Jump to content

Character for input


incrdbil

Recommended Posts

Take a swing at this character. He's envisioned for a potential new team in our (One I WONT have to run, yay!). This team might be a bit darker than the one I currently GM--call it bronze age lite. It's very possibel the potnetial GM might start us above 350.

 

He's very skill lite, but thats due to his origin. He's been a telepath ..well, as long as he can remember. Study? The answers were there in the teachers mind. Persuasion? Mind control. He left formal education when he was about 16 as described in his background, and the focus of his studies has been on his powers. He's could be seen as lazy for not learnign more, but from his point of view, why should a natural sprinter bother crawling? Eventually, the morality of stealing knowledge instead of acquiring it on his own my be brought to his attention--but Ephraim is young, and even worse, young and powerful. A 20 year old witha supreme ego--and, even though it isn't written down, he unconsciously is acting out of a form of 'noblesse oblige"--those poor little normal minds, tyhe 'deadheads' can't protect themselves, its up to him. As he matures, he may realize what an prejudice this is.

 

The universdal translator bit is his ability to mentally decipher the intended conversation of any human(oid) language/conversatio--if spoken in person.

 

Feel free to poke holes, though his power build is sort of simple--I'm expecting (and welcoming) input on his background, likely problems I haven't explored, suggestions. I'm 15 points shy in disadvantages, and I don't know what to do. Enraged is just... out, there's no good reason for a vulnerability, and he's got more than enough hunteds already.

 

 

MindsEye

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

23 CON 26 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

26 EGO 32 14- ECV: 9

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

5 PD 1 Total: 5 PD (0 rPD)

5 ED 0 Total: 5 ED (0 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

10 REC 2

46 END 0

32 STUN 0 Total Characteristic Cost: 147

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

148 Variable Power Pool, 85 base + 63 control cost, Cosmic (+2) (211 Active Points); Limited Class Of Powers Available Limited (Psionic Special Effect powers only; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only 12 DC max; -1/4); all slots Limited Power Power loses about a fourth of its effectiveness (Occasional Lack of Control; -1/4)

15 Mental Defense (20 points total)

 

Talents

10 Universal Translator 13- (20 Active Points); Limited Power Power loses about half of its effectiveness (Only spoken communication or body language; -1)

 

Skills

3 Deduction 13-

3 Stealth 13-

3 Streetwise 12-

3 KS: Psionic Powers 13-

3 High Society 12-

15 +3 with Mental Combat

 

Total Powers & Skill Cost: 203

Total Cost: 350

 

200+ Disadvantages

15 Social Limitation Secret Identity: Frequently (11-), Major

10 Distinctive Features: Registers as Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Hunted Menton: 8- (Mo Pow, NCI, Harshly Punish)

5 Hunted: Mentalla: 8- (Occasionally) (As Pow, Limited Geographical Area, Harshly Punish)

15 Hunted: PSI: 8- (Mo Pow, Harshly Punish)

15 Psychological Limitation: Distant; tends to isolate self from normals due to powers (Very Common, Moderate)

10 Psychological Limitation: Troubled by the extreme mental distress of others (Common, Moderate)

15 Psychological Limitation Protective of Innocents: Common, Strong

10 Psychological Limitation: Feels compelled to stop the harmful manipulations of other mentalists (Uncommon, Strong)

10 Reputation: Debunker of Fake Psychics, 14- (Known Only To A Small Group)

10 Dependent NPC: Assistant Regina Futura: 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

15 Experience Points

 

Total Disadvantage Points: 135

 

