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[Character Concept] Mutant w/ Latent Telekinetic Power & Activator Foci


TheQuestionMan

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Greeting Herophiles, I need you input, advice, criticisms, and adulation for my new Character in my campaign "CHAMPIONS OF VANCOVUER".

 

Basic Background: He is a Latent Mutant Telekinetic who aquires a Power Activator and Amplifier. He learns to use his powers quickly and soon becomes the city's newest Superhero. He has several well publized battles and rescues along with several incidents of rough Street Justice.

 

1. The "TELEKINETIC TRICKS" Variable Power Pool is flexable, but is it too munchie?

 

2. Are his Characteristics too High?

 

3. What should the FOCI be?

 

 

 

 

Val CHA Cost Roll Notes

15 STR 5 12- Lift 100 kg; 3d6 HTH Damage

23 DEX 39 14- OCV: 8/DCV: 8

25 CON 30 14-

15 BODY 10 12-

18 INT 8 14- PER Roll 13-

18 EGO 16 14- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

8 PD 5 Total: 20 PD ( 12 rPD)

8 ED 3 Total: 20 ED ( 12 rED)

4 SPD 7 Phases: 3, 6 ,9 , 12.

8 REC 0

50 END 0

40 STUN 5

Total Characteristics Cost: 148pts.

 

Movement: Running: 6"/12"

Swimming: 3"/6"

Leaping: 3"v/1.5"h

Flight: 30"/60"

 

Cost Powers & Skills END/Roll

20 Elemental Control: Telekinetic Powers, OIF (Activator Collar, -1/2).

20 Flight 30", x2 NCM. 0

20 Force Field +12 rDEF, Protects Carried Objects (Adder), 0 END (+1/2),

Hardened (+1/4).

 

77 Telekinetic Tricks; Variable Power Pool, 60pts base + 17pts control cost

(77 Active Points); Only Telekinetic Powers (-1/4), OIF (… , -1/2 )

 

Martial Arts: Telekinesis Combat Techniques

Maneuver OCV DCV Effect/Damage

3 Regular & Optional Combat Maneuvers

3 Regular & Optional Combat Maneuvers

3 Regular & Optional Combat Maneuvers

 

Powers: 146pts.

Total: 294pts.

Perks:

6 Reputation: Relentless Mutant Telekinetic Vigilante/Superhero +2/+2d6,

A Large Group, 14-

 

Talents:

 

50 Unspent Points

 

Skills:

0 Acting 8-

0 AK: Home Area 8-

0 Climbing 8-

? Combat Skill Levels +? w/Telekinetic Powers

0 Concealment 8-

0 Conversation 8-

0 Deduction 8-

0 Language: English, (native), Literate

0 Paramedic 8-

? Penalty Skills Levels +? vs. Range Penalties w/Telekinetic Powers

0 Persuasion 8-

0 PS: 11-

0 Shadowing 8-

0 Stealth 8-

0 TF: Small Motorized Ground Vehicle

 

Total Powers & Skills Cost: 350pts.

Total Character Cost: 350pts.

 

 

100+ Disadvantages

10 Distinctive Features: Golden Aura (Easily Concealable, Always Noticed)

10 Distinctive Features: Mutant (Not Concealable, Always Noticed, Detectable Only

with Unusual Senses)

15 Enraged: When Innocent Harmed (Uncommon, Go 11-, Rec 11-)

20 Hunted: Institute of Human Advancement/Anti Supers (Mo Pow, 11-, Capture or Kill)

15 Hunted: VIPER (Mo Pow, 8-, Capture & Enslave)

10 Hunted: Law Enforcement Agencies (As Pow, NCI, 11-, Watched)

15 Psychological Limitation: Seeks Justice, Not Law (Common, Strong)

10 Psychological Limitation: Kill Only to Protect Innocents (Uncommon, Total)

10 Psychological Limitation: Fears losing the (Foci) "Activator Collar"

(Uncommon, Total)

10 Reputation: Relentless Mutant Telekinetic Vigilante/Superhero, 11- (+2/+2d6)

15 Social Limitation: Secret ID (Wulfgang "Wolf" Carlsson) (Frequently, Major)

10 Vulnerability: x2 BODY from No Knockback Attacks (Uncommon)

10 Vulnerability: x2 STUN from No Knockback Attacks (Uncommon)

Experience: 0pts.

Total Disadvantage Points: 150pts.

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Appearance:

 

Designer's Notes:

(Created by TQM, character sheet created by Michael Surbrook & Modified by TQM)

 

Thanks

 

QM

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Re: [Character Concept] Mutant w/ Latent Telekinetic Power & Activator Foci

 

1. The "TELEKINETIC TRICKS" Variable Power Pool is flexable, but is it too munchie?

 

Well, VPPs always have a degree of munchkinism to them, but I think Telekinesis is one of the few SFX that can justify a large VPP. It might be good if it had a few Limitations, though, like Reduced By Range or RSR, or Only One Power (if guys have trouble multitasking with their normal limbs, how hard wouldn't it be to use several telekinetic limbs?). Mostly for flavour and so he won't intrude too heavily on the other PCs' schticks (how is this spellt, anyway?) too often.

 

2. Are his Characteristics too High?

 

Personally, I'd cut them down a slight bit, to 15- in most, keeping Ego and Int as they are; though his mutant nature and what appears to be at least some serious training may have given him a few boosts.

 

3. What should the FOCI be?

Well, crowns and such are suitable for most mental powers, though gloves or a visor of some sort would fit a TK, I think.

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Re: [Character Concept] Mutant w/ Latent Telekinetic Power & Activator Foci

 

As written, he needs a skill to change the powers in the VPP, taking a full phase to do it. Otherwise it takes at least a turn. Given the SFX, I'd personally go with at least the +1/2 Powers Can Be Changed As A 1/2 Phase Action, or the +1 for 0 Phase. A Telekinetic VPP isn't really creating different abilities, it's using one telekinetic ability in different ways - I'd think the whole +2 for No Skill Roll and 0 Phase change would be most appropriate. As a GM, I'd make the player describe how it feels to use the power, to get an idea what specific powers he can use, and how they are changed in combat.

 

I'd also be skeptical of an unobtrusive collar being OIF, unless he has to manipulate it every time he uses his ability. Maybe it's okay if it's obviously technological; otherwise I'd make it IIF.

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Re: [Character Concept] Mutant w/ Latent Telekinetic Power & Activator Foci

 

The previous poster beat me to my comments about the VPP, so i will just say ditto.

 

However, while I am hear I thought I would throw out one idea that, while slightly off point, might interest you. My last character was a FF manipulator that needed a Control Harness to help use her powers. She could use them without it, but would be at a significant disad.

 

I modeled it as Var Limitation set to two options: (a) OIF Fragile, Not in Intense Magnetic Fields or (B) Concentration, Increased End cost, for a effective limitation of -1/2.

 

I normally find Not In Intense Magnetic Fields to be a bit cheesey. However, I thought it was ok in this case because the focus was obviously mechanical and might be effected by EMPs, magnetic fields, etc., thus increasing the chance that it would be used. Also, the character had a couple of disadvantages that triggered when using her powers without the harness, thus making not using the focus or having it destroyed a real pain.

 

Good luck with character.

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