping the spell itself--specifically, they're streamling the metaphysical movement of mana that is common to all magic, allowing the true caster to concentrate solely upon the finer nuances of their own discipline.
In game terms, a channeller can help another caster with any spell, and depending on their roll could strengthen it by 150-190% or so, assuming a similar level to the other caster. In addition, again assuming they rolled well, they sorta... soften the results of the main caster's roll; rolling a 1 while a channeller is helping will be less disastrous than other times, and a 4 or 6 would be a bit more controlled than normal as well. Therefore, in general, having a channeller helping someone is less useful than just having another specialized mage (which'll result in 200% power, and won't outright fail if the main caster of them rolls a 2), but a channeller is far more versatile, and quite useful when you're just trying to minimize the chances of failure, like when healing. Oh, and due to the explanation being that they're really just taking care of metaphysical stuff and providing a battery for the main caster, they don't need secondary skills like healing to be helpful (though it wouldn't hurt). This is so a channeller doesn't need to otherwise gimp themselves to actually be useful for everyone.
Such a character does have a major flaw: Unless you multiclass into mundane abilities, you're pretty much incapable of acting alone. You always need to work with another mage, who could quite possibly do the job all on their own. It would be best if you OOC understand your allies' magical abilities, so that you can be forward and offer advice in their use; I think a channeller would be a natural fit for a leader. If nothing else, it would really require the player to be good at RP, because you're not going to be able to do much else a lot of the time, and it would be somewhat required just due to the playstyle. "Help X with their spell" isn't a good turn, but a conversation with X about the spell, maybe with some magibabble thrown in, is a great turn.
As for balance, a channeller is generally stronger than any other versatile mage, assuming they're helping specialists. This is intentional, because having to rely on a specialized mage nearby to actually be useful is a pretty large flaw. If they get separated, a channeller is far more fucked than someone like Ebony.
Oz, is the specialization described above even something that could work in Omega Legion?
This is doable, but with a few notes. One, a channeler would have the same issue that Noir has: Mutually contradictory powers acting through them cause trouble. Two: not all magic is the same - some things will simply be out of a channeler's range, just like with Aylia's shapeshifting. Three, while softening a roll is a success for a channeler, there is potential for backlash, feedback, or interference in the course of the main spell. I'm sure there are other limitations, but those three will do for starters.
I like the idea, but it also raises the same concern we had about your knife character, and Egan's demon - reliance on others can be quite troublesome in it's own right. Though, I see potential for this specialization as there are plenty of magical characters around for one to assist. It could be quite a powerful asset for the team, and one I'd have to take into consideration when developing meaningful encounters.
Ah, so I'd get the ability to... generically buff other people with no real input beyond that, be a big old wizardy target without anything to defend myself with, and reduce the overall quantity of hilarious critfails.
Of course, if you can think of a specialization that does the opposite, you are welcome to propose it.