Background/History: Many mutants only gain their powers at puberty. Though a stressful period, they have had time to develop a stable family usually, and a realization of how 'normal' people feel. Ephraim's powers were active, in a limited form starting in his early childhood, and only grew stronger with each passing year, and the result was a child that couldn’t understand why others weren’t mind-talkers like him, or how he suffered from the mental distress of those around him. This was devastating. His parents thought he was troubled, and he went from specialist to specialist. Realizing from the thoughts of those around him how his abilities made him feared, he soon learned to hide what he knew. His withdrawal was seen as preferential to his earlier behavior. But how does a child react to knowing what his parents are really thinking, even the momentary anger they later regret and banish from their mind? How can you form a friend when you see every though, both good and bad, and know every lie they may tell? Ephraim shared his misery with no one; and occasionally, his anger lashed out beyond his control, soon making his peers fear him due tot he occasional uncontrolled use of his powers. His parents, desperately unable to handle their distant, angry, moody child, settled on a boarding school for 'troubled' children. His parents didn’t really understand the nature of the school, but Ephraim knew what really awaited him moments after arriving that the staff was abusive, and the students disturbed at best, criminal at worst. Ephraim decided to 'defend himself' by striking first. Within a year, he ruled the school, having mentally controlled or terrified the population of the school, and much of the staff. This inadvertently drew attention to the school, making it seem like a sudden success. The inexplicable changes in behavior drew the attention of PSI, who suspected the work of some unknown mentalist. They came to find the potential new recruit. Ephraim, however, had a premonition, and was able to scout out just who was coming for him. He evaded 'recruitment', but just barely. His glimpse into what PSI was doing, and how his misuse of his power was so close to what they intended changed him. He left the school and his family forever. His future education was in mastering his powers for one purpose; to repair the damage done to society by those like him. His dedication made several enemies as he foiled several plots of PSI, and eventually the wrath of Menton for undoing many victims of Menton’s Psychic surgery. Although a mutant, his powers, and skillful choice of action, means the IHA is unaware of Minds Eye's existence, much less the fact that he is a mutant. Ephraim makes a living from a most entertaining offshoot of his abilities; he exposes frauds, those that claim to have mental powers and try to profit from deceiving others. In his normal identity, he is well known among the limited circle concerned with psychic powers and frauds for these efforts. Ephraim strives to maintain his separate identities firmly, confiding in no one his heroic activities. Ephriam has realized that working alone is too dangerous, and that securing the aid of other trustworthy heroes would be of use, for he could protect them from mental threats they could not otherwise defend, and help him take on opponents beyond his capability due to numbers or raw power.

 

Personality/Motivation: Ephraim is very distant person, hard to get close to, or even know superficially. He longs for human interaction, but fears what he inadvertently might do to others, not to mention the challenge of having a relationship where the others mind is transparent as glass. His assistant is one of the few people close to Ephraim--Regina, in addition to possessing a strong will, has a tremendously strong mental shield that protects her mind, even though she isn't aware of it. Ephraim suspects she may have other latent abilities, but he would never encourage her to develop them, considering what personal pain it has cost him. His power occasionally slips out of control, leading to an intrusion into the minds of others, an inadvertent control of their actions or worse. The exposure to the twisted psyche of evil, corrupt, or deranged individuals is almost physically painful. To inflict some inadvertent mental affect on a helpless innocent troubles him greatly. Ephraim realizes how easily he could become a tyrant, a mental bully. He struggles to avoid this, yet balancing what he can achieve with his powers by unleashing them upon criminals, villains, the harmful aspects of society. Breaking into a mind with telepathy is a painful invasion of mental privacy, but it has led to the arrest of murderers, the pardon of innocent men, and the saving of lives of innocents. Controlling a mind, or even a complete personality rewrite is a terrible violation of a person, but when it prevents an addicts overdose, or turns a person from a petty street criminal into a good citizen and father, or forces a killer who would otherwise go free to confess upon the stand, it is hard not to intervene. Ephraim knows there is a fine line between what he does and becoming a tyrant. However, the advantage of looking into the mind of his target, and knowing the true depths of their depravity means Ephraim can at times respond with surprising harshness, with no hesitation or second thought. He walks that line while trying to undo the damage of villains, especially mentalists who wreak havoc on the minds of the unprotected.

 

Quote: "I know what you are thinking. Pretty soon though, you won't think that way anymore. Don't worry, you'll really be better off."

 

Powers/Tactics: Ephram's psionic potential is tremendously flexible and still growing. He was also born with exceptional physical health, strength, and reflexes, though these may not be relasted to any mutant genes, and just a blessing of normal genetics, healthy living, and a rigourous program of meditation and physical excercise He could potentially match even the fearsome Menton. Telekensis, Mind Control, Telepathy, Pyrokenesis, Precognition (Danger Sense), Clarisentience, Teleportation, Mental Surgery, all these and more are abilities Ephraim can employ. Some few mentalists may have more raw power in a few abilities, but few come close to matching his range of talents, and his overall strength only increases every year. Normally, Ephraim maintains Danger Sense, an enhanced mental awareness (that can detect those under a malign mental influence in the nearby area), an invisible protective field, and telepathy as his active powers. His power occasionally slips out of control, leading to an intrusion into the minds of others, an inadvertent control of their actions or worse. He can occasionally suffer or be distracted by those broadcasting extreme mental distress during unguarded moments.

 

Appearance: Ephraim uses costume that quickly can convert to normal attire. He wears a full coverage mask, with a black jacket and pants trimmed in blue.

