RESCUE (long post)

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RESCUE (long post)

Postby J.T » Sat Jul 26, 2003 2:58 am

Hi,

A month or so ago I started a thread about how to write up a teleporting power for a character I had an idea for. I had a lot of good ideas (especially from gunsnammo –who designed the final version of the power –Big thanks) I then fleshed out the character and posted it in the same thread under the name Transporter. I have now finished his background / history and thought someone out there might like to read it so below is the character stats and history, use :) , abuse :cry: or comment :D as you see fit.

Regards.

J.T.


RESCUE

Level: 10
Str:10(+0) Dex:20(+5) Con:12(+1) Int:12(+1) Wis: 16(+3) Cha:12(+1)
Dmg:+4 Fort:+4 Ref:+13 Will:+6 Init:+5 Hero Pt:5
Defense:21 (15 flat footed) Melee:+5 Ranged:+11

SKILLS:
Medicine+10, Biology+9, Chemistry+8

FEATS:
Attack Focus (teleport), Dodge, Point Blank Shot (teleport), Precise shot (teleport), Lightning reflexes, Talented (biology), Talented (chemistry).

POWERS:
Amazing Save Will+3, Refex+6, Fortitude+3, Damage+3

Armour [Hi Tech]: +8
Stunts: Dark vision, immunity (suffocate).
Extras: Leap, Impervious

Energy Field (teleport)+10
(save DC20 [will] free action to activate, range: touch, duration: sustained)
1) extra: Teleport +6
(save DC16 half action to activate, range: normal, duration: instant}
extras: range x2, disorient.
Flaw: only on others
2) extra: Deflection +6
(+dex bonus +d20 roll vs attack roll. Action: reaction, range: personal,
duration: instant)
extras: automatic, reflection.

WEAKNESSES:
Quirk: protect the innocent.

POWER POINTS
Abilities: 22, Skills: 16, Combat: 25, Powers: 83, Feats: 14, Weaknesses:-10

TOTAL POWER POINTS: 150






HISTORY
John Brooks was always different; from an early age things seemed to go missing around him or when down in one place would appear few minutes later.
Unbeknownst to his parents John was born a mutant it was later thought this was due to his mother’s job as a specialist in radiology, that in the first few months of pregnancy John had be exposed to high levels of X-rays that triggered his mutant gene before birth. John was raised in a loving environment, his parents taught him good values and morals that would be the backbone to his believes in later live.

It was around his tenth birthday that his parents noticed his powers for the first time and put two and two together. They were in the garden one sunny afternoon when they heard John shouting for their pet cat to come down from a tree at the bottom of the garden, John’s father went to see if he could help only to watch in amazement as John pointed his finger at the cat and, pop it disappeared only to reappear in John’s hands seconds later. John was quickly ushered into the house where his mum gave him a check up. After a long talk and the realisation that John was a mutant his parents persuaded him not to use his powers in front of anyone except them, but they felt that as this power was part of their son he should learn to use it so while at home, with just the three of them about he was allowed to practice.

In School john excelled in the sciences and upon leaving he went to Cambridge to study medicine. Leaving after seven years with is doctorate and masters in biology and chemistry.

He worked for five years in a hospital near his parents but became frustrated with the bureaucracy of the profession, it was at this time he was approached by Mr. Whyte, the head of a new government department dealing with the problem of terrorists, both normal and super powered. He had been told that John was an excellent doctor and that there was a place in the department for him as the head of a medical back up team, their job would be to go in after a raid and stabilize any wounded team members or civilians. John saw this as a great opportunity to help people on the front line rather than patching up the drunks and wackos in A&E and accepted the offer.

Life was thrilling for John after that, he travelled the world with his team and became friends with some of the toughest super powered people in the department. All this time though he kept his own power secret, who would want to know about his weak little power to move objects when the supers in the team could rip steel apart with their bare hands.

Everything changed one particular rescue mission; a group of terrorists had captured the British embassy in a little South American country and were threatening to kill the hostages unless their leader was released from prison (he had been captured months earlier in a bomb attack in a shopping centre). The four man rescue team went in but were unprepared for the fact that the terrorists had hired themselves some super powered mercenaries and with in minutes one was injured, one dead and the other two were pined down. Viewing the carnage on the remote cameras all John could think about was his friends and the hostages, grabbing his medical equipment he ran into the building. Once inside he located the team and attempted to reach them. As he ran across a room to get to them one of the terrorists opened up with a machine gun, at first everyone there thought he had been hit but something unbelievable happened, as the bullets got within an inch of John they winked out of sight, seconds later the man who had shot at him screamed and fell to the ground with six bullets in his chest.

