Enforcer84 Posted September 21, 2007 Report Share Posted September 21, 2007 I'm thinking of making a race of aliens in my Else Earth natural psionics. The hook here is that they are (for the most part) Telekinetic Augmented Superman Style Bricks. Looking at the Ultimate Mentalist, there is a TK Strength augmentation that is "Non-persistant"...what does that limitation really entail? Also, what other kind of TK brick Powers should I be looking at? Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted September 21, 2007 Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? I would think that it is a Special Effect for the Telekinetic Field. Kinda like Conner Kent - Superboy http://en.dcdatabaseproject.com/Conner_Kent QM Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 21, 2007 Author Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? Well, here's what I have so far. (And given it's one of my write ups yep it's a) over powered and a lot of points. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 21, 2007 Author Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? Val Char Cost Roll Notes 80 STR 10 25- Lift 1.6ktons; 16d6 [5] 20 DEX 30 13- OCV: 7/DCV: 7 40 CON 20 17- 20 BODY 20 13- 20 INT 10 13- PER Roll 16- 25 EGO 30 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 20 COM 5 13- 20/40 PD 4 Total: 20/40 PD (0/20 rPD) 20/40 ED 12 Total: 20/40 ED (0/20 rED) 7 SPD 10 Phases: 2, 4, 6, 7, 9, 11, 12 24 REC 0 80 END 0 80 STUN 0 Total Characteristic Cost: 171 Movement: Running: 6"/12" Flight: 32"/64" Leaping: 16"/32" Swimming: 2"/4" Cost Powers END 180 Augmented Brick Tricks/TK Tricks: Multipower, 180-point reserve 1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 18u 2) Force Vision: Energy Blast 16d6, No Range Modifier (+1/2), Double Knockback (+3/4) (180 Active Points) 18 3u 3) Ring the Bell: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Indirect (always from below; +1/4) (75 Active Points); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 7 4u 4) Shockwave: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (+1/2) (105 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 10 12u 5) Speed of Thought Physical Assault: Energy Blast 12d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (120 Active Points) 4 Notes: Superspeed Punches! 1u 6) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4 2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6 6u 8) Where's That Waterpipe?: Dispel Fire Powers 12d6, all Fire Powers simultaneously (+2) (108 Active Points); OIF (pressurized watersource of opportunity; -1/2), Limited Range (10"; -1/4) 11 75 Flight: Multipower, 75-point reserve 7u 1) Combat Flight: Flight 16", Position Shift, Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4), Usable As Running (+1/4), Usable As Swimming (+1/4) (74 Active Points) 3 4u 2) Come On Along For The Ride: Flight 12", Recipients Must Remain Within 10" Of Character (+0), Usable Simultaneously (up to 4 people at once; +3/4) (42 Active Points) 4 7u 3) Sonic Flight: Flight 16", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (72 Active Points) 3 33 Vast Stores of Energy: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); REC: (20 Active Points); Personal REC (-1/2) Augmented Characteristics 32 1) Augmented Durability: +20 CON (40 Active Points); Nonpersistent (-1/4) 15 2) Augmented Quickness: Lightning Reflexes: +10 DEX to act first with All Actions 25 3) Augmented Reaction Time: +3 SPD, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Costs Endurance (-1/2) 4 72 4) Augmented Strength: +60 STR, Reduced Endurance (1/2 END; +1/4), Power Can Draw END from Character or END Reserve (+1/4) (90 Active Points); Nonpersistant (-1/4) 3 Nigh Invulnerability 13 1) Defensive Ego: +10 EGO (20 Active Points); Only To Resist Mental Powers (-1/2) 34 2) Group Shields: Mental Defense (35 points total), Power Can Draw END from Character or END Reserve (+1/4), Usable Simultaneously (up to 8 people at once; +1) (51 Active Points); Costs Endurance (-1/2) 5 13 3) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (attacks versus, or involving, mental/psionic powers; -1/2) 15 4) Personal Atmosphere: Life Support (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); Costs Endurance (-1/2) 2 48 5) Personal Combat Field: Armor (20 PD/20 ED) (60 Active Points); Nonpersistent (-1/4) 10 6) Strong Willed: +10 Mental Defense (35 points total) 13 7) TK Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2 10 8) Warding Fields: Power Defense (10 points) Super Psychic Senses! 