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A rumor traveled the circles of the supernatural. Mutants heard a safe, underground railroad was being started, inquire at the Summit. The beyond sought the strange power said to rest at the Summit of New York City. The gossip flitted amongst the rest: valuable information was to come to light when dawn broke over the Summit.
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 Samael Abilities Step 1

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Samael

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PostSubject: Samael Abilities Step 1   Wed Dec 26, 2012 4:58 am

First time at this, so let me know if I need to be more or less specific Smile These are just things that are possible down the road depending on training/prestige/etc.

  • —Name: Telekinetic Flight (Devil’s Flight)
    —Rank: C-S
    —Power: Telekinesis
    —Description: Simply put, this is the power to use Telekinesis to move yourself. Speeds and weights for carrying things follow standard sub power limitations based on rank (200mph/400/800/1900)

    —Name: Defensive Shielding (Devil’s Armor)
    —Rank: C-S
    —Power: Telekinesis
    —Description: This allows the user to set up a sort of automatic protective shield around themselves. Physical matter that would attempt to strike Samael are instead repelled (towards the attacker with some concentration) or swept away in a telekinetic vortex with a force equal to Samael’s normal Telekinetic force and easily affects anything of equal or lower rank. In short, this ability let's the user apply his current Telekinetic strength against things attempting to hit him (2000lbs/3500/6000/8000). The highest the velocity the harder it is to reflect and instead may just be pushed to the side. At C rank the user can turn back thrown objects, at B rank they can turn back objects thrown by speedsters or superstrengters, at A rank they can reflect bullets and the like and at S rank they can redirect attacks towards entirely different targets. Higher rank attacks obviously can get through though their force would be appropriately reduced. As part of a main power, this ability can be easily maintained and it has no effect on any actions the user himself performs. Protection level against attacks based on main telekinetic force ability level. This power can only affect the user.

    —Name: Telekinetic Force Field (Devil’s Protection)
    —Rank: C-S
    —Power: Telekinesis
    —Description: This power allows the user to erect powerful force fields. These fields can either protect those behind/inside them from physical or energy attacks, or can be used to encase or entrap others. They can be created within line of sight and moved about/reshaped/resized with a little effort from the user. The shields protect both ways, though to somebody with the right Skills it might be possible to learn to make the shield work only one way. Protection level against attacks based on main telekinetic force ability level. This power can cover a (hemi)sphere of 10' diameter at C level, 25' at B, 50' at A and 100' at S. At C rank - while maintaining a shield like this, the user is unable to perform other telekinetic feats and must remain stationary if they with to use other powers. At B rank the user no longer needs to remain stationary to use other powers but still cannot use other telekinetic abilities while this shield is up. At A rank they can use any abilities they wish while maintaining this shield.

    —Name: Spatial Sense (Devil’s Sense)
    —Rank: C-S
    —Power: Telekinesis
    —Description: This allows the users to sense physical objects around them. In short, the user can perceive anything around them in a 360’ arc. Sensitivity and range increase based on level, 20 meters per level. At C rank the user can sense general shape, and by A level the user can perceive fine details. At S levels the user could read a book from the imprint of its lettering.


    —Name: Mental Intrusion (Devil’s Insight)
    —Rank: C-S
    —Power: Telepathy
    —Description: This allows the user to enter the mind of others and accomplish various tasks such as talking to them (and listening to them), reading general thoughts, or rifling through memories. Surface thoughts are easy and nearly instantaneous to read, while deeper thoughts take longer to sort through. This can be used on anyone in range of his telepathy (based on rank).

    —Name: Mental Rewrite (Devil’s Refinement)
    —Rank: C-S
    —Power: Telepathy
    —Description: This is the ability of a telepath to enter the mind of another in order to rewrite such things as memories or even personality. They can add things, modify things, or simply remove them. Removing them is a very quick process and works almost instantly on anyone already under the user’s telepathic sway (Effectively tied down physically or mentally through other powers). As usual it works on those of equal rank or lower rank easily, those of higher rank can resist though they might not realize what is happening without proper training. Rewriting memories takes 3 posts (-1 per rank) and adding new memories takes 5 posts (-1 per rank). Personality aspect changes follow the same rules. SPECIAL NOTE: This power is unable to alter the personality or fundamental background of a player character without the user’s consent OR unless the circumstances are such that the other character would effectively be at the user’s mercy to kill off. This power is meant for NPC use or agreed upon roleplay between PCs.