Having no time to think about what had just happened John reached his friends. Assessing the situation he knew the only way his injured teammate would survive was an immediate evac, but being under heavy fire this seemed impossible. John took a few deep breaths to calm himself knowing exactly what he had to do, radioing the medical team outside he ordered them to clear an area to the north of the building in view of the window he was looking out of. That he had one serious case with multiple laser wounds and to be ready to receive him. With that he pointed his finger at his patient and, pop he vanished seconds later he got an astonished call from his medical team that “The patient has appeared and is stable.” Smiling he turned to the others and said it was time to go and with that popped each of them in turn to safety, lastly he bent and closed the eyes of his dead team mate feeling angry that he hadn’t been fast enough to save him, he pointed his finger and sent him home. Now on his own he realised that the hostages were still in the building so he went to find them, what actually happened in the following half an hour no one knows except John but when the shooting and shouting was over and the backup team stormed the building John was sitting on the stairs in the hall with the hostages by his side and dead gun men and unconscious super villains all around.

After John’s debriefing he was confessed to being a mutant and the department sent him to be tested to see what the limits to his powers were. They learned that John was a teleporter but not like any they had seen before, he was unable to teleport himself but could use his power on others as long as they were in line of site. He was able to teleport items out of peoples hands (like guns) and teleport his target very fast on the same spot thereby disorientating them and if done long enough led to unconsciousness.
If this wasn’t enough the most amazing side effect of his power his ability to surround himself with energy field that teleported way anything that touched it. Thus someone hitting him would disappear to reappear somewhere else, but the most disturbing use of this power was that he could teleport a missile attack back onto his attacker (this seems to happen automatically) as in the incident with the gunman at the embassy.
Testing also showed that this power had its limitations and sometimes damage got through, thus it was decided to provide John with lightweight body armour. This allowed him to see in the dark and have its own air supply in case of gas attacks, the suit also had jets in the boots to give him the ability to leap great distances, as his powers didn’t work on himself it was felt he would need some means of getting in and out of the fire zone quickly.

A year of intensive training later the Anti-terrorist squad got its doctor back but this time he went in with them on missions, knowing that wasted time was wasted lives. The department heads wanted to call him Transporter but his team felt he deserved something more fitting to what he had done and it wasn’t long before his code name was changed to RESCUE.

As RESCUE John also helps out local authorities with accidents and has also been lent to other superhero teams that may need medical backup for dangerous adventures. In his spare time John works for a charity hospital, which he part owns and runs with his mother and her colleagues.

PHYSICAL APPEARANCE
John is 5’11” and of athletic build. His hair brown and cut short and his skin is tanned, the one thing that everyone remembers about him when asked is his piercing grey green eyes that seem to look right into your soul, but which also reflects the compassion in his heart.

PERSONALITY
John has a caring manner and a comforting word for everyone he treats. He has seen and been touched by violence in his life and knows that to stop this force sometimes needs to be used. It is not in Johns nature to go out of his way to hurt someone but he believes a terrorist makes his chose in live by picking up a gun or setting off a bomb and if they are hurt as a result of their actions then be it on their own heads.
As Rescue John will assess the situation before him deal with the wounded and let the rest of the team do the dirty work relying on his energy field to remove any possible threat from his immediate area.

CONTACTS AND ALLIES
1) Mother – Rose Brooks Professor of radiology
2) Father - Robert Brooks Professor of robotics
3) Black Watch rescue team – consisting of the following members
White Light (energy projectionist)
Magnum (Weapons specialist with body armour)
Smoke (Mutant with the power to go incorporeal)
Gig (computer expert with the power to control machines)
Bedrock (the muscle)
4) Mr. Whyte – head of the anti terrorist department.
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Postby CurtWarner » Sat Jul 26, 2003 8:39 am

:wink: Good Stuff--A superbeing who rescues instead of seeing how many attacks they can get :green:
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Postby Nightlynx » Sat Jul 26, 2003 10:37 am

CurtWarner wrote::wink: Good Stuff--A superbeing who rescues instead of seeing how many attacks they can get :green:


Yes! I like this guy alot too - reminds me of a former PC friend who played a speeder that started out all "Mr Attacks with blinding speed" only to change his look and became "Mr Evac" complete with medic skills and a flashing red light on top of his helmet :D Ahhhh those were the days!

peace and good gaming

Nightlynx
Last edited by Nightlynx on Sat Jul 26, 2003 10:50 am, edited 1 time in total.
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Postby J.T » Sat Jul 26, 2003 10:46 am

Nightlynx / Curtwarner,

Thanks for the positive comments.

