B
(4)
You magic up a pair of handcuffs and toss it at the pirate captain. It clatters loudly at her feet as the music cuts off with a squeal.
You crack your neck.
“It would be best for you if you put those on. “
Her reply is a plasma bolt to your face. Luckily you catch it with a hastily raised ward, but she dives behind the bar as you fling the bolt of burning green plasma back, blowing a fiery hole into the side of the wooden bar.
The fight breaks out in earnest as you charge forward, gunfire roaring as your dominated minions exchange bullets with the cursing, drunken pirates. One pirate aims a shotgun at you, but your power-armored slap sends the man spinning down through bar stools and gun flying from his hand. Bullets ping off your armor as you crash through the bar and hastily block a saber from cutting through your neck with your bracer.
You snarl as purple fire courses over your arms and you launch a flurry of blows. This pirate captain apparently has some measure of skill, deflecting your first few blows. But her blade cannot stand to your magically empowered fists, and as your speed increases she cannot keep up. You knock the sword from her hands, and a few more blows to her torso knocks her down. You magic another pair of cuffs and bind her hands.
Looking up from it appears your dominated squad was mostly wiped out. Sad, you were starting to get used to the smell.
You duck back behind the bar as bullets eat into the wood around you. That is indeed an autocannon they are taking off the wallThe pirate captain spits a globule of blood at you.
You could try rushing out there and dispatching them hand to hand, but you could also try turning to:
A.Necromancy:Well you have a lot of dead bodies to work with! Turn the dead useless pirates into Zombie Pirates! Able to use guns with minimal accuracy. (Potency 2 Pirate Zombies created!)
B. Pyromancy:Well you are surrounded by vast quantities of … fine liquor, you could use it. Turn that into the fuel for a hellishly magical flamethrower.
(Create Potency 3 flamethrower)
C.Demonology:Well, the captain you beat up and captured isn’t probably going to like you much, perhaps you could just sacrifice her to summon a much more useful demon? (Summons a Potency 4 demon.)
D. Something Else?Available materials are mostly 1 and 2 tier, except for the captain you captured. Enemy pirates are 2nd tier, but in enough numbers to present a threat to your person.
Quick Creation:
All Space Lords, in addition for their gift for grand projects, can quickly whip together improvised tools for their situations. Most creations are well within reach except for the most outrageous. Roll a 2d6 and take the higher result, with a 1-3 being a sub-optimal result and and 4-6 gets you broadly what you were aiming for. With more time you can correct your creation.
Conflict: So when conflict/combat between two peers are needed and about equal potency, a roll is made. When potency is equal and no mismatch in powers, a straight 1d6 roll is made, 1 leading to painful failure, 3 is failure but an opening is made, 4 is success but consequences ensue, and a 6 is a clean success.
When potency is 1 higher or lower, roll is made with advantage/disadvantage respectively. 2 higher or lower is max roll or lowest roll, and higher than that is utterly outclasses.
Reminder that Potency only applies with like objects. Cleverness can overcome power disparities.
Rules will be added to second post.