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[4CtF] Hero Points without the Hero class
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<blockquote data-quote="RangerWickett" data-source="post: 647919" data-attributes="member: 63"><p>First of all, how powerful do you want this ability to be? I mean, taken to the logical conclusion, a lot of super powers out there could be hideously powerful, probably beyond the level a game master could really handle. With this power, I can see a lot of different possibilities for things you can do with it. Since the powers in FCTF are effect-based, and not determined by the source of that power, you'd need a lot of small powers to represent that one ability.</p><p></p><p>First of all, you'd effectively have Telekinesis, which is fairly straightforward. Maybe with a restriction that, at least until you get better control of your power, you can't make objects stay put in mid-air; they have to be moving (I think that'd warrant a 1 HrP cost reduction). You'd also want to take the Telekinetic Shield ability, which would let you deflect attacks with your telekinesis.</p><p></p><p>Second, you'd have Impact Resistance, to represent you being able to keep yourself from getting hurt in a fall. You could take a restriction that it only works when you're falling, and not when something rams you, or that it only works while you're conscious.</p><p></p><p>Third, you could probably use this ability to fly, though it'd be jerky flight at first, and you might get motion sick.</p><p></p><p>If you want to be able to, say, redirect a bullet's flight in mid-air and make it turn around and strike someone else, that'd probably be a fairly high-end super feat. Call it "Redirect Missile," requiring telekinetic shield, exotic weapon proficiency (clairtangent weapon), and lightning reflexes. You'd have to ready an action to use it, then make a ranged attack roll to have it hit where you want it to go. You'd have a penalty to this attack roll for things like buckshot or cruise missiles, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 647919, member: 63"] First of all, how powerful do you want this ability to be? I mean, taken to the logical conclusion, a lot of super powers out there could be hideously powerful, probably beyond the level a game master could really handle. With this power, I can see a lot of different possibilities for things you can do with it. Since the powers in FCTF are effect-based, and not determined by the source of that power, you'd need a lot of small powers to represent that one ability. First of all, you'd effectively have Telekinesis, which is fairly straightforward. Maybe with a restriction that, at least until you get better control of your power, you can't make objects stay put in mid-air; they have to be moving (I think that'd warrant a 1 HrP cost reduction). You'd also want to take the Telekinetic Shield ability, which would let you deflect attacks with your telekinesis. Second, you'd have Impact Resistance, to represent you being able to keep yourself from getting hurt in a fall. You could take a restriction that it only works when you're falling, and not when something rams you, or that it only works while you're conscious. Third, you could probably use this ability to fly, though it'd be jerky flight at first, and you might get motion sick. If you want to be able to, say, redirect a bullet's flight in mid-air and make it turn around and strike someone else, that'd probably be a fairly high-end super feat. Call it "Redirect Missile," requiring telekinetic shield, exotic weapon proficiency (clairtangent weapon), and lightning reflexes. You'd have to ready an action to use it, then make a ranged attack roll to have it hit where you want it to go. You'd have a penalty to this attack roll for things like buckshot or cruise missiles, of course. ;) [/QUOTE]
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[4CtF] Hero Points without the Hero class
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