I never saw Rescue as a combat monkey, i like playing characters outside the norm, allows for more roleplaying opportunities, though I hope he won't be too much of a push over I've tried to give him a power that in a pinch will get him out of any tricky situations.

If you have any use for Rescue in your own games or your GM does please feel free to nick him :D

regards,

J.T.
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Postby Nightlynx » Sat Jul 26, 2003 12:38 pm

J.T wrote:If you have any use for Rescue in your own games or your GM does please feel free to nick him :D

regards,

J.T.



Thank you for the offer! This post has gotten me thinking about a NPC group that would made up of "life savers" *please hold comments I do not mean the candy* :lol: But rather a group of supers who's specialty would be medical, rescue, and emergency responce... sort of a super hero 911 team.

peace and good gaming

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Postby J.T » Sat Jul 26, 2003 12:54 pm

Nightlynx,

I'll give the idea some thought and post some possible character concepts here later

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Postby Neo » Sat Jul 26, 2003 1:44 pm

I did have one thought on the Energy Field (Teleport) power that is a slight variation on how you have it.

DESIGN BREAKDOWN
Base Cost = 1pt
Effects: (+1)
Attack = Energy Field +1

Extras: (+7)
Triggered (Harmful Physical Contact activates power automatically) +1
Fast (Action fron base Half to None) +3
Disorient +1
Deflect +1
Reflection +1

Flaws: (-3)
Range (Normal down to personal) -2
Limited (only on others) -1

Total Cost = 1+1+7-3 = 6 per rank

In this way the power would work as follows

Energy Field (Teleport)
Cost: 6
Action: None
Range: Personal
Duration: Instant
Saving Throw: Will
You have the unique ability when threatened by harmful physical contact to instantly surround your body in an energy field that causes anyone (including bullets, arrows, falling rocks, thrown cars etc..) touching you to be instantly teleported 5 ft. per power rank away from you. In the case of unwilling beings they recieve a Will saving throw opposed by your power check to avoid being teleported. If the save succeeds then they go nowehere, however if it fails they are teleported and arrive at the distance away from the hero needing to make a Fortitude save DC 10 +Power Rank or become nauseated due to disorientation. Inanimate threatening objects being teleported away are limited by mass, no more than 50 pounds per power rank may be affected and to be affected sucessfully the hero must make a power check opposed by the opponents attack roll. Add your Wisdom bonus to your power check (reflects intuition of the pending danger). If your power check is equal to or higher, you sucessfully delfect the object teleporting it away from you . There is no limit to the number of attacks which may be Deflected instead the hero is merely limited by the triggering condition.

EXTRAS:
* Reflection: If you successfully deflect an object or incoming missile you can direct it back at the attacker causing the teleport to deliver it back towards its source, merely causing its trajectory and not momentum to change. Make a normal attack roll for that attack to hit the attacker.
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Postby Nightlynx » Sat Jul 26, 2003 5:37 pm

J.T wrote:Nightlynx,

I'll give the idea some thought and post some possible character concepts here later

J.T


Well J T

Thus far I have come up with several names that might work. Not sure what to do about backgrounds and powers and what not, but here's the ones I have off the top of my head:

Doc
Searchlight
Lifeline
Safeguard
Evac
Mercy


hope thats some help or at least inspiring in some way :-?
peace and good gaming

Nightlynx
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Postby J.T » Sun Jul 27, 2003 12:06 am

Neo,

Nice write up of the energy field, how would you see it linked to the teleportation part of the original power? or would you see this as seperate?
I like it.


Nightlynx,

Love the names, tried to quickly put some powers to them and added a few more to the list:

Doc - healing, regeneration other, paralysis linked to force field (some kind of protection bubble that keeps the patient still)

Searchlight - light based powers.

Lifeline - possibley stretching powers (he's a human rope)

Safeguard - Force field powers usable on others

Evac - telekinesis powers.

Mercy - mind powers (telpathy, precognition) she could be the psychologist of the party.

Buldozer - strength based powers good for digging people out.