Link to comment
Share on other sites

Re: Character for input

 

all slots Limited Power Power loses about a fourth of its effectiveness (Occasional Lack of Control; -1/4)

 

Maybe instead of this Pow Lim, or even in addition to it, you could use a Power Skill Roll to represent his occasional lack of control.

 

I would never recommend the use of a VPP unless you have a very strong command of the system, which it seems you have. My only concern would be the other GM. You have set up a potentially game-breaking character in that you can justify almost any power through the SFX of psionic and things like Psionic Surgery are particularly dangerous in a Bronze / Iron Age-ish environment. You seem to run most of your games, and if you want to encourage the new GM to keep running this game, maybe you should run the concept / potential of this character by him/her first. This way the campaign isn't abruptly ended when your character destroys the first game by Telepathically discovering the plot and then Mind Controling the villain into not carrying it out.

 

I have made this mistake myself with VPPs, the temptation to use your knowledge of the intricacies of the system to overcome major plot points is very tempting. I would suggest giving him a MP / EC combo, full of powers without "caution" or "stop" signs, and a small VPP (maybe 30 points) to represent the little things you can't possibly think of in advance. This would also allow you to ditch the Universal Translator (use the lil VPP for it when needed).

 

If you talk to the new GM and things still look shiny, I would be prepared not to be mad when major villains all have Mental Defense.

Link to comment
Share on other sites

Re: Character for input

 

Limited Class Of Powers Available Limited (Psionic Special Effect powers only; -1/2)

To get a -1/2 on this, it would have to be clear exactly what powers you could and could not use. To me, if you say 'mental powers only', that gets a -1/2. If your character is a pan-psionic who can buy ANY power so long as you can come up with a mental SFX for it, that's worth -0, unless mental defenses are relatively common in the game, in which case it might be worth -1/4.

 

I built my own VPP character recently. I didn't want to have a do-anything VPPer this time around. I chose to take 'Adjustment Powers Only' for a -1/2 and it's worked well for me; the character is still extremely flexible, but if there's not something there for my character to enhance or diminish, then he can't make something new out of whole cloth. He can't just up and take invisibility or desolidification, for instance.

 

Limited Power Power loses about a fourth of its effectiveness (Only 12 DC max; -1/4)

I am not really thrilled with this; to me this is a -0 lim. Besides which, your character has no defenses or movement powers outside his VPP, so it's likely he'll be splitting his VPP many ways. I personally would prefer to drop the VPP to 62 points and use the savings to buy some basic, relatively inexpensive defenses and movement powers. Depending on what powers you wind up allowing in the pool, you can always bolster these with VPP points anyway.

 

Limited Power Power loses about a fourth of its effectiveness (Occasional Lack of Control; -1/4)

Again I'm not clear on what this is supposed to mean. Is this supposed to be a version of Restrainable, not by Grab or Entangle? of Side Effects? of RSR? Make sure your GM knows what this means and that you and he ensure it's really worth -1/4.

 

I'm 15 points shy in disadvantages, and I don't know what to do.

Easy. Your character seems quite self-posessed. I would give him a Social Lim of Aloof (Very Frequently, Minor) -- people instantly notice his superior air and tend to dislike or resent him on first impressions. It gives him a penalty in social situations where he is not dealing with someone he knows well enough to have come to respect him despite his arrogant air. This will of course only fuel his distance and sense of isolation.

Link to comment
Share on other sites

Re: Character for input

 

To get a -1/2 on this, it would have to be clear exactly what powers you could and could not use. To me, if you say 'mental powers only', that gets a -1/2. If your character is a pan-psionic who can buy ANY power so long as you can come up with a mental SFX for it, that's worth -0, unless mental defenses are relatively common in the game, in which case it might be worth -1/4.

 

There are lots of things he cant do with this limitation--I might do a list of all the powers in the book for the GM, and explain what wouldn/wouldnt apply, and advantages. For example, the power I'm envisioning for him wont do teleportation for others, warp gates. No 'mental transformation of energy" attacks to produce electricty, change air to a poisonous gas--the only energy affect he could do is pyrokenesis. No cyberkenetics--he affects living minds only. He can't tunnel, He cant drain physical characteristics, powers, can't heal, cant grant powers to others, he cant create darkness, no body adjustment powers, no movement powers other than flight and teleportation, no life support, damage reduction, no precognitive or postcognitive abilities.

Aid (beyond that of restoring someones drained ego or INT) would be out of the question, or healing other than repairing psonic surgery, no absorbtion...

This modifier also impacts on potential limitations or advantages I could take.

 

This is just a a brief listing of what can or can't be done--I should have put this in the initial post. My fault. Might also be local interpretations of limit lavues--your adjustment powers only limit around here would probably net a -3/4 to -1 limitation on the control cost.