9 1) Keen Senses: +3 PER with all Sense Groups 25 2) Linguistic Savant: Universal Translator 18- 5 3) Psychic Sensitive: Mental Awareness 8 4) Telekinetic Touch: Range with Touch Group (10 Active Points); Nonpersistent (-1/4) Perks 10 Solutions In Motion: Vehicle Contribution 10 Solution Station: Base Contribution 10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 5 Computer Access: Computer Link: UI Computers 5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 10 Salary: Money: Wealthy Skills 24 +3 with All Combat 3 Bureaucratics 15- 3 Conversation 15- 3 Demolitions 13- 3 High Society 15- 3 Linguist 2 1) Language: Arabic (completely fluent) (3 Active Points) 2 2) Language: Cambodian (completely fluent) (3 Active Points) 0 3) Language: English (idiomatic) (4 Active Points) 1 4) Language: French (completely fluent) (3 Active Points) 3 5) Language: Javanese (completely fluent) 3 6) Language: Korean (completely fluent) 2 7) Language: Russian (completely fluent) (3 Active Points) 2 8) Language: Spanish (completely fluent) (3 Active Points) 3 Oratory 15- 3 PS: Spokeswoman 15- 3 Paramedics 13- 3 Scholar 1 1) KS: Charitable Organizations (2 Active Points) 11- 1 2) KS: Environmental Charities (2 Active Points) 11- 1 3) KS: Environmental Issues (2 Active Points) 11- 1 4) KS: Superhuman Criminals (2 Active Points) 11- 1 5) KS: The Environmental Protection Community (2 Active Points) 11- 1 6) KS: The Utopia Institute (2 Active Points) 11- 1 7) KS: World Politics (2 Active Points) 11- 3 Scientist 2 1) SS: Biology 13- (3 Active Points) 2 2) SS: Ecology 13- (3 Active Points) 2 3) SS: Geology 13- (3 Active Points) 2 4) SS: Microbiology 13- (3 Active Points) 3 Seduction 15- 3 Teamwork 13- Total Powers & Skill Cost: 840 Total Cost: 1011 200+ Disadvantages 15 Hunted: Utopian Institute 11- (Mo Pow, NCI, Watching) 796 Experience Points Total Disadvantage Points: 1011 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 21, 2007 Author Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? A few notes: I could alter the "Armful" power (by increasing the STR and adding AE) to represent the fact that she can lift buildings and such without them breaking. However, in my world it's a relatively common occurrence and I don't feel this character should have to pay points for it. I do give many bricks the "Armful" power however, so.... Forgot her Hyper PRE abilities. The race she's from tend to have the TK abilities of varying abilities and then some other....kind of like the Eternals now that I think about it. A little different SFX but similar. So this character is a masterful public speaker and all round PRE monster. Yay! More powers. And I should give the Solution group communicators... So my loyal readers, any comments/critiques/questions? man she's an END hog... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 21, 2007 Author Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? Ultra Woman Val Char Cost Roll Notes 80 STR 10 25- Lift 1.6ktons; 16d6 [5] 20 DEX 30 13- OCV: 7/DCV: 7 40 CON 20 17- 20 BODY 20 13- 20 INT 10 13- PER Roll 16- 25 EGO 30 14- ECV: 8 30/70 PRE 20 15- / 23- PRE Attack: 6d6/14d6 20 COM 5 13- 20/40 PD 4 Total: 20/40 PD (0/20 rPD) 20/40 ED 12 Total: 20/40 ED (0/20 rED) 7 SPD 10 Phases: 2, 4, 6, 7, 9, 11, 12 24 REC 0 80 END 0 80 STUN 0 Total Characteristic Cost: 171 Movement: Running: 6"/12" Flight: 32"/64" Leaping: 16"/32" Swimming: 2"/4" Cost Powers END 180 Augmented Brick Tricks/TK Tricks: Multipower, 180-point reserve 1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 18u 2) Force Vision: Energy Blast 16d6, No Range Modifier (+1/2), Double Knockback (+3/4) (180 Active Points) 18 3u 3) Ring the Bell: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Indirect (always from below; +1/4) (75 Active Points); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 7 4u 4) Shockwave: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (+1/2) (105 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 10 12u 5) Speed of Thought Physical Assault: Energy Blast 12d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (120 Active Points) 4 Notes: Superspeed Punches! 1u 6) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4 2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6 6u 8) Where's That Waterpipe?: Dispel Fire Powers 12d6, all Fire Powers simultaneously (+2) (108 Active Points); OIF (pressurized watersource of opportunity; -1/2), Limited Range (10"; -1/4) 11 75 Flight: Multipower, 75-point reserve 7u 1) Combat Flight: Flight 16", Position Shift, Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4), Usable As Running (+1/4), Usable As Swimming (+1/4) (74 Active Points) 3 4u 2) Come On Along For The Ride: Flight 12", Recipients Must Remain Within 10" Of Character (+0), Usable Simultaneously (up to 4 people at once; +3/4) (42 Active Points) 4 7u 3) Sonic Flight: Flight 16", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (72 Active Points) 3 33 Vast Stores of Energy: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); REC: (20 Active Points); Personal REC (-1/2) Augmented Characteristics 32 1) Augmented Durability: +20 CON (40 Active Points); Nonpersistent (-1/4) 15 2) Augmented Quickness: Lightning Reflexes: +10 DEX to act first with