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<blockquote data-quote="KahlessNestor" data-source="post: 7118182" data-attributes="member: 6801311"><p>Okay, here's my telepath/telekinetic, probably who I will play, though I wouldn't mind working up some of the (simpler) concepts I mentioned, just for the heck of it. Heather is originally from a more X-Men universe type storytelling simm, so not sure if her background and motivations/complications will fit into your world. Let me know and I will tweak.</p><p></p><p></p><p><img src="http://i64.tinypic.com/29lfrrr.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Hero: Astral</p><p>Identity (Secret): Heather Stephanie Todd</p><p>Height: 5’5”</p><p>Weight: 115 lb</p><p>Eyes: Blue</p><p>Hair: Brown</p><p>Group Affiliation: ???</p><p>Base of Operations: Apartment</p><p>Power Level: 10 (150p)</p><p>Power Point Totals: Abilities: 32 + Powers 103 + Advantages 5 + Skills 10 + Defenses 0 = 150</p><p>Power Points Earned: 0</p><p>Unspent Points: 0</p><p></p><p><strong>TRADE OFFS (PL10)</strong></p><p> Skill Modifier (20): All skills open.</p><p> Attack/Effect (Unarmed)(20): 4/0 = 4</p><p> Attack/Effect (Mind Reading)(10): NA/10 = 10</p><p> Attack/Effect (Mental Blast)(10): NA/10 = 10</p><p> Attack/Effect (Illusion)(10): NA/8 = 8</p><p> Attack/Effect (Mind Control)(10): NA/6 = 6</p><p> Attack/Effect (Concealment)(10): NA/10 = 10</p><p> Attack/Effect (Move Object)(20): 4/5 = 9</p><p> Attack/Effect (Telekinetic Blast)(20): +4/10 = 14</p><p> Attack/Effect (Snare)(10): NA/9 = 9</p><p> Attack/Effect (Astral Black Hole)(10): NA/4 = 4</p><p> Dodge/Toughness (20): 1/5 = 6</p><p> Parry/Toughness (20): 2/5 = 7</p><p> Fortitude/Will (20): 2/4 =6</p><p></p><p></p><p><strong>ABILITIES (32)</strong></p><p>Strength: 0 (0)</p><p>Stamina: 2 (4)</p><p>Agility: 1 (2)</p><p>Dexterity: 1 (2)</p><p>Fighting: 2 (4)</p><p>Intellect: 4 (8)</p><p>Awareness: 4 (8)</p><p>Presence: 2 (4)</p><p></p><p></p><p><strong>OFFENSE</strong></p><p>Initiative: 1</p><p>Melee: +2</p><p>Ranged: +4</p><p>Specific Attacks:</p><p> - Astral Black Hole: DC 14 Will; nullify psychic abilities</p><p> - Concealment: DC 20 Will</p><p> - Illusion: DC 18 Will</p><p> - Mind Control: DC 16 Will; dazed; compelled; controlled</p><p> - Mind Reading: DC 20 Will</p><p> - Mental Blast: DC 25 Will (Damage 10, psychic; crit 20)</p><p> - Move Object: +4, DC 20 (Damage 5, B/P/S; crit 20</p><p> - Snare: DC 19 Dodge (hindered and vulnerable; defenseless and immobilized</p><p> - Telekinetic Blast: +4, DC 25 (Damage 10, bludgeoning; crit 20)</p><p> - Unarmed: +4, DC 15 (Damage 0, bludgeoning; crit 20)</p><p></p><p></p><p><strong>DEFENSES (0p)</strong></p><p>Dodge: 1 (11)(1 Agility +0 Defense)</p><p>Parry: 2 (12)(2 Fighting + 0 Defense)</p><p>Fortitude: 2 (12)(2 Stamina + 0 Defense)</p><p>Toughness: 5 (12/15)(2 Stamina + Protection 3)</p><p>Will: 4 (14) (4 Awareness +0 Defense)</p><p> </p><p></p><p><strong>SKILLS (20 Ranks, 10p)</strong></p><p>Acrobatics: 3 (1 Agility + 2 Ranks)(Trained Only)</p><p>Athletics: 2 (0 Strength + 2 Ranks)</p><p>Close Combat</p><p> - Unarmed: 4 (2 Fighting + 2 Ranks)</p><p>Deception: 4/6 (2 Presence + 2 Ranks [+2 Attractive])</p><p>Expertise (Trained Only)</p><p> - Mathematics 6 (4 Intelligence + 2 Ranks)</p><p> - Physics 6 (4 Intelligence + 2 Ranks)</p><p> - Psychology 6 (4 Intelligence + 2 Ranks)</p><p>Insight: 6 (4 Awareness + 2 Ranks)</p><p>Intimidation: 2 (2 Presence + 0 Ranks)</p><p>Investigation: 4 (4 Intelligence + 0 Ranks)(Trained Only)</p><p>Perception: 4 (4 Awareness + 0 Ranks)</p><p>Persuasion: 4/6 (2 Presence + 2 Ranks [+2 Attractive])</p><p>Ranged Combat</p><p>Sleight of Hand: 1 (1 