 

I am not really thrilled with this; to me this is a -0 lim.

 

only being able to pull off 12d6 attacks, as opposed to 17d6 or more (as the power pool increases) is the limit. Somethign that goes unsaid is an active point limit equal to the normal campaign starting values.

 

I personally would prefer to drop the VPP to 62 points and use the savings to buy some basic, relatively inexpensive defenses and movement powers.

 

Tried to do that originally. (I even toyed with lots of levels of Combat luck as a psychic defense shield) I originally went the EC/ multipower road, and after shuddering at the power total cost. I wound up running with the VPP. This was the origin of the the 12 DC/active point limit, which puts it on line with the general campaign limits on starting powers while giving enough of a points reserve to run a movement or defensive power. (Actually, I envision most of my mental powers being around 10d6 in effect for most occasions.)

 

 

 

Again I'm not clear on what this is supposed to mean. Is this supposed to be a version of Restrainable, not by Grab or Entangle? of Side Effects? of RSR? Make sure your GM knows what this means and that you and he ensure it's really worth -1/4.

 

 

The ocasional lack of control is part of the GM's "escape' card. It also means at various times, my powers may work completely unconsciouslly (I get mad at a anti-metahuman crusader, and in a flash, something bad happens to him before I can stop it, even though I didn't want that to happen, and it may indeed make that anti-meta crusader a martyr or give him a photo op, or get me and my team in trouble for attacking him.) It means I could, during stress, give a completely wrong mental command. It also allows the GM to invoke the lack of control to protect key plot points or characters--ie, my telepathy backfires on someone, (who just happens to be the person whose secrets can't be revealed for the sake of the adventure) resulting in me being mentally blind to that persons actions for a period of time. Or the GM could rule my exposure to someone else's extreme mental anguish results in some form of damage for trying to use telepathy or other powers on them, or even in the general area. If I was trully blindsided or suprised, I could inadvertantly unleash a full strength mental assault..and owe a big explanation to my team for my reaction to their suprise birthday party.

 

 

Easy. Your character seems quite self-posessed. I would give him a Social Lim of Aloof (Very Frequently, Minor) -- people instantly notice his superior air and tend to dislike or resent him on first impressions. It gives him a penalty in social situations where he is not dealing with someone he knows well enough to have come to respect him despite his arrogant air. This will of course only fuel his distance and sense of isolation.

 

thank you. I hadn't thought of using aloof as a social limit as opposed to a psych limit

Link to comment
Share on other sites

Re: Character for input

 

only being able to pull off 12d6 attacks, as opposed to 17d6 or more (as the power pool increases) is the limit. Somethign that goes unsaid is an active point limit equal to the normal campaign starting values.

Right. You don't get a -1/4 limit for following the AP cap on powers. You're expected to follow the AP cap on powers regardless of what your build is. Hence, following the AP cap is a -0 limitation.

 

I originally went the EC/ multipower road, and after shuddering at the power total cost.

That's why I like EC+VPP here. You still have a hefty VPP at 62 points which will let you do anything that's allowable within the AP cap; if your MP build would have dozens of slots and few or no limitations you're probably right to go with the VPP. However, it also means that you only have a relatively small portion of your pool available for defense and movement powers, if you want to have campaign average attacks. And since your current defense is 5/5 non-resistant, and your current movement is 6" Running, that's likely to be a problem. What happens if your character gets surprised out of combat and doesn't get a chance to allocate his VPP, or the GM exercises that -1/4 Lack of Control lim and says you don't have access to your VPP at the moment?

I would try to get at least your defenses up to a respectable level outside the VPP. It will also speed play if you are using your VPP primarily to build attack powers and aren't also constantly building defense and movement powers and juggling the AP in each. Of course that doesn't mean you can't use your VPP for defense and movement, I just would expect those ought not to be the primary focus. Things you want 'always available' like primary defenses and movements tend to fit better in other power structures.

 

-----

 

Note that on this kind of VPP, as a GM I probably would not allow any limitations for powers within the pool that are not self-enforcing. That means nothing like gestures or incantations or 'doesn't work in darkness' since it's trivially easy to change your powers and get around that condition. Limitations like 'x2 END Cost' or '14- Activation' or '0 DCV Concentration' where the limitation is applied as you use the power are more acceptable.

Link to comment
Share on other sites

Re: Character for input

 

I think the concept is sound but I, like Zed-F, think the massive VPP is a problem.

