Supernatural Cosmo Knights?

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Svartalf
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Unread post by Svartalf »

there is no contradiction... common Kreeghor are NOT supernatural beings, as evidenced by their complete lack of psi or magical powers... don't let an MDC body and some soupie level attributes fool you. so a Kreeghor can become a CosK

on the other hand, Royal Kreeghor can't, because THEY are soupies
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Dr. Doom III
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Unread post by Dr. Doom III »

okapi wrote:Alright, I'm willing to accept that, but then the question becomes, what IS a supernatural being then?

What tushy will an Apok kick? How much beat-down will a Sea Inquisitor give? What defines a supernatural being?

My general rule of thumb to date has been Supernatural Endurance. How do I know? What's the rule? Are there guidelines?


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Unread post by cornholioprime »

Dr. Doom III wrote:
okapi wrote:Alright, I'm willing to accept that, but then the question becomes, what IS a supernatural being then?

What tushy will an Apok kick? How much beat-down will a Sea Inquisitor give? What defines a supernatural being?

My general rule of thumb to date has been Supernatural Endurance. How do I know? What's the rule? Are there guidelines?


Think innate magical powers and you will rarely go wrong.
Agreed with Doom. Apart from the Brodkil and the Regular Gargoyles/Gargoylites, and MAYBE a Giant or two (although Palladium True Giants are said to be Creatures of Magic), there really are VERY few exceptions. If it can cast or create Magic Effects WITHOUT learning them, then it is almost DEFINITELY Supernatural or Quasi-Supernatural..........
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Nekira Sudacne
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Unread post by Nekira Sudacne »

yea.

"supernatural" strength and endurance can be from inhuman stamina and strength, or mutatant powers (see Skraypers, technically phase world material)

but that alone dosn't mean supernatural. inherent magical abilites does.

if they can "turn invisible at will" or "Teleprot" and things like that, THEN they are supernatural.
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