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Needs Input


animemun001

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Teen Mutant with Unstable Emotion Manipulator powers with shape shifting powers.

 

I was thinking of having his powers develop and stablize into a Multiform with each form having unique Psychic Emotion Based Powers with Empathic Invulnerability for his main form.

 

Hate- Brick style Powers

Fear- Intimidation & Teleporting Powers

Love- Extreme Attractivenss & Charm Based Powers

Bliss- Enhanced Intelligence & Healing powers

 

Now Originally The Unstable character had love and charm powers with shape shifting powers. I'd Like to know if anyone has another view on the Multiform Stablization.

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Re: Needs Input

 

Interesting idea...

 

Add accidental changes, so the main form can change into the various forms.

 

Some random thoughts:

 

~Hate: Now to me, the hateful mind is able to rationalize anything, so might this be the enhanced intelligence? One imagines a very angry personality, unhappy with his condition. Perhaps intimidation might go here?

 

~Fear: Is this the ability to invoke fear, or the perpetual coward? Or is it both :)

 

~Love: Seems to work

 

~Bliss: Wouldn't the bliss form be the calm type, not worried about anything? Make him the brick who can heal :)

 

Add accidental changes, so the main form can change into the various forms. This makes his transformation uncontrollable, enhancing the "fun"

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Re: Needs Input

 

Interesting idea...

 

~Hate: Now to me, the hateful mind is able to rationalize anything, so might this be the enhanced intelligence? One imagines a very angry personality, unhappy with his condition. Perhaps intimidation might go here?...

 

Maybe Rage instead of Hate would fit the concept more accurately. I once had a Villain who embodied the 7 deadly sins with a Multiform and he was a great plot device as some of the sins were male and some female (oddly not Lust). In any event...add me to the "sounds like a cool character" bandwagon.

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Re: Needs Input

 

these are great suggestions. Although Bliss was originally my idea for the enhanced Intelligence because I thought it'd be easier for him to think in that form.

Hatred seemed perfect for a combat type personality as it would enjoy hitting people (not to mention most opponents)

 

 

Mostly each form would give him Psychic Special effects based on the powers.

So hatred would enjoy combat, Fear enjoys Scaring people, Love...lecherous, bliss just having fun.

Because each form -IS- the power he has disadvantages in each form that are the following

DF: Constant Psyhic Aura (detectable by Mental Awareness only)

+4 to hit with Mind Scan

x2 Telepathic Scans

 

Although...switching Bliss and Hatred do sound interesting

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Erics Main Form

 

Eric Drake

Player: Michael Talley

 

 

 

Val Char Cost
10 STR 0
16 DEX 18
12 CON 4
10 BODY 0
18 INT 8
18 EGO 16
20 PRE 10
20 COM 5
3/7 PD 1
3/5 ED 1
4 SPD 14
4 REC 0
40 END 8
23 STUN 2
6" RUN 0
3" SWIM 1
2" LEAP 0
Characteristics Cost: 88

 

Cost Power END
11 Emotion Based Forms: Multiform (150 Character Points in the most expensive form) (x4 Number Of Forms) (40 Active Points); Requires An EGO Roll (-3/4), Extra Time (Full Phase, -1/2), Costs Endurance (Only To Change; -1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) 8
9 Power cannot Be Stollen: Power Defense (27 points) (27 Active Points); Limited Power Only Protects against attacks that affect Multiform (-2)
5 Emotion Invulnerability: Mental Defense (14 points total) (10 Active Points); Limited Power Only against Emotion Based Attacks (-1)
7 Emotion Invulnerability: Mental Damage Reduction, 25% (15 Active Points); Limited Power Only against Emotion Based Attacks (-1)
4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4)
10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2)
1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2)
1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1
Powers Cost: 50

 

Cost Martial Arts Maneuver
Art Of The Staff
1 1) Weapon Element: Staffs
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll
5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
Martial Arts Cost: 15

