Transcendence Now - M&M Game [Resumed!]


log in or register to remove this ad




Sollir Furryfoot said:
Thanks for the heads up Mimic, if you can manage a post by tomorrow night around this time, it'd be nice if you could answer the question I had for you on the frontpage *drags it up*



I wouldn't be so demanding, just that I plan on finalizing the remaining spots/backups tomorrow night.


Looking forward to the decision. :D /fingerscrossed.
 

Josh, Sheet with Stats cleaned up

[sblock]Joshua Lucas Trevin
PL: 6 (90 pp)
Concept: Telekinetic Musical Genius/Telepath-to-Be

Gender: Male
Age: 25 (Date of Birth: July 28, 1981)
Height: 5'10"
Weight: 120 lbs.
Hair: Blonde
Eyes: Blue

ABILITIES: STR: 10 (0) DEX: 16 (+3) CON: 10 (0) INT: 16 (+3) WIS: 14 (+2) CHA: 8 (-1)

SKILLS: Bluff (-1), Computers 4 (+7), Concentration 11 (+13), Diplomacy (-1), Disguise (-1), Escape Artist (+3), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Knowledge (Art 5) (+8), Notice 7 (+9), Perform (Keyboards 11) (+10), Perform (String Instruments 11) (+10), Search (+3), Sense Motive (+2), Stealth (+3), Survival (+2)

FEATS: Benefit [wealth] (1), Dodge Focus (2), Eidetic Memory, Skill Mastery (1) [Concentration, Knowledge (art), Perform (keyboards), Perform (stringed instruments)],

POWERS: *Telekinesis [6] - DC:21:tough, Damaging [6], Perception [6], Precise [1], *Force Field [6], Subtle [2], Selective [1]

COMBAT: Attack 2 [Unarmed +0 (Bruise)] Defense 16 (12 flat-footed) Init 3

SAVES: Toughness 6 (6 flat-footed) Fortitude 3 Reflex 6 Will 8

DRAWBACKS: None

Abilities 14 + Skills 13 (52 ranks) + Feats 5 + Powers 34 + Combat 12 + Saves 12 – Drawbacks 0 = 90 / 90

Explanation of Powers:

Josh's transcendance profoundly altered his brain's capabilities, turning the drive that once pushed him to the heights of musical excellence into a physical force all its own.

Telekinesis: Josh can seize objects with his thoughts and move them with great ease. He can lift and move freely up to 1600 pounds. He can freely lift, but not easily move, up to 3200 pounds and drag as much as 8000 pounds. With increased concentration, these figures increase to 1.5 tons, 3 tons, and 7.5 tons. Josh can maintain this increased state indefinitely in the absence of distractions. For very short bursts of time, he can double his capacity. Josh can telekinetically manipulate anything he can see.

In addition to simply moving objects, Josh can direct blasts of telekinetic force or crush the things he holds. He also enjoys extremely precise control, allowing him to handle delicate objects and perform tasks demanding a very light touch indeed. He sometimes plays the violin with his power. While Josh sometimes accentuates his power use with gestures, these are a mere affectation and not required.

Force Field: The existance of Josh's force field was difficult to ascertain, as it is undetectable to all known instrumentation. The same force that powers his telekinesis is presumed to cover his body in a barrier mere nanometers thick that rests approximately fifteen micrometers outside of Josh's skin. Josh can allow selected objects or materials to pass through his field.

The field is too close to his skin to protect any normal clothing he wears, even if Josh chose to admit it through. He finds this tiring and annoying, and so is considering his options for clothing that could fit beneath the barrier (in a space which perhaps would accomodate the diamater of a single fiber of polyester) and thus not be subject to wear and tear should he ever have to use his force field for defense.