 

I built, and run in the GGU, a electromagnetic(true Magnetic) manipulator using a VPP and EC in combination. By deciding to go with the flow of 5ER and not against it I applied a -1/2 custom limitation to both the VPP and the EC called Cascade Failure. If either the VPP or the EC is a target of a harmful adjustment power both frameworks are effected since they are both just manifestations of the same power.

 

So VPP for attacks and big effects (Like Low Earth Orbit Magnetics)

EC for Defense, Movement and minor TK (Magnetics)

 

Hawksmoor

Link to comment
Share on other sites

Re: Character for input

 

Right. You don't get a -1/4 limit for following the AP cap on powers. You're expected to follow the AP cap on powers regardless of what your build is. Hence, following the AP cap is a -0 limitation.

 

I'm not objecting to following the ap limit--its just that if I pay for an 85 point VPP, but I cant use it at full power, to me that's a limitation on the VPP and reflected as it limits the control cost--it doesn't apply as a limit to any of the powers towards their real point cost. This limit stays in place even as I add more points to the VPP until I buy it off. It echoes the limit of points that a multipower puts in place, while the larger reserve reflects the ability of an EC type construction.

 

If anything, its a local convention, but I think its an honest limitation on a VPP--at this level.

 

However, it also means that you only have a relatively small portion of your pool available for defense and movement powers, if you want to have campaign average attacks. And since your current defense is 5/5 non-resistant, and your current movement is 6" Running, that's likely to be a problem. What happens if your character gets surprised out of combat and doesn't get a chance to allocate his VPP, or the GM exercises that -1/4 Lack of Control lim and says you don't have access to your VPP at the moment?

 

Well, one of the tradeoffs of the VPP is not doing everything at once. If I unleash a 6d6 ego attack at 1/2 end, I'm only going to have 25 real points to play around with for movement and defenses. (taking into account the general 1/4th lack of control disadvantage that affects all powers). This character is about flexibility and range of powers as his strength. Honestly, I'll proably be firing off most of my mental attacks at the 10 DC realm anyway

 

 

As for the defenses, I did worry about this. Several versions had the minimal excuse for a EC that had a forcefield and a teleport. Felt pretty gimmicky and really didnt work any better than the VPP because it was at such minimal levels, to make them of any use I would have had to bleed off points fdrom the VPP anyway. Just to add a 15" teleport/15 15 FF EC would take a 45 points--dropping to 62 points would save only about 40 points, so the one build VPP worked out better. In simplicity terms terms, I have only one power to spend on..and the GM only has one power to drain or suppress when he wants to have hsi way with me.

 

I could have went for some focus/HIDO construction with an EC and MP, and had a few abilities of equivalent strength, plus better defenses working at the same time. I wanted to try a 'naked' build, and flexibility, and everytime I tried to work an EC into it, it just got worse.

 

He's just as vulnerable as if his powers were in an EC/MP type construction, barring buying my defenses as armor or combat luck. (which I dont view as valid under the fx) Caught off guard and hit without active defenses, a mentalist usually goes down. If the GM excercises the limitation option to disrupt my defences..well, hey, limitations have consequences. As long as the GM does it within reason and not out of whack with its value, I'm ok with it.

 

I admit, the character requires some trust by the GM, but occurs the moment any VPP is in the game. But if he cant trust me to run this VPP, he can't trust me with a 62 pt VPP either.

 

It will also speed play if you are using your VPP primarily to build attack powers and aren't also constantly building defense and movement powers and juggling the AP in each.

 

Speed wont be an issue. I usually pre-generate powewrs and index their levels by real cost, but I can calculate and balance VPP's about as fast as everyone else can caluclate CV's and roll attack rolls.

 

 

Note that on this kind of VPP, as a GM I probably would not allow any limitations for powers within the pool that are not self-enforcing. That means nothing like gestures or incantations or 'doesn't work in darkness' since it's trivially easy to change your powers and get around that condition. Limitations like 'x2 END Cost' or '14- Activation' or '0 DCV Concentration' where the limitation is applied as you use the power are more acceptable

 

That's my GM mantra as well. Let's just say I wont take "mind Control, one command only, only versus males/females/red heraded people "--then reset the power with the same limitations, but another command and target next phase. If I do that, please, someone shoot me. Gestures and incantations would be inapplicable, my power doesn't work that way, or based on darkness. Only the type of limits you were talking about would apply. My goal is to have a fun character, not make my GM cry or make other PC's feel irrelevant.

 

I'm very thankful for everyone's input..I might go back and take a swing again at an EC/VPP build though--maybe i can shoehorn something satisfactory in.

Link to comment
Share on other sites

Re: Character for input

 

I agree with what Zed F said plus, you seem a little light in the noncombat skills department.