 

Cost Skill
5 Acrobatics 13-
3 Criminology 13-
6 +3 with staff weapons
3 Deduction 13-
3 Disguise 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
1 SS: Chemistry 8-
1 SS: Genetics 8-
1 SS: Biology 8-
1 SS: Geology 8-
1 SS: Botany 8-
3 Tactics 13-
2 WF: Staffs, Thrown Grenades
3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13-
Skills Cost: 42

 

Cost Perk
8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13-
5 Money: Well Off
Perks Cost: 13

 

Cost Talent
3 Resistance to seduction (3point)
Talents Cost: 3

 

Total Character Cost: 211

 

Val Disadvantages
10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Metranon his mentor 11- (Mo Pow, Watching)
15 Psychological Limitation: Personal code of Honor (Common, Strong)
20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong)
5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 100

Base Points: 100

Experience Required: 11

Total Experience Available: 11

Experience Unspent: 0

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Erics Bliss Form

 

Eric Drake

Player: Michael Talley

 

 

 

Val Char Cost
10 STR 0
16 DEX 18
12 CON 4
10 BODY 0
36 INT 8
18 EGO 16
20 PRE 10
20 COM 5
3/7 PD 1
3/5 ED 1
4 SPD 14
4 REC 0
40 END 8
23 STUN 2
6" RUN 0
3" SWIM 1
2" LEAP 0
Characteristics Cost: 88

 

Cost Power END
12 Healing Touch: Healing BODY 3d6 (30 Active Points); Activation Roll 13- (-3/4), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4) 3
16 Aura Of Non-Hostility: Change Environment 2" radius, -4 : OCV, Costs END Only To Activate (+1/4), Personal Immunity (+1/4) (37 Active Points); Activation Roll 13- (-3/4), No Range (-1/2) 3
25 Greater Intelligence: +5 with Int-based Skills
18 Greater Intelligence: +18 INT
4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4)
10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2)
1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2)
1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1
Powers Cost: 89

 

Cost Martial Arts Maneuver
Art Of The Staff
1 1) Weapon Element: Staffs
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll
5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
Martial Arts Cost: 15

 

Cost Skill
5 Acrobatics 13-
3 Criminology 16-
6 +3 with staff weapons
3 Deduction 16-
3 Disguise 16-
3 Electronics 16-
3 Inventor 16-
3 Mechanics 16-
1 SS: Chemistry 8-
1 SS: Genetics 8-
1 SS: Biology 8-
1 SS: Geology 8-
1 SS: Botany 8-
3 Tactics 16-
2 WF: Staffs, Thrown Grenades
3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 16-
Skills Cost: 42

 

Cost Perk
8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13-
5 Money: Well Off
Perks Cost: 13

 

Cost Talent
3 Resistance to seduction (3point)
Talents Cost: 3

 

Total Character Cost: 250

 

Val Disadvantages
10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By mental awareness)
10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing)
15 Psychological Limitation: Code of Honor (Common, Strong)
20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong)
5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Telepath Powers (Uncommon)
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Erics Fear Form

 

Eric Drake

Player: Michael Talley

 

 

 

Val Char Cost
10 STR 0
16 DEX 18
12 CON 4
10 BODY 0
18 INT 8
18 EGO 16
40 PRE 10
20 COM 5
3/7 PD 1
3/5 ED 1
4 SPD 14
4 REC 0
40 END 8
23 STUN 2
6" RUN 0
3" SWIM 1
2" LEAP 0
Characteristics Cost: 88

 