Josh finds the presence of his forcefield pleasant and keeps it on while awake, preferring to tune it to admit things as needed.[/sblock]
 
Last edited:

Sollir, I was thinking that for a relatively good person like Makenzie with her power as is, there is no reason that she can't walk into a hospital and walk out 2 hours later having emptied the hospital of the sick and injured. A healing factory really doesn't fit too well with what I was thinking, so I'm wondering if you would okay the side-effect flaw for it. At the 2pp/rank version of the flaw, she would get hit by an equal rank version of the fatigue power whenever she used her healing and have to make a will save to resist it. Here is an example, tell me what you think:

Makenzie comes upon an accident and is able to free a boy from the wreck but he can't wait for a doctor. Makenzie uses her healing power on him to stablize his dying status, so healing 6, she rolls a 10 instantly stabilizing him with her power, but now she has to resist mental fatigue from its use. She gets a 16(6+rolled 10), and is fine. Next she goes to the driver and tries to work her healing to stabilize him, she rolls a 19, and he is stable, but she doesn't do so well resisting the strain, only getting a 9 total which puts her at exhausted.

Healing 6 (Standard Action; Side Effect: Fatigue Roll; PF: Triggered; 7pp)

I think making the possibilty of healing her self to unconsciousness wellalleviate the I can be a healing factory thing, then again people wont really care about her side of things, they'd want their loved ones cured immediately which could be an interesting conflict if Makenzie has some valid reason for not healing everyone.
 

Samnell -> Very nice, I enjoyed the comment about how your forcefield reacts to your characters clothing Lol, I can see how that might actually give him a reason to wear super-hero-ish tights (and perhaps cause for an embarassing situation before then :]). I also like the description of him using his hands to act out the telekinetic gestures, I think that's one of the qualities of the movie Magneto that I enjoyed most in X-men, and that it makes sense for a musician type (acting as the 'conductor'). Overall a good, clean build I think that'll work fine. If you don't mind editing it sometime later today, y'see I have minor OCD and it would be prettier to me if you edited in the Knowledge/Perform stuff before Art/Keyboard/Strings, and also stick Dodge Focus (2) before Eidetic Memory. I know, I'm a weirdo, thanks in advance!

Shalimar -> This is how you have it built currently, correct?

Healing 2 pts./rank, +1/rank for Standard Action, +1 pp for Triggered -2/rank constant Side Effect (Fatigue, +0/rank extra Alternate Saving Throw: Will).

I'll debate whether on allowing this atm, it seems slightly problematic. The way its set up currently, there already is a Tiring flaw, although it automatically fatigues you unlike the 1e version. Furthermore, the Side Effect is slightly weaker, as the base power costs 30 pp/rank, the side effect currently is 20 pp/rank along with a modifier that makes it easier for you to save (which is fine by me seeing as this is a low PL game in the first place). Also, depending on if you planned on adjusting Healing to a move action in the future like you mentioned, it could be problematic as you'd have to adjust the Side Effect as its written. That said, Healing seems to have gone up in price and gone down in value between editions, and healing others during battle is much less exciting than combat. The point you made about your character going into a hospital and clearing house is a valid one, though.

Consider keeping Side Effect as it is, but flawing your healing so it only works for Lethal statuses? (or perhaps doesn't work for nonlethal statuses, allowing you to heal ability drain as well). Also you could consider using the Unreliable flaw with 5 uses (Hero point to regenerate those uses). Alternatively, make the Side Effect slightly stronger, either attaching a Drain that only drains 1-2 ability points but lasts for an extended period of time (boosting its cost up considerably) or attaching Blast with the Sedation power feat. If the end product seems to be too weak, we'll take a look again at your power and then go from there, but perhaps entertain these ideas until then?
 
Last edited:

How about an alternate to tiring? Would it be a fair trade to allow a save on tiring, but depending on the results possibly inflicting Exhaustion and Unconsciousness? The save would be a will save with a dc equal to 10+Rank

Healing 3(Standard Action(+1); Alt. Tiring(-1); PF: Regrowth; 2pp/rank; 7pp)
 

That's fair, although just make it Fatigue -> Exhaustion -> Unconsciousness like usual :) Right now that seems a good quick fix, if its too underpowered/overpowered later we can take a look at it again inbetween issues.

:] Judgement Day :uhoh: :(

I'll decide on the remaining spots/reservation spots around 9 pm central (6 1/2 hours from now)
 

Remove ads

Top