Deep Sea - underwater powers maybe even a force field usable on others that can be used as an oxygen buble.

Life Signs - dark vision,penertation vision, detect live signs. could be first at the rescue site to locate trapped people.

Ranger - typical out doors survival expert.

Pot Hole - tunneling and earth control powers for under ground rescues.

E.T.A. (estermated time of arrival) - speedster for all those emergency dashes to the hospitals

Cordon - this is the only combat monkey and his job is to secure the rescue site and defend the team. possible powers would be duplication (so he could be all over the place at once) energy blast (stun only), snare, force field, immovablility, no one gets through him) and flight.

what do you think not a major player among them (apart from Cordon)but as a team I think they would be able to make any rescue mission a success.

J.T.
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Postby Neo » Sun Jul 27, 2003 7:30 am

J.T wrote:Neo,

Nice write up of the energy field, how would you see it linked to the teleportation part of the original power? or would you see this as seperate?
I like it.

J.T.


Heya J.T.

Not sure I follow? as best I could tell the original power Teleported others away and Deflected things away and so I incorporated both aspects into the Energy Field (Teleport) power, it react unconconsciously to a trigger so the hero never has to actively use it, and it teleports people and objects away. In the case of objects it can deflect them, which i think covers the original powers parts?

Was there something else you needed it to do?
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Postby Neo » Sun Jul 27, 2003 7:53 am

I think there is one other Super Hero for consideration in a Group of Lifesavers.

This I hope will nto be taken in bad taste as its certainly not meant that way, instead it is intended as a tribute to how the american people pulled together that day.

"The Spirit of 9-11"
On the darkest day in recent history, the light of the human soul shone brightest in America, compassion for strangers and neighbours alike was at its peak and differences were put aside, all that mattered was helping each other, supporting each other and saving lives. On that day amidst the saddness and ruin something emerged from the dust, the culmination of this good will and compassion given form..the Spirit of 9-11".

"Since that day tales have been told of how when people are in trouble or hurt, trapped or in danger... of how a freind or loved one has appeared and helped lead them to safety".

Powers: I'd imagine it as having Incorporeal, Shapeshift (people only), Healing, Elemental Control (Earth and Water).

Weakness: Ideal, its existence is born out of good will, therefor wherever bad will exists it becomes less tangible and able to interact with the world around it triggering its Incorporeal and preventing from interacting. If goodwill to others was ever to cease in the U.S the spirit of 9-11 would cease to be altogether. The Spirit of (-11 is also prevented from taking offensive actions, it may Defend or Disable but never attack.
Last edited by Neo on Sun Jul 27, 2003 9:49 am, edited 1 time in total.
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Postby Optiplex » Sun Jul 27, 2003 9:43 am

i love the super team idea i love it. i do have a suggestion about another power for Lifeline how about adding

regeneration:
usable on others only
Back from brink only

Basically making a life line for keeping someone alive as well as a living rope.
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Postby J.T » Sun Jul 27, 2003 10:39 am

Neo,

The power I tried to create (with gunsnammo's help) had two effects the first is how you created the enrgy field the second was teleport only on others, this was to allow him to teleport guns out of terrorists hands or to teleport hostages away from danger. I also gave him disorient so that he would have some kind of non lethal attack.

hope this explains what I was trying to do.


I think the Spirit of 9-11 is a great idea he could be the rallying point when there are national disasters (natural or man made)


Optiplex,

Great idea to add regen to Lifeline, I would also add the power to create localized bubbles of oxygen for the poeple he touches.



I've also found on the net today an image that I think looks how I see Rescue. Can someone explain how I attach it to a thread.

Regards,

J.T.
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Postby Neo » Sun Jul 27, 2003 3:09 pm

J.T wrote:Neo,

The power I tried to create (with gunsnammo's help) had two effects the first is how you created the enrgy field the second was teleport only on others, this was to allow him to teleport guns out of terrorists hands or to teleport hostages away from danger. I also gave him disorient so that he would have some kind of non lethal attack.

hope this explains what I was trying to do.
J.T.


Well I'd suggest the Ability to Teleport weapons off enemies and hostages to safety be a seaparate power. I could likely custom build it for you if you want as an Energy Control power that combines aspects of teleport.

you'd then have the energy Field (Teleport) asthe perfect innate defence and the New power to disarm and rescue with.
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Postby J.T » Mon Jul 28, 2003 1:12 am

Neo,

I would really grateful if you could work your magic and write something up for the teleportation power. I'll then do an alternate Rescue character write up using them both.