Dexterity + 0 Ranks)(Trained Only)</p><p>Stealth: 1 (1 Agility + 0 Ranks)</p><p>Technology: 4 (4 Intelligence + 0 Ranks)(Trained Only)</p><p>Treatment: 6 (4 Intelligence + 2 Ranks)(Trained Only)</p><p>Vehicles: 1 (1 Dexterity + 0 Ranks)(Trained Only)</p><p></p><p></p><p><strong>ADVANTAGES (5)</strong></p><p></p><p>Attractive 1: +2 situational bonus to Deception and Persuasion</p><p></p><p>Equipment 1 (5 ep)</p><p></p><p>Ranged Attack 3</p><p></p><p> </p><p><strong>EQUIPMENT (5ep)</strong></p><p></p><p>Headquarters: Studio apartment, Toughness 6, Size Fine (-3ep), living space (1ep)</p><p>Costume (3ep): Protection 3</p><p>Commlink (1ep)</p><p>Smart Phone (2ep)</p><p>Laptop (1ep)</p><p></p><p></p><p><strong>POWERS (136)</strong></p><p></p><p>Telepathy Array (47)</p><p> - Mind Reading 10 (31): Action: Standard; Range: Perception; Duration: Sustained. Cumulative (+8); Sensory Link (+8); Feedback (-8); Alternate Effect (+1). Surface thoughts; Personal thoughts; Memory; Subconscious</p><p> - Mental Blast 10 (42) Range Perception; Damage 10 resisted by Will. Subtle (+1); Alternate Effect (+1)</p><p> - Illusion 8 (41). All Senses. Selective (+1). Resistible by Will (-1). Alternate Effect (+1)</p><p> - Mind Control 6 (37). Action: Standard; Range: Perception, Cumulative Affliction, Resisted by Will. Progressive (+12); Alternate Effect (+1). Dazed; compelled; controlled.</p><p> - Concealment 10 (11). Action: Free. Range: Personal. Duration: Sustained. Affects Others (+10); Area Burst 30’ (+10); Selective (+10). Limited Minds Only (-10); Passive (-10). Resistible by Will (-10); Alternate Effect (+1)</p><p> - Psychic Communication 3 (19) Action: Free; Range Long; Duration: Sustained. Area (+2); Selective (+2); Alternate Effect (+1). Dynamic (+1). Alternate Effect (+1).</p><p></p><p>Telekinesis Array (34)</p><p> - Move Object 5 (28) Action: Standard; Range: 250/500/1000; Duration: Sustained. Damaging (+5); Precise (+1); Subtle (+5); Multiattack (+5); Alternate Effect (+1); Dynamic (+1). Rank equals Strength for lifting and moving objects. Can take a Move action to concentrate and gain +1 Strength and Duration: Concentration. Stacks with Extra Effort to increase your Rank.</p><p> - Force Field 10 (13) Protection, Sustained. Subtle 1 (+1p); Alternate Effect (+1); Dynamic (+1) Provides +10 Toughness.</p><p> - Flight 4 (12) Action: Free; Range: Personal; Duration: Sustained. Subtle 2 (+2p). Alternate Effect (+1p). Dynamic (+1p). 30 mph</p><p> - Telekinetic Blast 10 (22) Action: Standard; Ranged 250/500/1000; Alternate Effect (+1); Dynamic (+1). DC 25 Toughness</p><p> - Snare 9 (29) Ranged Cumulative Affliction, Extra Condition, Resisted by Dodge, Limited Degree. Alternate Effect (+1). Dynamic (+1). DC 20. Hindered and vulnerable; defenseless and immobilized.</p><p> - Deflect 10 (12) Action: Standard; Ranged 250/500/1000. Alternate Effect (+1). Dynamic (+1). When taking the Defend action, use Deflect instead of Dodge or Parry</p><p></p><p>Astral Black Hole (22): A tear in the fabric of the astral plane that leads to a private demiplane exists inside of Astral. She can open it to disrupt the astral plane in the area around her.</p><p> - Nullify 4 (22): Area Close Burst 30’ sphere (+4); Activation Standard (-2); Broad: Psychic (+4); Concentration (+4); Simultaneous (+4); Sustained (+4)</p><p></p><p> </p><p><strong>COMPLICATIONS</strong></p><p></p><p>Motivation: Acceptance - Mutants don’t need to be feared.</p><p></p><p>Motivation: Doing good - Heather never really wanted to be a hero, but it was instilled in her that she had a responsibility to help others with her powers.