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I Need Help With This Concept

Posted: Tue Jun 08, 2010 10:46 am
by AslanC
A new character being made for the campaign is called "Tick-Tock" and his theme is as follows;

He has the power to slow down time and a minor level of precognition.

Now, he is going to essentially look like a Speedster, but won't have Super Running, but instead just have to actually move to the location by slowing time around him.

"We have to get the scene of the crime!"

"I'll be right there."

At the scene of the crime he pops up!

"You can teleport?!"

Huffing and puffing. "No... I ... had... to ... walk... across... the... city... I... need... a ... moment... "

So how would you build such a character?

What would be be able to do without being a speedster?

How would one model Precognition as well?

Posted: Tue Jun 08, 2010 11:06 am
by Volsung
He reminds me of Hiro (from heroes) and Gurudo (from Dragon Ball)
I guess he'd work like an exhausted teleporter^^
Precognition would be like danger sense.

Posted: Tue Jun 08, 2010 11:07 am
by AslanC
He's more than just a teleporter, infact I may leave that power out ;)

He is more like a time manipulator... slowing it down, maybe even increasing it.

25 - 30 point build is what I want to do.

Posted: Tue Jun 08, 2010 11:12 am
by Alric
Just give him teleport with the limitation that he has to physically get from point to point. The slowing time is just a special effect.

Other possible effects include things like:

Special Attack with auto-fire: speed punching.
Special Attack with area effect: running around punching multiple targets.

Posted: Tue Jun 08, 2010 11:15 am
by gryfn
well it seems to me the power to slow a entire city is a cosmic level power , and a hard one to gm as well
where as being real fast is something bash is good at letting you do so dispute it not supposed to be super-speed or teleport that's what I would buy
3 multi power time slowing
teloport 3 he must have been able to walk there
super running 3 no momentum
6 super-speed 5 not tiring
1 precog , i really like this powerout of the box , although you might need a lot of boost mind to make work if you want it to be more than a gm tool ,but i would let it be a 1 pt story hook for the gm to play with myself

Posted: Tue Jun 08, 2010 11:27 am
by AslanC
Gryfn, I am not following your build exactly? Can you break it down a bit more? Sorry to be a pain. :(

Alric, That will work since he will carry a cane, so his hitting folks won't be punching, but knocking them with the cane :)

Posted: Tue Jun 08, 2010 12:01 pm
by gryfn
ok
3 pts for a multipower which includes
teloport 3 with the limitation only to places he could walk
super running 3 with the limitation no added momentum

momentum can add to hand to hand damage
1 also think he should have some super speed
6 pts super speed 5 with the advantage that it dose not tire him
last i would buy precognition a sub power of clairvoyance

1 pt clairvoyance / past

this will give him random glimpses of the future
or if he has a lot of mind actual future probing , which i think is very hard to gm for
i hope this works

Posted: Tue Jun 08, 2010 3:31 pm
by BASHMAN
Definate powers to give: Danger Sense (I saw that coming a mile away), Attack Weak Point, Special Attack, Time-Stop Movement: Teleport [Limitation: Tiring], Super Speed. I'd almost say you should give him Super Running so he can take out non-adjacent minions, and since when he slows down time it will seem like he is running fast. If he can only *stop* it and not slow it down, Teleport is fine. If he can slow down time for specific people, I'd make his Super Speed also usable on others, even possibly adding Area to it.

Slow as a power should also be a given.

PS- Meet Dr. Zodiac:
Megapolis wrote:
Doctor Zodiac

Brawn 2 Agility 2 Mind 4

Powers: Danger Sense 2pts, Clairvoyance (future, & past) 2pt, Flawlessly Timed Strike: Special Attack +2Hit, +2DM (x4 dmg) [limitation: stealable gadget: staff] 3pts,

Skills: Athlete/Throwing, Escapology/Breaking out of Cells, Humanities/Occultism, Science/Chemistry, Medicine/Diagnosis, Social Science/Archeology

Mental Malfunction: Doctor Zodiac is paranoid now about trusting his predictions, after all the trouble it got him into. His rule of thumb is that if he is not trying to gain by his predictions, he will be okay.

