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Poll

Alan

It was inevitable
- 15 (42.9%)
Winners don't do drugs
- 6 (17.1%)
I'll be back
- 2 (5.7%)
Drink the Kool Aid
- 6 (17.1%)
Groovy
- 3 (8.6%)
Insane in the membrane
- 3 (8.6%)

Total Members Voted: 35


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Author Topic: Special People: Mechanical Syndrome  (Read 1147916 times)

Harry Baldman

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Re: Special People: Preparing for Mission 2
« Reply #1380 on: February 01, 2014, 11:50:07 am »

"Not really."

"Ah. I see. Can you pick a general direction for your powers, then?"
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GreatWyrmGold

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Re: Special People: Preparing for Mission 2
« Reply #1381 on: February 01, 2014, 12:33:09 pm »

"Yeah."
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Harry Baldman

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Re: Special People: Preparing for Mission 2
« Reply #1382 on: February 01, 2014, 01:25:06 pm »

"Yeah."

"Gotten anything really exciting yet? Like seeing the past, for instance?"
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GreatWyrmGold

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Re: Special People: Preparing for Mission 2
« Reply #1383 on: February 01, 2014, 02:28:07 pm »

"No. Well, once I could make these zappy laser disks, but they didn't help much."
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Coolrune206

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Re: Special People: Preparing for Mission 2
« Reply #1384 on: February 01, 2014, 02:53:41 pm »

Cant find whether my char was ever accepted :(
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Lenglon

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Re: Special People: Preparing for Mission 2
« Reply #1385 on: February 01, 2014, 02:57:10 pm »

Cant find whether my char was ever accepted :(
<ability description>
Tone this ability down a bit.
Or even better, choose something else since we already have people who can mess with fire and ice and I'd prefer to have more unique abilities.

Right now it is too powerful. Anything you touch? 10 000 degrees Celsius? And the ability to direct this ability to wherever you want? I'm assigning points to abilities to see if I should give them drawbacks and right now your ability is a -4.3(!) based on the guidelines I have (for comparison, all characters start at +2). You're gonna have some major drawbacks with a -4.3, even if you roll a six during character creation.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Coolrune206

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Re: Special People: Preparing for Mission 2
« Reply #1386 on: February 01, 2014, 03:15:29 pm »

Updated my abilities
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GreatWyrmGold

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Re: Special People: Preparing for Mission 2
« Reply #1387 on: February 01, 2014, 03:21:09 pm »

Depending on the capabilities of that telekinesis, it could still be pretty powerful. I can see him slinging big blades of metal at supersonic speeds, for instance, or stopping bullets with his mind, or lift his boots and clothes to let him fly. Basically, he'd be able to be Superman, plus or minus a few gimmicks.
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Coolrune206

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Re: Special People: Preparing for Mission 2
« Reply #1388 on: February 01, 2014, 03:42:39 pm »

When I mentioned size, I meant anything larger than 2'' diameter would be slightly hard to control, and anything 1' or over would be very hard. And he can't fling it at like, 100000mph. He can move it towards things slower or faster depending on the size.
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Harry Baldman

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Re: Special People: Preparing for Mission 2
« Reply #1389 on: February 01, 2014, 03:46:03 pm »

"No. Well, once I could make these zappy laser disks, but they didn't help much."

"Ah. What's the worst thing you've gotten so far?"
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GreatWyrmGold

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Re: Special People: Preparing for Mission 2
« Reply #1390 on: February 01, 2014, 03:51:09 pm »

When I mentioned size, I meant anything larger than 2'' diameter would be slightly hard to control, and anything 1' or over would be very hard. And he can't fling it at like, 100000mph. He can move it towards things slower or faster depending on the size.
1. Bullets don't travel anywhere near 100,000 miles per hour.
2. Metal blades don't really need to travel that fast to be deadly.
3. Speaking of stuff like that, that bullet thing would be pretty easy to do with pretty much any weapon short of a broadsword or a haymaker.
4. You wouldn't need too fine of control with your shoes to levitate at least.
So we're going from "Superman, give or take" to merely "Man with an inherent gun, the ability to stop weapons, and levitation". Still a bit on the powerful side, especially when you factor in the more conventional uses.
how long a range is the telekinesis, anyways?

"No. Well, once I could make these zappy laser disks, but they didn't help much."
"Ah. What's the worst thing you've gotten so far?"
"Probably the hair armor. I've also had some powers that basically do nothing."
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Coolrune206

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Re: Special People: Preparing for Mission 2
« Reply #1391 on: February 01, 2014, 03:55:03 pm »

Telekinesis? The strongest range possibility would be probably 3 feet, weakening from there on outwards. And it doesnt work as things flying at me suddenly stops. It would slow down, then start moving the other direction. Probably hitting me before full stop
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GreatWyrmGold

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Re: Special People: Preparing for Mission 2
« Reply #1392 on: February 01, 2014, 04:03:10 pm »

How much force can you apply with your telekinesis?
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Coolrune206

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Re: Special People: Preparing for Mission 2
« Reply #1393 on: February 01, 2014, 04:11:42 pm »

Force? Hmmm... Think just a few newtons per second.
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GreatWyrmGold

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Re: Special People: Preparing for Mission 2
« Reply #1394 on: February 01, 2014, 04:33:48 pm »

So...a few meters per second cubed?
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