Cost Power END
20 Deadly Fear: Ego Attack 2d6 ( Human class of minds), Does BODY (+1) (40 Active Points); Activation Roll 13- (-3/4), Reduced By Range (-1/4) 4
23 Inspire Fear: Drain PRE 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (40 Active Points); Activation Roll 13- (-3/4) 4
10 Intimidating Presence: +20 PRE (20 Active Points); Limited Power Offensive Only (-1)
18 Shadow Port: Teleportation 6", Position Shift, x4 Increased Mass, MegaScale (1" = 1 km; +1/4), Can Be Scaled Down: 1" = 1km (+1/4) (40 Active Points); Activation Roll 13- (-3/4), Limited Power Only works at night (-1/2) 4
4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4)
10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2)
1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2)
1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1
Powers Cost: 89

 

Cost Martial Arts Maneuver
Art Of The Staff
1 1) Weapon Element: Staffs
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll
5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
Martial Arts Cost: 15

 

Cost Skill
5 Acrobatics 13-
3 Criminology 13-
6 +3 with staff weapons
3 Deduction 13-
3 Disguise 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
1 SS: Chemistry 8-
1 SS: Genetics 8-
1 SS: Biology 8-
1 SS: Geology 8-
1 SS: Botany 8-
3 Tactics 13-
2 WF: Staffs, Thrown Grenades
3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13-
Skills Cost: 42

 

Cost Perk
8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13-
5 Money: Well Off
Perks Cost: 13

 

Cost Talent
3 Resistance to seduction (3point)
Talents Cost: 3

 

Total Character Cost: 250

 

Val Disadvantages
10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mental Awareness)
10 Distinctive Features: Creepy Aura (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing)
20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong)
15 Psychological Limitation: Personal code of Honor (Common, Strong)
5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Telepathic Powers (Uncommon)
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Erics Hatred Form

 

Eric Drake

Player: Michael Talley

 

 

 

Val Char Cost
30 STR 0
16 DEX 18
19 CON 4
10 BODY 0
18 INT 8
18 EGO 16
20 PRE 10
20 COM 5
7/11 PD 1
4/6 ED 1
4 SPD 14
9 REC 0
54 END 8
37 STUN 2
6" RUN 0
3" SWIM 1
6" LEAP 0
Characteristics Cost: 88

 

Cost Power END
11 Aura Of Anger: Change Environment 2" radius, -4 : DCV, Personal Immunity (+1/4) (31 Active Points); Activation Roll 13- (-3/4), No Range (-1/2), Extra Time (Full Phase, -1/2) 3
14 Increased Physical Endurance: +7 CON
13 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-3/4), Limited Power Must be aware of attack (-1/2)
6 Ares Protection: Damage Resistance (7 PD/5 ED)
27 Super-Strength: +20 STR, Reduced Endurance (1/2 END; +1/4) (27 Active Points) (Modifiers affect Base Characteristic) 1
4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4)
10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2)
1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2)
1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1
Powers Cost: 89

 

Cost Martial Arts Maneuver
Art Of The Staff
1 1) Weapon Element: Staffs
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
Martial Arts Cost: 15

 

Cost Skill
5 Acrobatics 13-
3 Criminology 13-
6 +3 with staff weapons
3 Deduction 13-
3 Disguise 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
1 SS: Chemistry 8-
1 SS: Genetics 8-
1 SS: Biology 8-
1 SS: Geology 8-
1 SS: Botany 8-
3 Tactics 13-
2 WF: Staffs, Thrown Grenades
3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13-
Skills Cost: 42

 

Cost Perk
8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13-
5 Money: Well Off
Perks Cost: 13

 

Cost Talent
3 Resistance to seduction (3point)
Talents Cost: 3

 

Total Character Cost: 250

 

Val Disadvantages
10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mental Awareness)
10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing)
20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong)
15 Psychological Limitation: Personal code of Honor (Common, Strong)
5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Telepathy (Uncommon)
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Eric's Love Form

 

Eric Drake

Player: Michael Talley

 

 

 