Quote: “Your future looks… bleak.”

Back-Story: Doctor Zodiac was the on-air identity of Dietrich Sagittarius, who began his career as the founder of the Psychic Buddies Network. Dietrich made a fortune giving vague predictions about gullible people’s futures and lucky numbers. Over time, however, Doctor Zodiac began to see that his predictions were coming true. Zodiac realized that he could make much more money predicting his own future than the futures of others. In a matter of months, he had made millions on the stock market and found a lost magical potion that granted him perfect physical fitness. Life was good.
However, destiny has a way of punishing people who meddle with it. Doctor Zodiac unloaded a major corporate stock (because his visions said to) minutes before it filed a chapter 11 bankruptcy. The police began to investigate him for insider trading (of which he was indeed innocent) when he began to see visions of himself imprisoned! Desperate to escape his future, Doctor Zodiac attacked several officers. He knew exactly where to move to dodge their bullets and when to swing his cane for maximum damage. Zodiac made all the right moves to escape, until he ran into Cyclone, who moved faster than even he could predict. Thus, Doctor Zodiac ended up in Super Lock, fulfilling his own prophecy.
Now, he has lost everything except his gift. When Doctor Zodiac was approached about joining Cellblock Zero, he jumped at the chance to repay destiny for the havoc he’d wrecked upon it.

Posted: Tue Jun 08, 2010 3:51 pm
by gryfn
wow hes very cool i don't recall him from metropolis though i guess i need to reread my copy

Posted: Tue Jun 08, 2010 4:08 pm
by AslanC
Nice one BASHMAN!

Here's what I am seeing as powers.

Time Control Powers would be Immobilize, Slow, Daze and Deflect for sure.

Teleport and Super Running are strong possibilities and Super Speed is a must.

Attacks, only one Special Attack using his cane to batter and opponent with multiple blows.

Now to figure out how to do this for under 30 points ;)

Posted: Tue Jun 08, 2010 4:09 pm
by AslanC
How would you do Super Speed usable on others? A Mind vs 20 roll?

What effects could Time Mastery have as well?

Posted: Tue Jun 08, 2010 5:58 pm
by BASHMAN
Why would Usable on others require you to make a roll? Only if the target is unwilling would you have to make a roll. Who would *not* want to benefit from super speed? Requring an activation roll for a power is a Limitation.

Time Mastery... hmm that's tough. Mastery is supposed to be a Utility power. An easy use would be to make natural effects happen faster, or stop the process: Here are some ideas:

That sapling grows into a full-grown tree
That giant wall of ice melts and evaporates
That time bomb doesn't go off (the countdown clock is stuck with 1 second left to go)
The Volcanic Eruption is stopped (PS this is like a 40 or 50 difficulty) as all the ash exploding out seems to freeze in mid air- allowing the area to be evacuated in a timely fashion
Those iron bars rust and crumble
The wooden beams supporting the roof rot and give way


What I wouldn't allow: That villain turns 100 years old and dies. That would be some REALLY nasty Special Attack.

Posted: Tue Jun 08, 2010 6:41 pm
by AslanC
Makes sense BASHMAN... guess I was just looking for the concept of potential failure... old rpg habits die hard don'tcha know? ;)

Posted: Tue Jun 08, 2010 6:55 pm
by BASHMAN
Hey, if the target's unwilling, you bet there is a potential for failure- and if someone doesn't know what he is doing will be helpful, they may just be unwilling.

Posted: Tue Jun 08, 2010 9:30 pm
by AslanC
Okay then, so if unwilling (or I am just feeling mean ;) ) what roll would you make?

Mind vs Mind? Mind vs 20? Mind vs Agility?