All Actions 25 3) Augmented Reaction Time: +3 SPD, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Costs Endurance (-1/2) 4 72 4) Augmented Strength: +60 STR, Reduced Endurance (1/2 END; +1/4), Power Can Draw END from Character or END Reserve (+1/4) (90 Active Points); Nonpersistant (-1/4) 3 Nigh Invulnerability 13 1) Defensive Ego: +10 EGO (20 Active Points); Only To Resist Mental Powers (-1/2) 34 2) Group Shields: Mental Defense (35 points total), Power Can Draw END from Character or END Reserve (+1/4), Usable Simultaneously (up to 8 people at once; +1) (51 Active Points); Costs Endurance (-1/2) 5 13 3) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (attacks versus, or involving, mental/psionic powers; -1/2) 15 4) Personal Atmosphere: Life Support (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); Costs Endurance (-1/2) 2 48 5) Personal Combat Field: Armor (20 PD/20 ED) (60 Active Points); Nonpersistent (-1/4) 10 6) Strong Willed: +10 Mental Defense (35 points total) 13 7) TK Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2 10 8) Warding Fields: Power Defense (10 points) Psychic Presence Aura 32 1) Awe: +40 PRE (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 4 45 2) Inspire: Aid PRE 4d6 (standard effect: 12 points), Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4) Solution Gear, all slots OIF (-1/2) 17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 16-/13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-1/2) 6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-1/2), OIF (-1/2) 4 3) Onboard Computer: Follower (6 Active Points); OIF (-1/2) Super Psychic Senses! 9 1) Keen Senses: +3 PER with all Sense Groups 25 2) Linguistic Savant: Universal Translator 18- 5 3) Psychic Sensitive: Mental Awareness 8 4) Telekinetic Touch: Range with Touch Group (10 Active Points); Nonpersistent (-1/4) Perks 10 Solutions In Motion: Vehicle Contribution 10 Solution Station: Base Contribution 10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls)) 3 Well-Connected 2 1) Contact: Champions (Good relationship with Contact) (3 Active Points) 11- 2 2) Contact: Lords of Justice (Good relationship with Contact) (3 Active Points) 11- 8 3) Contact: METE (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11- 1 4) Contact: The Earth Force 8- 5 Computer Access: Computer Link: UI Computers 5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport 15 Reputation: Popular Heroine (A large group) 14-, +5/+5d6 10 Salary: Money: Wealthy Skills 24 +3 with All Combat 3 Bureaucratics 15- (23-) 3 Conversation 15- (23-) 3 Demolitions 13- 3 High Society 15- (23-) 3 Hoist 13- 3 Linguist 2 1) Language: Arabic (completely fluent) (3 Active Points) 2 2) Language: Cambodian (completely fluent) (3 Active Points) 0 3) Language: English (idiomatic) (4 Active Points) 1 4) Language: French (completely fluent) (3 Active Points) 3 5) Language: Javanese (completely fluent) 3 6) Language: Korean (completely fluent) 2 7) Language: Russian (completely fluent) (3 Active Points) 2 8) Language: Spanish (completely fluent) (3 Active Points) 3 Oratory 15- (23-) 3 PS: Spokeswoman 15- (23-) 3 Paramedics 13- 3 Persuasion 15- (23-) 23 Power: TK Brick Tricks 23- 3 Research 13- 3 Scholar 1 1) KS: Charitable Organizations (2 Active Points) 11- 2 2) KS: Environmental Charities (3 Active Points) 13- 1 3) KS: Environmental Issues (2 Active Points) 11- 2 4) KS: The Superhuman World (3 Active Points) 13- 1 5) KS: The Utopia Insittute (2 Active Points) 11- 1 6) KS: World Politics (2 Active Points) 11- 3 Scientist 2 1) SS: Biology 13- (3 Active Points) 2 2) SS: Ecology 13- (3 Active Points) 2 3) SS: Environmental Engineering 13- (3 Active Points) 2 4) SS: Geology 13- (3 Active Points) 2 5) SS: Microbiology 13- (3 Active Points) 3 Seduction 15- (23-) 3 Teamwork 13- Total Powers & Skill Cost: 1010 Total Cost: 1181 200+ Disadvantages 10 Hunted: Empress 8- (Mo Pow, NCI, Watching) 20 Hunted: Hyperian Institute 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Lloyd Parmenter, Genius 8- (As Pow, NCI, Harshly Punish) 15 Hunted: Utopian Istitute 11- (Mo Pow, NCI, Watching) 15 Hunted: Wastelords 8- (Mo Pow, Harshly Punish) 10 Psychological Limitation: Aloof and Patronizing (Common, Moderate) 20 Psychological Limitation: Code vs Killing (Common, Total) 15 Psychological Limitation: Enjoys media attention (Very Common, Moderate) 15 Psychological Limitation: Wants to save the world (Common, Strong) 15 Reputation: "Grammer School Teacher", 14- 5 Rivalry: Professional (Minerva; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity: Danielle Davis (Frequently, Major) 10 Vulnerability: 1 1/2 x Effect Magic Based Attacks (Common) 20 Vulnerability: 2 x STUN Magic Based Attacks (Common) 781 Experience Points Total Disadvantage Points: 1181 Background/History: The woman now known as Aubrey Davis is not from this planet. She is, in fact, a member