Wild Talents: Zylphyr – Strength of Mind [6 of 6]

The cafeteria version of Telekinesis is a bit lack-luster. If you use it the way it’s described, you can lift a mass from range, but can’t move it more than 1m (3′), and it drops at the end of your turn. So, we need at least a Capacity (Speed) to move things, at least a Duration, to make it seem like telekinesis… and because you have to split your die up between the 3 capacities, you really need at least a High Capacity on one of those.

Now personally, my offense and defense, shouldn’t be on the same power with that many extras (and thus that much cost). If you want to ‘slam’ someone, just create a Harm type talent, which slams, and call it telekinesis (maybe add in a -1 for only Shock damage). If you want to block something, just create a basic defense… without stuff like Interference, even a 10HD defense that lets you ‘block’ with a telekinetic ‘shield’, should be pretty cheap (unless you want to block with a telekinetically manipulated object, which will be quite expensive). Similar for Harm, it’s probably going to be a 1/2/4 power… So let’s just focus on the Usefulness part.

Here’s what we -know- we need:
Base 2 (Useful/Mass), +2 Range, +2 Speed, +2 Duration,+1 High Capacity. These are just needed. High Capacity should likely be “Range”, because it’s thematic that the heavier the object, the slower you’ll move it, so you balance one with the other.

Here’s what we’d like to add:
Booster +1 (You have to split your pool amongst at least 2 capacities)
Radius +2 (lifting multiple objects at once without needing multiple sets)
Controlled Effect +1 (Radius without this means you pick everything up)

We’re looking at a massively expensive power, with not a lot of ways to pull it down in costs. Self-Only/Touch-Only obviously don’t apply. We could make an Alternate Form, which will only work when we’re in that form, but that’s a bit cheezy, even for power gamers.

In the end, we decided to only add Booster (We’ll add the others with Experience at some point), but that’s a whopping 10/20/40 power. Looking through plausible (yet not debilitating) flaws, we see 2 that we like. Locational (If we get hit in the head, we lose our focus), and Willpower Bid (we’ll take a WD, so that -should- be safe, usually). Down to a 8/16/32 power.

The player decides that he wants the same ‘pool’ for flying that he uses for Telekinesis, because theme and multiple-actions. Theme is because he did a calculation, and (using Booster), he sees that his weight/speed ratio looks roughly the same for his character’s weight, as for objects he telekinetically carries. He has decided on 1wd, 6d, which means his Flight is 256km/h (and he weighs about 100kg). Meanwhile, his TK looks like this:

8000kg = 4km/h
4000kg = 8km/h
2000kg = 16km/h
1000kg = 32km/h
800kg = 32km/h
500kg = 64km/h
400kg = 80km/h
250kg = 128km/h
200kg = 160km/h
100kg = 320km/h
50kg = 640km/h
25kg = 1280km/h

After much thought, he decides that it’s too much to go back and increase the Extras later, so decides to make a sacrifice by adding 2 more flaws in order to get Radius and Controlled Effect. He takes Slow, hoping he never needs to use thus “Useful” option more than every other round, and “Limited Width”, which means he always loses initiative if he’s using it in combat for some reason.

His flight is easy, Self Only (-3) means that his Useful/Speed and Duration results in a 1/2/4. So, power cost goes from 8/16/32 to 9/18/36. 1wd,6d = 90 pts.

Now he wants to survive in high altitude flights. He takes Immunity (Variable/If/If) and Permanent, offset by -3 for Self Only, for 2HD. This is still a rather expensive 30 points, leaving him a little remaining to gain 1wd in Coordination and some other ‘master thief’ skills, he then spends his remaining 2 points, raising 2 skills by 1 each.

Meet Zylphyr:

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