Sudokori Posted October 22, 2014 Report Share Posted October 22, 2014 My friends started playing champions a few weeks ago and invited me to thier first session. They are using First edition Champions books that my friend's dad has from highschool. So I made a character using the group point buy which was 120 base points plus No limit to disatvantage points as long as you didn't go overboard (code against killing was manditory) and ended up with a crappy character. Died in first session after being pushed off a building we were fighting on and pan caking on the sidewalk. So I want to make a new character by next weeks session but can't find any first edition PDF files online. So I ask this, can you help me make a character? Average power level of group: between 10d6 and 15d6 for the main attack method and everything else is spent in attributes or skills/other powers. One guy had 90 points of disatvantages (mostly organizations hating him) and the other two have 60, 70 disatvantage points respectively. Half the group has powers from a focus to reduce point cost. Outline of character: a strong telekinetic with the base stats of a normal person, except with really high endurance. May or may not use a focus for his telekinesis. Want to use him as a support/ranged character. Want at lot of points in telekinesis. So please give me your ideas and suggestions. Thanks! Quote Link to comment Share on other sites More sharing options...
Cassandra Posted October 22, 2014 Report Share Posted October 22, 2014 Telekinesis has a lot of possibilities for powers. I would use an elemental control for flight and force field EC [Telekinesis]-15 Points 1) Flight 10", 8x NCM 2) Force Field +10 rPD +10 rED, No END (+1/2) Cost 45 Points For attack powers I'd use a Multipower Multipower (50 Points) u) EB 10d6 [Telekinetic Punch] u) Entangle 5d6 DEF 5 [Holding The Target With Telekinetic Force] u) Force Wall 10 rPD 10 rED [Telekinetic Wall] u) Telekinesis 20 STR Fine Manipulation, 1/2 END (+1/4) Cost 70 Points. With the Elemental Control Total Cost 115 Points For more protection add a bulletproof cost Armor +5 rPD +5 rED, OIF: Costume (-1/2) 10 Points Total Cost 125 Points I have a standard set of characteristics for Energy Protectors. The stats on the left are for men, on the right for women. Both sets cost 100 Points Male Char Female 20 STR 15 18 DEX 20 20 CON 18 12 BODY 4 18 INT 18 11 EGO 14 15 PRE 15 18 COM 18 6 PD 5 4 ED 5 4 SPD 4 10 REC 9 50 END 46 32 STUN 28 Total Characteristics Cost: 100 Points Total Powers and Characteristics 225 Points. This leave 25 Points for Skills I use 150+ Disadvantages for my 250 Points Characters. Since the Characteristics are all within Normal Characteristics Maxima you can take that disadvantage for 20 Points. Quote Link to comment Share on other sites More sharing options...
sinanju Posted October 23, 2014 Report Share Posted October 23, 2014 I'd also throw in 360 degree Spatial Sense. He can feel everything around him with his telekinetic touch. Makes it hard to sneak up on him. Add Penetrating and he can "see" through walls and other opaque obstacles as well. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted October 23, 2014 Report Share Posted October 23, 2014 Yeah there is a tremendous amount of power and flexibility available with telekinesis. forcefield, obviously, absorb PD that goes to endurance (absorbing kinetic energy) flight, with position shift, because TK doesn't necessarily mean it has action/reaction on you depending on your special effect and definition Sinaju's sense suggestions are good too: everything is in motion due to vibrations etc, if you sense motion, you can sense your surroundings. Several flavors of TK in a multipower, such as -strongest raw telekinetic power you can afford -delicate fine control TK with low power but precision, including levels to hit -invisible, inaudible telekinesis -area effect TK (any area or selective radius is good for this) -telekinesis that works on porous so you can lift water (with AE 1m radius perhaps) -telekinetic slam (blast vs PD) -telekinetic shove (big double Kb blast vs PD) -telekinetic blade (KA) -telekinetic choke, for those whose lack of faith disturbs you (NND vs breathing) -barrier with continuous END Cost, so you can set up a telekinetic wall -suppress running (absorb kinetic energy out of the target so they slow) There are a myriad of possibilities for the telekinetic. Just a few points of strength with fine control can be astoundingly powerful Quote Link to comment Share on other sites More sharing options...
assault Posted October 23, 2014 Report Share Posted October 23, 2014 First Edition? Cool! The more detailed builds people have been offering are for later editions, and contain concepts that aren't in 1st. There are changes in point costs too. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted October 23, 2014 Report Share Posted October 23, 2014 True, with first edition you have to limit yourself to area effect, fine control, and invisible power effects for fancy TK stuff. But you can use the blast, flight, and force field as well. Quote Link to comment Share on other sites More sharing options...
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