</p><p></p><p>Responsibility: Heather is currently in college studying mathematics, physics, and minoring in psychology.</p><p></p><p>Family: All of Heather’s remaining family are mutants with powers. Tamar is a powerful energy controller (fire/stellar plasma blasts). Matthew is a healer. Kenny is a sonic controller. Mary Ellen is just emerging as a bit of a pheromone empathic manipulator and succubus.</p><p></p><p>Prejudice: Most humans fear and mistrust mutants.</p><p></p><p>Power Loss: Astral Black Hole: This power requires her to also make a Will save or it shuts down her telepathy and telekinetic arrays as well, leaving her vulnerable.</p><p></p><p></p><p>[sblock=Background]</p><p>Heather Todd is the second youngest daughter of a large family from Elkins, West Virginia, in Appalachian redneck country. Her father was an abusive drunk, but Heather’s older sister Tamar took the brunt of his abuse to keep her younger siblings from it.</p><p></p><p>Heather’s powers emerged when she was ten, the night her father killed the mutant boyfriend of his eldest daughter. He didn’t stay dead, however, and he was the leader of a cell of the terrorist Brotherhood of Mutants. He returned to the farm and slaughtered most of the Todd family. Heather and her younger siblings Matthew, Kenny, and Mary Ellen were saved when Tamar’s own powers emerged in a violent explosion of stellar energy.</p><p></p><p>Unknown to Tamar, Heather’s powers also emerged. Her mind ripped a hole in the astral plane, created a small, safe demiplane out of the astral “stuff” that was sucked inside, and hid.</p><p></p><p>Tamar, meanwhile, was taken with the remaining family to a school in Atlanta where they protected and trained mutants in using their powers and serving the world. Tamar thought Heather was in severe catatonic shock from what had happened.</p><p></p><p>Slowly Heather started to emerge, first with small telekinetic promptings of items around her. Eventually her condition was realized by a telepath at the school and she was rescued from her little safe place when they realized she was the cause of localized disturbances in the astral plane. They taught her how to seal up the rift in the astral plane and then helped her develop her telepathic and telekinetic powers.</p><p></p><p>Currently Heather is attending university to study mathematics and physics. She studies some psychology on the side as well, to help her with her powers.</p><p>[/sblock]</p><p> </p><p>5.20.17</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 7118182, member: 6801311"] Okay, here's my telepath/telekinetic, probably who I will play, though I wouldn't mind working up some of the (simpler) concepts I mentioned, just for the heck of it. Heather is originally from a more X-Men universe type storytelling simm, so not sure if her background and motivations/complications will fit into your world. Let me know and I will tweak. [IMG]http://i64.tinypic.com/29lfrrr.jpg[/IMG] Hero: Astral Identity (Secret): Heather Stephanie Todd Height: 5’5” Weight: 115 lb Eyes: Blue Hair: Brown Group Affiliation: ??? Base of Operations: Apartment Power Level: 10 (150p) Power Point Totals: Abilities: 32 + Powers 103 + Advantages 5 + Skills 10 + Defenses 0 = 150 Power Points Earned: 0 Unspent Points: 0 [b]TRADE OFFS (PL10)[/b] Skill Modifier (20): All skills open. Attack/Effect (Unarmed)(20): 4/0 = 4 Attack/Effect (Mind Reading)(10): NA/10 = 10 Attack/Effect (Mental Blast)(10): NA/10 = 10 Attack/Effect (Illusion)(10): NA/8 = 8 Attack/Effect (Mind Control)(10): NA/6 = 6 Attack/Effect (Concealment)(10): NA/10 = 10 Attack/Effect (Move Object)(20): 4/5 = 9 Attack/Effect (Telekinetic Blast)(20): +4/10 = 14 Attack/Effect (Snare)(10): NA/9 = 9 Attack/Effect (Astral Black Hole)(10): NA/4 = 4 Dodge/Toughness (20): 1/5 = 6 Parry/Toughness (20): 2/5 = 7 Fortitude/Will (20): 2/4 =6 [b]ABILITIES (32)[/b] Strength: 0 (0) Stamina: 2 (4) Agility: 1 (2) Dexterity: 1 (2) Fighting: 2 (4) Intellect: 4 (8) Awareness: 4 (8) Presence: 2 (4) [b]OFFENSE[/b] Initiative: 1 Melee: +2 Ranged: +4 Specific Attacks: - Astral Black Hole: DC 14 Will; nullify psychic abilities - Concealment: DC 20 Will - Illusion: DC 18 Will - Mind Control: DC 16 Will; dazed; compelled; controlled - Mind Reading: DC 20 Will - Mental Blast: DC 25 Will (Damage 10, psychic; crit 20) - Move Object: +4, DC 20 (Damage 5, B/P/S; crit 20 - Snare: DC 19 Dodge (hindered and vulnerable; defenseless and immobilized - Telekinetic Blast: +4, DC 25 (Damage 10, bludgeoning; crit 20) - Unarmed: +4, DC 15 (Damage 0, bludgeoning; crit 20) [b]DEFENSES (0p)[/b] Dodge: 1 (11)(1 Agility +0 Defense) Parry: 2 (12)(2 Fighting + 0 Defense) Fortitude: 2 (12)(2 Stamina + 0 Defense) Toughness: 5 (12/15)(2 Stamina + Protection 3) Will: 4 (14) (4 Awareness +0 Defense) [b]SKILLS (20 Ranks, 10p)[/b] Acrobatics: 3 (1 Agility + 2 Ranks)(Trained Only) Athletics: 2 (0 Strength + 2 Ranks) Close Combat - Unarmed: 4 (2 Fighting + 2 Ranks) Deception: 4/6 (2 Presence + 2 Ranks [+2 Attractive]) Expertise (Trained Only) - Mathematics 6 (4 Intelligence + 2 Ranks) - Physics 6 (4 Intelligence + 2 Ranks) - Psychology 6 (4 Intelligence + 2 Ranks) Insight: 6 (4 Awareness + 2 Ranks) Intimidation: 2 (2 Presence + 0 Ranks) Investigation: 4 (4 Intelligence + 0 Ranks)(Trained Only) Perception: 4 (4 Awareness + 0 Ranks) Persuasion: 4/6 (2 Presence + 2 Ranks [+2 Attractive]) Ranged Combat Sleight of Hand: 1 (1 Dexterity + 0 Ranks)(Trained Only) Stealth: 1 (1 Agility + 0 Ranks) Technology: 4 (4 Intelligence + 0 Ranks)(Trained Only) Treatment: 6 (4 Intelligence + 2 Ranks)(Trained Only) Vehicles: 1 (1 Dexterity + 0 Ranks)(Trained Only) [b]ADVANTAGES (5)[/b] Attractive 1: +2 situational bonus to Deception and Persuasion Equipment 1 (5 ep) Ranged Attack 3 [b]EQUIPMENT (5ep)[/b] Headquarters: Studio apartment, Toughness 6, Size Fine (-3ep), living space (1ep) Costume (3ep): Protection 3 Commlink (1ep) Smart Phone (2ep) Laptop (1ep) [b]POWERS (136)[/b] Telepathy Array (47) - Mind Reading 10 (31): Action: Standard; Range: Perception; Duration: Sustained. Cumulative (+8); Sensory Link (+8); Feedback (-8); Alternate Effect (+1). Surface thoughts; Personal thoughts; Memory; Subconscious - Mental Blast 10 (42) Range Perception; Damage 10 resisted by Will. Subtle (+1); Alternate Effect (+1) - Illusion 8 (41). All Senses. Selective (+1). Resistible by Will (-1). Alternate Effect (+1) - Mind Control 6 (37). Action: Standard; Range: Perception, Cumulative Affliction, Resisted by Will. Progressive (+12); Alternate Effect (+1). Dazed; compelled; controlled. - Concealment 10 (11). Action: Free. Range: Personal. Duration: Sustained. Affects Others (+10); Area Burst 30’ (+10); Selective (+10). Limited Minds Only (-10); Passive (-10). Resistible by Will (-10); Alternate Effect (+1) - Psychic Communication 3 (19) Action: Free; Range Long; Duration: Sustained. Area (+2); Selective (+2); Alternate Effect (+1). Dynamic (+1). Alternate Effect (+1). Telekinesis Array (34) - Move Object 5 (28) Action: Standard; Range: 250/500/1000; Duration: Sustained. Damaging (+5); Precise (+1); Subtle (+5); Multiattack (+5); Alternate Effect (+1); Dynamic (+1). Rank equals Strength for lifting and moving objects. Can take a Move action to concentrate and gain +1 Strength and Duration: Concentration. Stacks with Extra Effort to increase your Rank. - Force Field 10 (13) Protection, Sustained. Subtle 1 (+1p); Alternate Effect (+1); Dynamic (+1) Provides +10 Toughness. - Flight 4 (12) Action: Free; Range: Personal; Duration: Sustained. Subtle 2 (+2p). Alternate Effect (+1p). Dynamic (+1p). 