of the Vacyrean [Va-CHEER-ian] race (actually, a genetic offshoot that dubbed themselves the "Exiles"). Adora was a prodigy who, as a child of only seven, asked for and was granted leave to explore the universe. Adora hyper jumped to the Sol system (the Exiles had received radio and laser transmissions from Earth before). Unfortunately, she emerged in the tail of a comet and her ship was damaged, she managed to make it to Earth’s atmosphere but wasn't able to land safely. Surviving the crash but deeply wounded she was found by a geologist and his wife. The couple took the young girl to their home, nursed her back to health and then adopted her and raised her as their own. The young woman found this acceptable and began to study Earth. As Adora (now spelled Aubrey) grew and attended the local school, she found to her dismay that Earth was plagued by many of the same threats that had nearly destroyed her home world, Khara. Studying biological and environmental sciences, she set out to bring the ecological cures to Earth that she had seen in her own world. She met a similarly minded young man early on in her college days and they became fast friends. Alexander Williamson was a disillusioned child from a well-to-do background. When his friend, Aubrey, told him of her superpowers, he revealed his own mutant abilities that set him apart from mortal men. Alex and Aubrey were headed down a slippery slope to eco-terrorism when they were contacted by the fledgling Utopian Institute. A maverick think tank with intentions on saving the world from itself, they hired on as scientific help. When their powers became known to the board, the idea of a socially and environmentally conscious super team was concocted. They were dubbed the Solution, and Aubrey became Ultra Woman. Aubrey is the team spokeswoman, Alex is their leader, and they do their best to promote environmental as well as social harmony. Personality/Motivation: Aubrey knows what happens to worlds that are abused by its inhabitants. She wants her adoptive world to avoid having to lose its native peoples in order to save it. Realizing that she has a responsibility to use her powers to help those in need, she still disdains the typical fight of the week life of a super team. Therefore, the Solution is far more proactive than many of the other teams. They use the impressive resources of the Utopian Institute to help change environmental policies, and in radical cases terra-form the earth itself (as in the 2002 cleansing of Los Angeles). Aubrey is still idealistic enough and humble enough to try to work with the rest of humanity. Some of the other members of the Solution are becoming less and less tolerant of "the masses". She despises the Eco-Terrorists as she feels that they set the environmental movement backwards faster than it can go forwards. She has noticed Alex’s tendency towards radical solutions; but rationalizes and ignores them while he doesn’t act on them. Part of her knows that it’s probably not just talk, but she is loathe to turn on her friend. As long as he keeps control and works within the law, she’s fine. If she were to ever find evidence of illicit activities on his part, she’d be crushed. Ultra Woman, despite her age, can come across like a disapproving school teacher. She's prone to lecturing during combat, or when she has the team alone. Conversely, she adores being in the spotlight and loves the attention of others. She's just very very good at hiding this. Her distress over her costume is largely for show. She has not had any true romantic relationships save for a brief fling with Alexander when they were in college. She's a bit lonely, but her aloofness puts off many otherwise interested suitors. Quote: "You must see that your actions affect more than your pocketbooks!" Powers/Tactics: Ultra Woman has three distinct sets of powers; (though they are all linked to her vast psionic potential) first, she has developed the standard Telekinetic based Strength and durability that she shares with the majority of her people; these abilities allowed them to rebuild Khara from the charred environmental disaster it had become. This includes Strength, Toughness, Mobility, and Reaction. Secondly, she has developed a powerful Personality Aura. She can summon amazing presence allowing her to mesmerize audiences, persuade difficult clients or argumentative rivals, become a living terror or Goddess to those surrounding her, or to shore up her own emotional strength. She can also bolster the personalities of others, inspiring them to ignore fear or imposing opposition. Lastly, like most of her clan back home, Adora's psychic defenses and willpower is very impressive, far beyond even most of the other Exiles. Campaign Use: Environmental Conscience. A popular heroine who gives of her time and fame to help the planet and its people. Appearance: Ultra Woman