    —Name: Opponent Prediction (Devil’s Prophecy)
    —Rank: C-S
    —Power: Telepathy
    —Description: This ability allows the user to partially slip into an opponent’s mind and see their actions before they actually make them. This allows him to react before (or at the same time) his opponent even begins to move which can give him quite an advantage in combat. Even if he can’t catch his opponent he can always at least defend. In effect, this works like having superhuman reflexes against people trying to attack him - the difference being it is slightly more effective than normal against living beings and doesn't work at all vs machines or similar. Additionally the user still suffers from human limitations in regards to movement and reaction times. The user only sees the action in the opponents head a split second before they make it unless the opponent is considering his course of action for a long period.

    —Name: Telepathic Invisibility (Devil’s Concealment)
    —Rank: C-S
    —Power: Telepathy
    —Description: This ability allows the user to make others around them believe that they don’t actually exist. For all intents and purposes the person simply isn't there to nearby onlookers. It works on all senses and complete obscures the subject from anything affected by telepathy, though obviously it does not work on electronic devices. Just like any other sort of invisibility, this power will hide the subject from everyone in the vicinity. They will unconsciously go around the person and even ignore things that the user does, such as opening a door (as long as things are done without drawing much attention to them or wouldn't be out of place – slipping out of a house door is different than opening a secure castle gate). This ability can also be extended to nearby allies based on rank (range/max number of subjects).

    —Name: Telepathic Illusions (Devil’s Delusion)
    —Rank: C-S
    —Power: Telepathy
    —Description: With this ability the user can create illusions that exist solely within the mind of those affected (standard Telepathy main power range/target numbers apply). These illusions work on all senses and even feel solid as long as the creator is actively maintaining them though obviously they can’t move things (without Telekinesis’s help that is). They can even create illusionary wounds on the subject which can cause distraction, pain or even unconsciousness though the effects fade after a while depending on the power level (3 posts per level). A target reduced to unconsciousness will remain unconscious until awoken or naturally rested, however.

    —Name: Mental Fortification (Devil’s Bastion)
    —Rank: C-S
    —Power: Telepathy
    —Description: This is effectively armor for the mind. It affects the user only, and is on at all times. It represents the strength of will and training to resist mental manipulations. It allows the user to resist powers of equal or lesser rank that would affect their mind, emotions, or general willpower and even includes keeping control of oneself through force of will in the case of other attacks like vomiting gas or intense pain. In effect this allows the user to delay *(mained) mental attacks of equal rank for up to 4 posts and defends fully against lower abilities.

    —Name: Psi-bolts (Devil’s Dart)
    —Rank: C-S
    —Power: Telepathy
    —Description: With this power the user can fire bolts of pure mental energy at their opponents. These bolts appear as a slight shimmer in the air to the casual observer and fly as fast a bullet. The damage they cause can be quite painful and intense, draining their target's will with their damage. A single bolt is enough to knock your average person unconscious, and those strong of will or with proper training or shielding won't be quite so effected. Targets damaged by this attack appear drained and weak, rings under their eyes, sunken features, like they hadn't had sleep in days - and they feel the same.


Last edited by Samael on Sun Dec 30, 2012 4:42 am; edited 2 times in total
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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 4:20 am

Quote :
—Name: Telekinetic Flight (Devil’s Flight)
—Rank: C-S
—Power: Telekinesis
—Description: Simply put, this is the power to use Telekinesis to move yourself. Speeds and weights for carrying things follow standard sub power limitations based on rank.
Make sure you list the sub power numbers seeing as this is a stack-able ability and for reference.

Quote :
—Name: Defensive Shielding (Devil’s Armor)
—Rank: C-S
—Power: Telekinesis
—Description: This allows the user to set up a sort of automatic protective shield around themselves. Physical matter that would attempt to strike Samael are instead repelled (towards the attacker with some concentration) or swept away in a telekinetic vortex with a force equal to Samael’s normal Telekinetic force and easily affects anything of equal or lower rank. Higher rank attacks obviously can get through though their force would be appropriately reduced. As part of a main power, this ability can be easily maintained and it has no effect on any actions the user himself performs. Protection level against attacks based on main telekinetic force ability level. This power can only affect the user.

