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invisibility - telekinesis with little points

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BASHMAN
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Post by BASHMAN »

Doing it without consequence is a bit broken.

As a Narrator I'd allow it, but the multi-power would work like this:

You have Deflect on until you use your TK. Then the Deflect does not turn back on until your first panel next page.

This would mean the enemies would have windows of opportunity to smack you when you use your TK.
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AngryGhost
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Post by AngryGhost »

I think I'm going with separate powers - one it is less of something to explain to my new players to start with and two, as I'm starting low powered with improving abilities they can buy enhancements etc later.
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AngryGhost
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Post by AngryGhost »

okay, I have a couple of 25 point preliminary builds (20 really, with 5HP to encourage some cool in game ideas).

Would someone be able to give some feedback/check the math(s)?

Invisible Hero

B2
A2
M1

Def x2, MDef x1, Soak x2, knockback resistance 20

Invisibility 3
Attack Weak Point 2 [limitation: only when invisible, will make hero visible]
Confusion 1 [enhancement: area small burst] [limitation: only when becoming invisible in front of immediate onlookers]
Boost 2 (mnd) [only when using invisibility related powers]
Unarmed Technique 2 - x3 to hit, x3 dmg
Skillful (pick skills later)
5HP

25 points

Telekinetic & Healer Hero

B1
A2
M2

Def x4(deflect), MDef x2, Soak x1, knockback resistance 2

Healing 2 [usable on others]
Telekinesis 4 - rate 4 sq per panel x4 Dmg x2 to hit
Deflect 2
Skillful 1 (pick skills later)
5HP

25 points

I know there's a lot more that I could do with them but I want to encourage the players to come up with their own unique ideas, use HDice and then give them the opportunity to buy the new power/enhancement/link etc
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BASHMAN
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Post by BASHMAN »

Versatile, Gadgeteer, or Grimoire are not bad ideas for Advantages if you want them to be able to come up with new stuff on the spot.
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AngryGhost
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Post by AngryGhost »

ooh good point
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AngryGhost
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Post by AngryGhost »

actually I was thinking of reducing deflect to 1 (x3 def) and adding enhancement: variable to telekinesis - I take it that I can then use telekinesis/agility in the same way as a special attack with variable? (this might better reflect the difference between telekinetically throwing a car at someone's head or a garbage can lid).

on another note: in regards to grabbing a living being with telekinesis.

With telekinesis it says that you use telekinesis for wrestling rather than agility, but under "grab" it says lowest of brawn or agility (and the difference between two parties as a DM [which I think I I get - having a slow day])- with the power is it just telekinesis or the lower of that or agility?
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BASHMAN
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Post by BASHMAN »

With TK, your Mind acts as Agility to Hit, and your level in TK acts as Brawn.
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AngryGhost
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Post by AngryGhost »

yep, I realise that.

What I'm failing in explaining is that under "grab" in wrestling

It says to use you lowest of brawn or agility to grab

Under telekinesis it says to use telekinesis (as brawn) for wrestling.

However, would you still use the lowest of Telekinesis(instead of brawn) or Mnd (instead of agility) to make the grab or would you just use your telekinesis (brawn)?
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Michael
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Post by Michael »

1. Instead of taking variable on telekinesis, I'd suggest taking boost mind 1 for using telekinesis.
I'm not really sure how variable would help on telekinesis, especially when there is no mention in the rules of using levels in telekinesis as a bonus to hit.

2. When grabbing with TK, it looks like you'd use the lower of telekinesis power or mind (and the difference as a modifier to the dice).
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BASHMAN
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Post by BASHMAN »

2. When grabbing with TK, it looks like you'd use the lower of telekinesis power or mind (and the difference as a modifier to the dice).
Yes. Although if the Narrator wanted to, they might call for the lower of TK and Agility, especially if they have "tactile" TK.
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AngryGhost
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Post by AngryGhost »

Michael wrote:1. Instead of taking variable on telekinesis, I'd suggest taking boost mind 1 for using telekinesis.
I'm not really sure how variable would help on telekinesis, especially when there is no mention in the rules of using levels in telekinesis as a bonus to hit.
mm you have a point

I read "special attack" and immediately thought "add variable" as I alway like to do…;-)

Feels as if you should be able to though :S
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AngryGhost
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Post by AngryGhost »

just a quick aside to this - can you power trick anything (as opposed to stunt) or is it just x-mastery?
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BASHMAN
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Post by BASHMAN »

Power Tricks are only for X-Mastery, Gadgeteer, or Grimoire characters. It's one of the benefits of taking that power or advantage. However, I could see a Narrator house-ruling to allow it for people who take "Versatile" as well.
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AngryGhost
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Post by AngryGhost »

yeah I might do that - I think it could work well for my game, but I could see it making hero dice devalued in other games (+ every player would take versatile and power trick as advantages in every game I reckon).

Do love the power trick though - might have a play around with it myself to see if I could get players to spend more hero points on it for different strengths of "a trick" - all the way up to spending a hero dice on it.
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WaylanderPK
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Post by WaylanderPK »

Confusion 1[enhancement: area small burst] [limitation: only when becoming invisible in front of immediate onlookers]
I'm interested in your thinking about this power. Is it "Oh where did he come from" kind of effect?
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