By the way like your web site.

now a plea to anyone out there - can someone explain how to down load an image into this forum as I've never done it before?!!!

regards,

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Postby J.T » Mon Jul 28, 2003 8:51 am

Had a few more ideas for rescue team members. anyone have any more ideas?

Back Draught - fire control powers and fire absorption

Fall Out - Bio-hazard expert with immunity powers and radiation absorption

Flood Gate - Water control powers

Isobar - Weather control powers.

What about a team name anyone?

Regards,

J.T.
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Postby Neo » Mon Jul 28, 2003 8:57 am

J.T wrote:Neo,

now a plea to anyone out there - can someone explain how to down load an image into this forum as I've never done it before?!!!

regards,

J.T.


Find a picture you like and then get it's URL (right click and properties will provide this info), alternatively if you have your own webspace you can upload you image there (this tends to reduce risk of you image vanishing if hosting site closes, moves etc...)

Then past the URL into your message "http://www. etc..."

then all you need to is highlight the URL and click the Img button above the Close Tags text just above the message window,

then type the rest of your message and then submit like normal, it should provide you with an active picture like so.

Image

Oh I should probably mention most forums have a size and dimensions limit to graphics being added... so if you follow the above steps and just get a small indented square with a red cross, that is likely why. this is also another reason it is helpful to have a place to put your own images as you can edit and upload them to suit.
Last edited by Neo on Mon Jul 28, 2003 9:09 am, edited 1 time in total.
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Postby Neo » Mon Jul 28, 2003 9:07 am

J.T wrote:
What about a team name anyone?

Regards,

J.T.


hmm

International Rescue :lol: :lol:
Freedom For All
H.E.A.R.T foundation (Heroic, Emergency, Action & Rescue Team)
Life Line Inc.
H.O.P.E Assistance (Helping, Others, Provide, Emergency) assistance.
Red Alert
Code Blue

????
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Postby J.T » Mon Jul 28, 2003 10:41 am

Here goes nothing.

[img]file:///C:/games/RPGs/godlike/New%20Folder%20(3)/heavy%20copyd.jpg[/img]


if I've done this right you should now all see an image of Rescue

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Postby J.T » Mon Jul 28, 2003 10:52 am

Well that went as well as could be expected :cry: . I'm not a tech head so I'll have to think this through a bit.


Neo,

Thanks for trying to help, although I'm stuck in front of a computer all day I only use it to draw buildings.

Anyways the team names were great I may just use the H.E.A.R.T. Foundation one ( it also ties in with the project I'm working on in the office at the moment. A cardiac centre in the north of England - Spooky >:) ).

Did you have any thoughts on the Teleportation power? :D


regards,

J.T.
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Postby Neo » Mon Jul 28, 2003 11:44 am

J.T wrote:Here goes nothing.

[img]file:///C:/games/RPGs/godlike/New%20Folder%20(3)/heavy%20copyd.jpg[/img]


if I've done this right you should now all see an image of Rescue

J.T


Your trying to show a picture from your own PC, which isn't for purposes of displaying images a valid location.

If you want send me the image and i'll provide you an URL from which you can post it.
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Postby Neo » Mon Jul 28, 2003 12:10 pm

Okay J.T

here is the the power you wanted.

ENERGY CONTROL (Teleportation)
Cost: 4
Action: Half
Range: Normal
Duration: Instant
Saving Throw: Reflex
You have the ability to emit an energy wave out to a radius of 5 ft. per power rank that affects both living and nonliving things of your choosing. This power is completely selective it affects who and what the hero wishes it to and nothing else.
All living things to be affected within the powers area of affect of up to 50 lb per power if unwilling must make a Will save opposed by the power check. If the save is successful, they are unaffected, otherwise they are teleported to a place of the hero's choosing up to five feet away per power rank as a half action, twice that distance as a full action or by taking a full action as a "Sprint" they can be moved up to four times that distance, however creatures moved in that way lose their dodge bonus to defense due to disorientation for one round after they arrive at thier destination.
All non-living objects of to be affected within the powers area require you to make a power check against a DC equal to the items Hardness (if unattended) or the targets Reflex save (if worn or carried), if this check successds the item(s) un question vanish transported to an extra0dimensional space (and may be retrieved later). Note non-living objects have a mass and thus contribute to the maximum weight that may be affected with this power.

