TheDux
Dec 11th, '08, 11:42 PM
So my character, who would fall somewhere between a "mentalist" and an "energy projector", is pretty clever and will use a bit of trickery rather than brute force.
The power I want to make is to make an opponent think I will be striking them and force them to take a defensive action (thus sacrificing their next turn).
In non game terms it would be like this:
Solomon Grundy (my mentalist) creates an illusion (ONLY IN THE TARGETS MIND) that he is about to be struck by any attack (either an energy blast from me, a near by foe hitting him across the face, or a falling car about to crash land where he is standing). At this point the target can either see through the illusion and just ignore it, take some defensive action, or stand and take the "hit" but be puzzled when nothing happens to him.
In slightly more game terms (Italics are optional):
Solomon Grundy creates some sort of effect that requires a char roll to see through. If the target succeeds in the check then he see through trickery and simply ignores the effect. If the target fails the check, he then is required to either take a defensive action and abort his next turn, or take the attack and leave him puzzled and take some sort of -DCV.
I am thinking that this can be done with something like
8d6 Mind Control, Telepathic +1/4 (50 Active Points), Set Effect [Defensive Action] (-1/2), Limited Power [Does not require Break Out Roll] (-1/2). Total Cost: 25
I think that the above might work with the right SFX (the mental illusion being the SFX).
I will also mention that typically the Mind Control dice only need to beat the target's Ego since he should be inclined to dodge/etc anyway. If not Ego + 5 because it does "contradict reality" but not under direct observation. Ego + 10 might be best since it does "contradict reality" but not under direct observation AND the character might not be inclined to take defensive actions and just take a direct hit.
Now will this work? How can i make it better/more accurate? What should the "typical" basis foe the dice goal be? (Ego? Ego + 10?)
Keep in mind the over all goal is to force them to abort their next turn by taking a defensive action.
The power I want to make is to make an opponent think I will be striking them and force them to take a defensive action (thus sacrificing their next turn).
In non game terms it would be like this:
Solomon Grundy (my mentalist) creates an illusion (ONLY IN THE TARGETS MIND) that he is about to be struck by any attack (either an energy blast from me, a near by foe hitting him across the face, or a falling car about to crash land where he is standing). At this point the target can either see through the illusion and just ignore it, take some defensive action, or stand and take the "hit" but be puzzled when nothing happens to him.
In slightly more game terms (Italics are optional):
Solomon Grundy creates some sort of effect that requires a char roll to see through. If the target succeeds in the check then he see through trickery and simply ignores the effect. If the target fails the check, he then is required to either take a defensive action and abort his next turn, or take the attack and leave him puzzled and take some sort of -DCV.
I am thinking that this can be done with something like
8d6 Mind Control, Telepathic +1/4 (50 Active Points), Set Effect [Defensive Action] (-1/2), Limited Power [Does not require Break Out Roll] (-1/2). Total Cost: 25
I think that the above might work with the right SFX (the mental illusion being the SFX).
I will also mention that typically the Mind Control dice only need to beat the target's Ego since he should be inclined to dodge/etc anyway. If not Ego + 5 because it does "contradict reality" but not under direct observation. Ego + 10 might be best since it does "contradict reality" but not under direct observation AND the character might not be inclined to take defensive actions and just take a direct hit.
Now will this work? How can i make it better/more accurate? What should the "typical" basis foe the dice goal be? (Ego? Ego + 10?)
Keep in mind the over all goal is to force them to abort their next turn by taking a defensive action.