Trinity : Darkness Revealed

What I stated is the overall concept---sort of an TK experiment done by Trinity after the character mustered out of the Legion.

(snip)

The main concern is that I don't want telekinesis to step on the toes of Algesis (Vitakinesis). If it takes a Doc a score of Algesis 5 to make someone's heart just stop beating, and a score of 4 to provoke an aneurism, then it's very unbalancing to allow a TK to do basically the same thing with even less investment by pinching the aorta. Even upping the TK requirement wouldn't solve the problem since shutting down the human body is almost all Algesis does while Telekinesis is immensely useful in varied areas and is probably already the most versatile mode. If I allowed it, you'd basically make an entire mode obsolete, replaced by an uber one.

That's the crux of my problem with the concept right there.
 

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You TK cocept sounds a bit like the assassin/tele in a B5 episode.

What about a low-level tele (auxillary) with specialization in Algesis.
("He looked first like a regular TK...")
 

I might be interested in this...

I never got a chance to play Darkness Revealed or use the freeform psi rules. I'll have to think about a concept and get back to you tomorrow.

I think I have the entire series of books (and I have read DR, though it has been years, but don't have a problem ignoring things I have no way to know IC.) Probably the only game I ever fully pursued. Funny considering how little I got to play it.
 

I might be interested in this...

Initially I hoped for players who hadn't read Darkness Revealed but I am going to have to lower my standards. ;)

Welcome aboard and I trust you won't freshen up on the campaign books.

Hafrogman said:
So Telethesia + Psychonavigation. . . maybe 2+1

Attribute Priorities

Mental (fairly balanced)
Social (appearance and charisma over manipulation)
Physical (shifted towards speed over strength)

I gonna go with an ISRAns that was part of the Quadiyya faction (Investigators). Since he's a full Aeon operatve and this is at first a routine investigation, he'll be nominally the team leader.

I'll post stats late tonight or tomorrow.
 

TK won't work, so I'll try another Psi concept I've haven't played in a while.

Ghost is from the rural FSA. His a big, almost freakishly tall, and so pale almost to the point of albinoism. And he burns things... a lot. Picked up by the Legions (luckily for him), he did a lot of tracking/infiltration sort of work as part of Special Ops in the Second (its amazing how well that boy can hide). Currently on hire to Trinity at its discretion.

Physical primary, with some Intrusion/Stealth skills as well (2 dots in PK can affect electronics, does this include assisting in bypassing electro-locks? Not subtle, but it gets the job done]).
 

TK won't work, so I'll try another Psi concept I've haven't played in a while.

Ghost is from the rural FSA. His a big, almost freakishly tall, and so pale almost to the point of albinoism. And he burns things... a lot. Picked up by the Legions (luckily for him), he did a lot of tracking/infiltration sort of work as part of Special Ops in the Second (its amazing how well that boy can hide). Currently on hire to Trinity at its discretion.

That works fine.

Physical primary, with some Intrusion/Stealth skills as well (2 dots in PK can affect electronics, does this include assisting in bypassing electro-locks? Not subtle, but it gets the job done

Using pyrokinesis to help bypass electronics? Well, I guess if you melt the lock... ;)

Yeah, you can damage electronics by superheating the air around it. The device gets to roll its failsafe rating in an opposed roll, though. Security lock tend to have high rating (it's their whole point!). It can be done, but can end up being surprisingly exhausting if it takes several tries. Rank 4 (liquefy) is much more foolproof in that regard, because failsafe rating has nothing to say on the matter. Melt the damn thing.

1 dot : Heat distribution
2 dot : Heat gas
3 dot : Ignite
4 dot : Liquefy
5 dot : Plasmics
 

Yeah, you can damage electronics by superheating the air around it. The device gets to roll its failsafe rating in an opposed roll, though. Security lock tend to have high rating (it's their whole point!). It can be done, but can end up being surprisingly exhausting if it takes several tries. Rank 4 (liquefy) is much more foolproof in that regard, because failsafe rating has nothing to say on the matter. Melt the damn thing.
True, but he has to work w/ what he has. :)

Starting chars can only go up to 3 in a mode, correct?
 

Notes :

As a houserule, every PC starts with Psi 4. The core rules tend to favor weird stats distribution and punish those who don't confirm.

As a little boost, I'm using 21 freebie instead of 15.

I'm using the Player's Guide addtional skills.

You have 1 rank for free in the Status (enter your allegiance) background

---

Hafrogman's Clairsentient

Strenght 2

Dexterity 3
stealth 3
firearms 1

Stamina 2

Perception 4
investigation 2
awareness 3

Intelligence 3
Academics 1
linguistic 1
bureaucracy 1

Witts 3
meditation 2

Appearance 3
style 2

Manipulation 2
interrogation 2
subterfuge 1

Charisma 3
etiquette 2
Savvy 2

Willpower 6

Initiative 7

Background

ressource 2
contacts 3
Status 2 (trinity)
device 1

Psi 5

Modes

Telesthesia 3
Psychonavigation 2

(Freebie; 2 mode point, 1 psi point, 1 attribute point, 1 willpower point, 1 initiative point : 21 )

First draft. Tell me what you want tweaked.

EDIT : already tweaked a bit to emphasize the scout (more stealth and awareness)
 
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I don't have the Player's Guide: Anything relevant for Ghost?

Amongst the combat skills;

Heavy Weapons (Strenght) amd Demolitions (Perception) seems immediately relevant.

Military Science (Intelligence), Gunnery (Wits), Artillery (Perception) and VARG (Dexterity) are the others military skills to appear in PG or be split from the original skills.

---

The freeform power system from the Player's Guide allows a bit more fantasy. Basically, instead of having set powers, you get parameters of things you can achieve at your skill level and you can do anything that fits the parameter. For example, With PK 2, you can heat gas. So you can do heat lash attacks just like the core book suggest, but anything else that you can imagine that involve heating gas can be done. You can blow a sealed container by increasing the pressure (heating gas within) for example.

You just state what you want to do and, if the GM agrees that it is within the parameter of what you can try, he sets a difficulty and you roll your Psi. You can purchase 2 successes by burning 1 psi point. Basically, that's it.
 

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