EXTRAS
* Neutralise: The chosen targets of your energy control are affected as if by the Neutralise power (p. 77), requiring them to make an additional Will save to avoid its effects.
* Stun: The chosen targets of your energy control are affected as if by the Stun power (p. 84) requiring them to make a Fortitude save to avoid being stunned.

FLAWS
* Obvious: The power is obvious, when used a bright and very visible energy wave extends outwards from the hero with a sound like rushing air.
* Tiring: The use of this power is extremely tiring, when used the Hero must make a Fortitude save (DC 10 + PR) to avoid becoming fatigued afterwards. The hero may spend a hero point to cancel the fatigue effect.

DESIGN BREAKDOWN
Base Cost: 1
Effects: (+3)
Control = Energy Control +1
Movement = Teleportation +1
Movement = Dimensional Travel +1

Extras: (+6)
Area (power affects a 5 .ft are per PR) +1
Selective (only affects those the hero chooses) +1
Additional Type (affects non living as well as base living objects) +1
Range (person to normal for dimension control) +2
Neutralise +1
Stun +1

Flaws: (-6)
Limited - One Dimension (extradimension pocket) -1
Others Only (power has no direct personal benefit) -1
Duration (Sustained to Instant) -2
Obvious -1
Tiring -1

TOTAL COST = 1 + 3 + 6 - 6 = 4 pp


Should do what you need, with it you can teleport everyone away, or just those you choose, you can disarm the enemies and save the hostages and you can even alter it to disable them via the extras too.

It should be noted however the power can only affect those the hero can see or knows about within range.
Mark "Neo" Howe

"Et Semel Emissum Volat Irevocabile Verbum"
http://www.neo-innovation.com/index.html
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Postby J.T » Mon Jul 28, 2003 1:10 pm

Neo,

Thanks for the power write up I'll try to do an alternate character with it in the next day or so.

I will try to send you the image tomorrow from work as its getting late here.

Regards,

J.T.
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Postby J.T » Tue Jul 29, 2003 1:05 am

RESCUE

Image




Noe,

Thanks for all your help. Keep safe.



Below is the alternate RESCUE using the energy field and energy control powers you created.

Alterations to the original:
1) Separated the original power into two different abilities.
2) Reduced dex by 2
3) Reduced base attack to 4
4) Reduced amazing save reflex by 2 and increased will by 1
5) Added the medical kit (acts as +3 healing)
6) Removed the following feats Attack focus, lightning reflexes, point blank attack, precise shot (I saw these as too combat orientated)
7) Added the quirk Hippocratic oath (as he’s a doctor)

What do you think?

Regards,

J.T.


RESCUE

Level: 10
Str:10(+0) Dex:18(+5) Con:12(+1) Int:12(+1) Wis: 16(+3) Cha:12(+1)
Dmg:+4 Fort:+4 Ref:+10 Will:+7 Init:+4 Hero Pt:5
Defense:19 (14 flat footed) Melee:+4 Ranged:+9

SKILLS:
Medicine+10, Biology+8, Chemistry+8

FEATS:
Dodge, Lightning reflexes, Talented (biology), Talented (chemistry), Talented (medicine)

POWERS:
Amazing Save Will+4, Refex+4, Fortitude+3, Damage+3

Armour [Hi Tech]: +8
stunts: Dark vision, immunity (suffocate).
extras: Leap, Impervious

Energy Field (teleport)+6
extras: triggered, fast, disorient, deflection, reflection
flaws: range x 2, limited only on others.

Energy Control (teleport) +6
extras: area, selective, additional type (non living and living), range (personal to normal), neutralize, stun.
Flaws: limited, others only, duration (sustained to instant) obvious, tiring.

Medical Kit (healing) +3
Flaw: device

WEAKNESSES:
Quirk: Will protect the innocent.
Quirk: Hippocratic oath

POWER POINTS
Abilities: 20, Skills: 12, Combat: 20, Powers: 108, Feats: 10, Weaknesses:-20

TOTAL POWER POINTS: 150
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Postby Nightlynx » Tue Jul 29, 2003 9:02 am

:o WOW! :o

RESCUE looks awsome J.T - and I think its great the way the idea of non combative heroes took off - I have been puting all the ideas together and calling them the Code:Blue team with Rescue acting as team leader due to his expirence :)

peace and good gaming

Nightlynx
Something unprecedented is just being born, and I want to see it. But it is the one thing I break even by tounching it. Randomness. - GOD
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