 

I think you might need some more defenses, maybe some points in combat luck ?

 

I think you can free up some points by perhaps reducing your ego to around 20 and/or reducing your levels in mental combat (an ECV of 7 or 8 will hit most non psionics anyway) and you might consider only spending 5 pts. in mental defense instead of 15 (if you find you need more, you can always build it up later.).

Link to comment
Share on other sites

Re: Character for input

 

If anything, its a local convention, but I think its an honest limitation on a VPP--at this level.

All I can tell you is that while it's a 'limitation' on the VPP, it's not a limitation that is worth points, at least in my opinion. YGM'sMMV.

 

I'm pretty sure I could build a decent EC for 40 points that would work well for you. You just need to be a bit creative in coming up with good powers to put in it. I'd start with a smaller EC reserve and add 3-4 powers in it, rather than a larger EC with fewer powers in it. And, I'd start with a movement power that's less expensive (and easier to justify with a mental SFX) than teleport.

 

For instance, here's an EC I built for a mage recently. It has several other slots but I'll just include the first three here:

10 Magic Of The Winds And Waves: Elemental Control, 20-point powers

Notes: Powers draw from Personal END.

8 1) Windriding: Gliding 16", Usable As Leaping (+1/4) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)

6 2) Windborne Evasiveness: Force Field (7 PD/7 ED), Hardened (+1/4), Costs END Only To Activate (+1/4) (21 Active Points); Restrainable (-1/2), Must Be Aware Of Attack (-1/4)

Notes: Equivalent to 7/7 combat luck.

6 3) Windborne Ice Shield: Armor (7 PD/7 ED) (21 Active Points); Limited Coverage 180 Degrees (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)

Notes: Positions itself automatically.

Now, you may want to do things slightly differently, pick different limitations and advantages, and so forth. Nevertheless, the point is here I have a respectable amount of movement and defenses for 30 RP, yet I have 60 AP worth of powers there. I don't think you could accomplish something similar with the VPP; a VPP's strength is flexibility, not raw power (in terms of how many AP of powers you have active simultaneously,) whereas an EC is the opposite.

Link to comment
Share on other sites

Re: Character for input

 

All I can tell you is that while it's a 'limitation' on the VPP, it's not a limitation that is worth points, at least in my opinion. YGM'sMMV.

 

Just different schools of thought, but I can't see paying full cost for something while not being allowed to use it at full potential. If I buy an 85 point VPP, and take no such limitation, then I should get to use it at that level--or not be allowed to buy the VPP at that level at all.

 

Anyway, here's a stab at the EC framework plus VPP I also have to drop 2 points from skills or characteristcs. I could drop the universal translator bit to bring the mental defense back up to where it should be , though I dont have the extra reserve of points to run a similar ability full time out of the VPP.

 

115 Variable Power Pool, 62 base + 53 control cost, Cosmic (+2) (155 Active Points); Limited Class Of Powers Available Limited (Psionic Special Effect powers only; -1/2); all slots Limited Power Power loses about a fourth of its effectiveness (Occasional Lack of Control; -1/4)

 

5 Mental Defense (10 points total)

 

15 Elemental Control, 30-point powers

15 1) FF (15 PD/15 ED) (30 Active Points) 3

15 2) Teleportation 15" (30 Active Points) 3

Link to comment
Share on other sites

Re: Character for input

 

I agree with what Zed F said plus, you seem a little light in the noncombat skills department.

 

 

Yes, and I hate that normally I'm a skill hog, but it was deliberate. Ephraims powers hevnt always been a good thing for him in many areas. Growing up as a kid, he really didnt work that hard to learn anything, though as a telepath his test scores were great as long as the test was given by someone other than an idiot. Once he came of age, he really focused more on developing his powers and interaction abilities. He's worked hard to overcome some of that--I thought for a bit about making him illiterate and very poor at math, and many other basic subjects.

Link to comment
Share on other sites

Re: Character for input

 

.

 

I still prefer my EC to yours, tho. :P

 

Nothing wrong with your EC at all..I just dont have the point or justificatiosn to use some of it.

 

You'ld probably like my metaorph I was going to do more--EC + shapechange based VPP, but it was so obviously close to an Elasti-Girl rip off :)

Link to comment
Share on other sites

Re: Character for input

 

Maybe instead of this Pow Lim, or even in addition to it, you could use a Power Skill Roll to represent his occasional lack of control.

 

Contemplated that--but I thought the limitation, purely in the GM's area to control, might be more comforting to the GM as a control than a power roll that is subject to dice whim.