Val Char Cost
10 STR 0
16 DEX 18
12 CON 4
10 BODY 0
18 INT 8
18 EGO 16
20/40 PRE 10
40 COM 5
3/7 PD 1
3/5 ED 1
4 SPD 14
4 REC 0
40 END 8
23 STUN 2
6" RUN 0
3" SWIM 1
2" LEAP 0
Characteristics Cost: 88

 

Cost Power END
12 Lovers Appearance: Shape Shift (Sight , Hearing , Touch and Smell/Taste Groups, Any Humanoid), Imitation, Costs END Only To Change Shape (+1/4) (49 Active Points); Limited Power Can Only assume the desired form from detection (-1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Linked (Love's Sight; -1/4) 8
10 Love's Sight: Detect Dream Lover 13- (Mental Group), Discriminatory, Analyze (13 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1
11 Pleasure Touch: Major Transform 1d6 (Psychological Lim: In Love With Eric Drake, Mental Healing), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (37 Active Points); Limited Power Can affect those of the correct Sexual Orientation (-1), Activation Roll 13- (-3/4), No Range (-1/2) 4
18 Love Power: Mind Control 8d6 ( Human class of minds), Telepathic (+1/4) (50 Active Points); Limited Power Only alter/Inflict the emotion of love (-1), Requires An EGO Roll (-3/4) 5
10 Seductive Presence: +20 PRE (20 Active Points); Limited Power Only to perform seductive/friendly presence attacks (-1/2), Limited Power Only affects those of appriate sexual orientation (-1/2)
10 Seductive Appearance: +20 COM
4 Costume: Armor (4 PD/2 ED) (9 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4)
10 Costumes Utility Belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
1u 1) Instant Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 2) weak Grenades: Energy Blast 2d6, 12 Boostable Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (12 Active Points); OIF (-1/2)
1u 3) Respirator: Life Support (Immunity: Nerve Gases; Self-Contained Breathing) (13 Active Points); OIF (-1/2)
1u 4) Swing Line: Swinging 10", x4 Noncombat (15 Active Points); OIF (-1/2) 1
Powers Cost: 89

 

Cost Martial Arts Maneuver
Art Of The Staff
1 1) Weapon Element: Staffs
5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll
5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
Martial Arts Cost: 15

 

Cost Skill
5 Acrobatics 13-
3 Criminology 13-
6 +3 with staff weapons
3 Deduction 13-
3 Disguise 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
1 SS: Chemistry 8-
1 SS: Genetics 8-
1 SS: Biology 8-
1 SS: Geology 8-
1 SS: Botany 8-
3 Tactics 13-
2 WF: Staffs, Thrown Grenades
3 Weaponsmith (Incendiary Weapons, Muscle-Powered HTH) 13-
Skills Cost: 42

 

Cost Perk
8 Contact: Amanda Cross (Contact has: CEO of Nu-Tech, Contact is slavishly loyal to character) 13-
5 Money: Well Off
Perks Cost: 13

 

Cost Talent
3 Resistance to seduction (3point)
Talents Cost: 3

 

Total Character Cost: 250

 

Val Disadvantages
10 Distinctive Features: Constant Psychic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mental Awareness)
10 Distinctive Features: Extremely handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Alcoholic Father 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: +4 to hit with Mind Scan (Infrequently, Slightly Impairing)
20 Psychological Limitation: Dislikes Authority Figures (Very Common, Strong)
15 Psychological Limitation: Personal code of Honor (Common, Strong)
5 Social Limitation: Youth (Frequently, Minor, Not Limiting In Some Cultures)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Telepath (Uncommon)
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Needs Input

 

Only character comment is that Fear could also be done as a mental illusion.

 

I can respect that, so I'll just have to decide on a different way for Eric to progress.

How about the ability to "drain" emotions from a target? It would probably be a form of cumulative mind control, as the victim is turned into a emotional robot.

 

This of course assumes that emotion is at the heart of personality.

 

Character wise, this would open up numerous RP oppertunities. Could he cure criminal behavior? You would probably need a transform attck for that, to do it permanent.

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