wears a form fitting and rather revealing white costume consisting of a French cut one piece suit with long sleeves a rather daring “U” shaped décolletage. (This is mirrored on the back) She wears thigh high blue boots and a matching belt. The belt has a gold buckle. Over this she wears a red cape attached to her shoulders with gold pins and a gold cord between them. She complains about her cheesecake image periodically but has never changed the costume. She wears gold bracers on her wrists, the one on her right arm holds her communications equipment. Aubrey herself is a tall and epically lovely woman. Her blond hair is the color of gold and she wears it long. She has blue eyes and an athletic, bombshell build. When not acting as Ultra Woman, or in a purely spokeswoman fashion, she tends towards tailored suits with knee length skirts. Often white with blue or red blouses. On the rare occasions she is relaxing, she goes with jeans and tee shirts. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted September 21, 2007 Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? Gee, is that all... LOL, you never cease to amaze me with this stuff. Thank you. QM Quote Link to comment Share on other sites More sharing options...
Kevin Roberts Posted September 21, 2007 Report Share Posted September 21, 2007 Re: Byrne Psionic Super-Person? I like your write up on the background and history. I hate to say this but several of your powers left me asking what is the common thing between each power. I believe a more detailed write up as to what each of the powers do would be helpful. The powers In your multipower is what I am referring to. I hate to ask this but why do you have the power Limitation Restrainable. I have only seen this used on "wings". Are these a real limitation "Only Affects Targets On The Ground" "Only To Stop Moving Objects" , and "Does knockdown"?? Could you post the reference material that you got these from? I do see that there is potential for this character and a lot of work went into this. Please expand on this. If you want powers that are more TK like buy "The Ultimate Mentalist" it has good examples of this types of powers. Quote Link to comment Share on other sites More sharing options...
Sketchpad Posted September 22, 2007 Report Share Posted September 22, 2007 Re: Byrne Psionic Super-Person? I'm thinking of making a race of aliens in my Else Earth natural psionics. The hook here is that they are (for the most part) Telekinetic Augmented Superman Style Bricks. Looking at the Ultimate Mentalist, there is a TK Strength augmentation that is "Non-persistant"...what does that limitation really entail? Also, what other kind of TK brick Powers should I be looking at? Sounds kind of like Maxima Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 22, 2007 Author Report Share Posted September 22, 2007 Re: Byrne Psionic Super-Person? I like your write up on the background and history. I hate to say this but several of your powers left me asking what is the common thing between each power. I believe a more detailed write up as to what each of the powers do would be helpful. The powers In your multipower is what I am referring to. I hate to ask this but why do you have the power Limitation Restrainable. I have only seen this used on "wings". Are these a real limitation "Only Affects Targets On The Ground" "Only To Stop Moving Objects" , and "Does knockdown"?? Could you post the reference material that you got these from? I do see that there is potential for this character and a lot of work went into this. Please expand on this. If you want powers that are more TK like buy "The Ultimate Mentalist" it has good examples of this types of powers. Most of the powers in the multipower came directly from the ultimate Brick. As to the theme, they are Strongman tricks she emulates using her tk enhanced strength. With the exception of the TK "Eyebeams". Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 2, 2009 Author Report Share Posted April 2, 2009 Re: Byrne Psionic Super-Person? Sounds kind of like Maxima Yes she does...darnit. Quote Link to comment Share on other sites More sharing options...
Sketchpad Posted April 2, 2009 Report Share Posted April 2, 2009 Re: Byrne Psionic Super-Person? Yes she does...darnit. Wow .. that was like a year and a half of consideration Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 2, 2009 Author Report Share Posted April 2, 2009 Re: Byrne Psionic Super-Person? I'm currently reading "The Best of My Subscriptions: Enforcer the Attention Whore" Quote Link to comment Share on other sites More sharing options...
Legatus Posted April 2, 2009 Report Share Posted April 2, 2009 Re: Byrne Psionic Super-Person? :thumbup: It's time for some answers, Enforcer. Quote Link to comment Share on other sites More sharing options...
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