 

You seem to run most of your games, and if you want to encourage the new GM to keep running this game, maybe you should run the concept / potential of this character buy him/her first.

 

I routinely regale new GM's with tales of VPP horror and madness; and then naturally enjoy then flinch when I say "now about my VP character" :)

 

But yes, I plan to really be explicit and spend a lot of time nailing down this character to we both know, with clarity, what is a go, and what isn't.

 

If you talk to the new GM and things still look shiny, I would be prepared not to be mad when major villains all have Mental Defense.

 

look at my hunters :)

Link to comment
Share on other sites

Re: Character for input

 

Upon further review, a little reworking. I tried to squeeze in some more skills, while keeping to the concept that Ephraim is very self educated. I tweked his background just a bit as well, and the disadvantages.

 

 

MINDSEYE

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

23 CON 26 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

26 EGO 32 14- ECV: 9

18 PRE 8 13- PRE Attack: 3 1/2d6

16 COM 3 12-

 

5/20 PD 1 Total: 5/20 PD (0/15 rPD)

5/20 ED 0 Total: 5/20 ED (0/15 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

10 REC 2

46 END 0

32 STUN 0 Total Characteristic Cost: 150

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 15"/30"

 

Cost Powers END

127 Variable Power Pool, 75 base + 52 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (167 Active Points); Limited Class Of Powers Available Limited (Psionic Special Effect powers only; -1/2); all slots Limited Power Power loses about a fourth of its effectiveness (Occasional Lack of Control; -1/4)

15 Elemental Control, 30-point powers

15 1) FF (15 PD/15 ED) (30 Active Points) 3

15 2) Teleportation 15" (30 Active Points) 3

 

Skills

3 Deduction 13-

3 Stealth 13-

3 Streetwise 13-

3 KS: Psionic Powers 13-

3 Persuasion 13-

3 High Society 13-

10 +2 with Mental Combat

 

Total Powers & Skill Cost: 200

Total Cost: 350

 

200+ Disadvantages

15 Social Limitation Secret Identity: Frequently (11-), Major

10 Distinctive Features: Registers as Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Hunted: PSI: 11- (Mo Pow, Harshly Punish)

20 Hunted Menton: 8- (Mo Pow, NCI, Harshly Punish)

5 Hunted: Mentalla: 8- (Occasionally) (As Pow, Limited Geographical Area, Harshly Punish)

10 Social Limitation: Aloof--Causes poor initial impressions (Frequently, Minor)

5 Physical Limitation: Can be affected my extreme mental 'noise' in an area. (Infrequently, Slightly Impairing)

15 Psychological Limitation Protective of Innocents: Common, Strong

10 Psychological Limitation: Feels compelled to stop the harmful manipulations or plans of other mentalists (Uncommon, Strong)

10 Psychological Limitation: Extremely protective of those close to him (Uncommon, Strong)

10 Enraged: Close Friend/Loved One harmed (Uncommon), go 11-, recover 14-

10 Reputation: Debunker of Fake Psychics, 14- (Known Only To A Small Group)

10 Dependent NPC: Assistant Regina Futura: 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

 

Total Disadvantage Points: 150

 

Background/History: Many mutants only gain their powers at puberty. Though a stressful period, they have had time to develop a stable family usually, and a realization of how 'normal' people feel. Ephraim's powers were active, in a limited form starting in his early childhood, and only grew stronger with each passing year, and the result was a child that couldn’t understand why others weren’t mind-talkers like him, or how he suffered from the mental distress of those around him. His parents thought he was troubled, and he went from specialist to specialist. Realizing how his abilities made him feared, he soon learned to hide what he knew. His withdrawal was seen as preferential to his earlier behavior. But how does a child react to knowing what his parents are really thinking, even the momentary anger they later regret and banish from their mind? How can you form a friend when you see every though, both good and bad, and know every lie they may tell? Ephraim shared his misery with no one, and occasionally, his anger lashed out beyond his control, soon making his peers fear him. His parents, unable to handle their angry, moody child, settled on a boarding school for 'troubled' children. His parents didn’t really understand the nature of the school, but Ephraim knew what really awaited him moments after arriving, that the staff was abusive and the students disturbed at best, criminal at worst. Ephraim decided to 'defend himself' by striking first. Within a year, he ruled the school, having mentally controlled or terrified the population of the school. This inadvertently drew attention to the school, making it seem like a sudden success. The inexplicable changes in behavior drew the attention of PSI, who suspected the work of some unknown mentalist. They came to find the potential new recruit. Ephraim, however, had a premonition, and was able to scout out just who was coming for him. He evaded 'recruitment', but just barely. His glimpse into what PSI was doing, and how his misuse of his power was so close to what they intended changed him. He left the school, telling his family that he had had enough education. He eventually learned to forgive them, choosing to not only see the bad thoughts, but the genuine love they had for their child. His future education was in mastering his powers. His dedication made several enemies as he foiled several plots of PSI, and eventually the wrath of Menton for undoing many victims of psychic surgery. Although a mutant, his skillful choice of action means the IHA is unaware of Minds Eye's existence, much less the fact that he is a mutant. Ephraim makes a living from a most entertaining offshoot of his abilities; he exposes frauds, those that claim to have mental powers and try to profit from deceiving others. Ephraim is well known among the limited circle concerned with psychic powers and frauds for these efforts. He strives to maintain his secreit identity, confiding in no one his heroic activities. Ephriam has realized that working alone is too dangerous, and that securing the aid of other trustworthy heroes would be of use, for he could protect them from mental threats they could not otherwise defend, and help him take on opponents beyond his capability due to numbers or raw power. And, in truth, Ephraim is tired or working and being alone. Though even many in the community of superheroes fear mental powers, it is to a degree less than the fear most of society has. By joining the often bizarre ranks of costumed crusaders, it is the closest he will ever come to fitting in.