30 mph - Telekinetic Blast 10 (22) Action: Standard; Ranged 250/500/1000; Alternate Effect (+1); Dynamic (+1). DC 25 Toughness - Snare 9 (29) Ranged Cumulative Affliction, Extra Condition, Resisted by Dodge, Limited Degree. Alternate Effect (+1). Dynamic (+1). DC 20. Hindered and vulnerable; defenseless and immobilized. - Deflect 10 (12) Action: Standard; Ranged 250/500/1000. Alternate Effect (+1). Dynamic (+1). When taking the Defend action, use Deflect instead of Dodge or Parry Astral Black Hole (22): A tear in the fabric of the astral plane that leads to a private demiplane exists inside of Astral. She can open it to disrupt the astral plane in the area around her. - Nullify 4 (22): Area Close Burst 30’ sphere (+4); Activation Standard (-2); Broad: Psychic (+4); Concentration (+4); Simultaneous (+4); Sustained (+4) [b]COMPLICATIONS[/b] Motivation: Acceptance - Mutants don’t need to be feared. Motivation: Doing good - Heather never really wanted to be a hero, but it was instilled in her that she had a responsibility to help others with her powers. Responsibility: Heather is currently in college studying mathematics, physics, and minoring in psychology. Family: All of Heather’s remaining family are mutants with powers. Tamar is a powerful energy controller (fire/stellar plasma blasts). Matthew is a healer. Kenny is a sonic controller. Mary Ellen is just emerging as a bit of a pheromone empathic manipulator and succubus. Prejudice: Most humans fear and mistrust mutants. Power Loss: Astral Black Hole: This power requires her to also make a Will save or it shuts down her telepathy and telekinetic arrays as well, leaving her vulnerable. [sblock=Background] Heather Todd is the second youngest daughter of a large family from Elkins, West Virginia, in Appalachian redneck country. Her father was an abusive drunk, but Heather’s older sister Tamar took the brunt of his abuse to keep her younger siblings from it. Heather’s powers emerged when she was ten, the night her father killed the mutant boyfriend of his eldest daughter. He didn’t stay dead, however, and he was the leader of a cell of the terrorist Brotherhood of Mutants. He returned to the farm and slaughtered most of the Todd family. Heather and her younger siblings Matthew, Kenny, and Mary Ellen were saved when Tamar’s own powers emerged in a violent explosion of stellar energy. Unknown to Tamar, Heather’s powers also emerged. Her mind ripped a hole in the astral plane, created a small, safe demiplane out of the astral “stuff” that was sucked inside, and hid. Tamar, meanwhile, was taken with the remaining family to a school in Atlanta where they protected and trained mutants in using their powers and serving the world. Tamar thought Heather was in severe catatonic shock from what had happened. Slowly Heather started to emerge, first with small telekinetic promptings of items around her. Eventually her condition was realized by a telepath at the school and she was rescued from her little safe place when they realized she was the cause of localized disturbances in the astral plane. They taught her how to seal up the rift in the astral plane and then helped her develop her telepathic and telekinetic powers. Currently Heather is attending university to study mathematics and physics. She studies some psychology on the side as well, to help her with her powers. [/sblock] 5.20.17 [/QUOTE]
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