 

Personality/Motivation: Ephraim is very distant person, hard to get close to, or even know superficially. He longs for human interaction, but fears what he may inadvertantly might do to others, not to mention the challenge of having a relationship where the others mind is transparent as glass. His assistant is one of the few people close to Ephraim--Reguina, in addition to posessing a strong will, has a tremendously strong mental shield that protects her mind, even though she isn't aware of it. Ephraim suspects she may have other latent abilities, but he would never encourage her to develop them, considering what personal pain it has cost him. The few close friends, and his family (though he maintains his distance from them) are very important to Ephraim, he is tremendouly loyal and protective to those who become close to him. To harm someone Ephraimn cares for often unleashes the anger and rage he firmly tries to control. Though unknown to authorities, in a long term nursing home, a serial rapist lies in anseeming coma. His last intended victim was Regina. She doesn't remember what happened, as she was knocked unconscious. Her attacker was found on the footsteps of a hospital, a look of sheer terror frozen on his face that still is evident even as he vegetates in a hospital bed. Ehpraim struggles to keep such outbursts of his power controlled, though it occasionally slips out of control, leading to an intrusion into the minds of others, an inadvertant mind control or worse. The exposure to the twisted psyche of evil, corrupt, or deranged individuals is almost physically painful. To inflict some inadvertant mental affect on a helpless innocent troubles him greatly. Ephraim struggles with the morality of his actiosn against the good he can accomplish by unleashing his powers upon criminals, villains and other harmful members of society. Breaking into a mind with telepathy is a painful invasion of mental privacy, but it has led to the arrest of murderers, the pardon of innocent men, and the saving of lives of innocents. Controlling a mind, or even a complete personality rewrite is a terrible violation of a person, but when it prevents an addicts overdose, or turns a person from a petty street criminal into a good citizen and father, or forces a killer who would otherwise go free to confess upon the stand, it is hard not to intervene. Ephraim knows there is a fine line between what he does and becoming a tyrant. However, the advantage of looking into the mind of his target, and knowing the true depths of their depravity means Ephraim can at times respond with suprising harshness, with no hesitation or second thought. He walks that line while trying to undo the damage of villains, especially mentalists who wreak havok on the minds of the unprotected.

 

Quote: "I know what you are thinking. Pretty soon though, you won't think that way anymore. Don't worry, you'll really be better off."

 

Powers/Tactics: Ephram's psionic potential is tremendously flexible and still growing. He was also born with exceptional physical health, strength, and reflexes, though these may not be related to any mutant genes, and just a blessing of normal genetics, healthy living, and a rigourous program of meditation and physical excercise. He could potentially match even the fearsome Menton. Telekensis, Mind Control, Telepathy, Pyrokenesis, Precognition (Danger Sense), Clarisentience, Teleportation, Mental Surgery, all these and more are abilities Ephram can employ. Some few mentalists may have more raw power in a few abilities, but few come close to matching his range of talents, and his overall strength only increases every year. Normally, Ephraim maintains Danger Sense, an enhanced mental awareness (that can detect those under a malign mental influence in the nearby area), an invisbile protective field, and telepathy as his active powers.

 

Campaign Use:

 

Appearance: Ephraim uses costume that quickly can convert to normal attire. He wears a full coverage mask, with a black jacket and pants trimmed in blue. A single unlidded eye is featured upon his mask and jacket.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...