Give a measurable means as to the reduction of velocity/Force of attacks that break through. It doesn't have to be super specific but at least something the opposition can go by.

Quote :
—Name: Telekinetic Force Field (Devil’s Protection)
—Rank: C-S
—Power: Telekinesis
—Description: This power allows the user to erect powerful force fields. These fields can either protect those behind/inside them from physical or energy attacks, or can be used to encase or entrap others. They can be created within line of sight and moved about/reshaped/resized with a little effort from the user. The shields protect both ways, though to somebody with the right Skills it might be possible to learn to make the shield work only one way. Protection level against attacks based on main telekinetic force ability level. This power can cover a (hemi)sphere of 10' diameter at C level, 25' at B, 50' at A and 100' at S.

This should require a moderate amount of focus at C-rank to a more facile usage with more experience. Therefore it should limit your psychic powers while it is up at earlier ranks and be less demanding as it ranks up.

Quote :
—Name: Opponent Prediction (Devil’s Prophecy)
—Rank: C-S
—Power: Telepathy
—Description: This ability allows the user to partially slip into an opponent’s mind and see their actions before they actually make them. This allows him to react before (or at the same time) his opponent even begins to move which can give him quite an advantage in combat. Even if he can’t catch his opponent he can always at least defend. In effect, this works like having superhuman reflexes against people trying to attack him - the difference being it is slightly more effective than normal against living beings and doesn't work at all vs machines or similar.

This is a little iffy....as it can be abused very easily in free form rp. It can act as a dodge all so tweak it to be less neglectable.

Quote :
—Name: Mental Fortification (Devil’s Bastion)
—Rank: C-S
—Power: Telepathy
—Description: This is effectively armor for the mind. It affects the user only, and is on at all times. It represents the strength of will and training to resist mental manipulations. It allows the user to resist powers of equal or lesser rank that would affect their mind, emotions, or general willpower and even includes keeping control of oneself through force of will in the case of other attacks like vomiting gas or intense pain.

For those equal in rank(that main in a mental power) it should be a post count delay. Should be around 3-4 posts.

Quote :
—Name: Telepathic Bypass (Devil’s Probe)
—Rank: C-S
—Power: Telepathy
—Description: This ability represents the telepath's ability to bypass defenses of their target(s). In effect this is armor penetration for Telepathy and gives the user a chance to bypass mental resistances more easily as well as slip past any rare technological resistances. It allows the user to bypass a single layer of telepathic defense.

This is a no no....you can make a clever bypass through various abilities if you put your mind to it. But a 1 ability bypass all for telepathy's only real weakness is a no.


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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 4:33 am

Legion wrote:


Quote :
—Name: Telepathic Bypass (Devil’s Probe)
—Rank: C-S
—Power: Telepathy
—Description: This ability represents the telepath's ability to bypass defenses of their target(s). In effect this is armor penetration for Telepathy and gives the user a chance to bypass mental resistances more easily as well as slip past any rare technological resistances. It allows the user to bypass a single layer of telepathic defense.


This is a no no....you can make a clever bypass through various abilities if you put your mind to it. But a 1 ability bypass all for telepathy's only real weakness is a no.


A question on this one - the intention was basically to counteract other abilities/items people have where they just say 'Oh hey this suit let's the user block telepathic attacks'. Is this not something I can learn to counteract with an ability? Should I split it out maybe into bypassing technological psi-defenses and by passing mental training?

The rest have all been updated!
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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 4:41 am

Well telepathy is a double edged sword. You can instantly know any and everything about a person or mind rape them. On the other hand it can be easily defended with technology (Those who are not telepathic themselves and have mental training can only delay the mental process they are not immune to it). So technology and other telepaths are really the only counters. Which is why the secondary power should compliment this weakness. You could easily overcome this weakness with telekinesis. Crush, lift, punch a hole through equipment etc.

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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 4:42 am

Legion wrote:
Well telepathy is a double edged sword. You can instantly know any and everything about a person or mind rape them. On the other hand it can be easily defended with technology (Those who are not telepathic themselves and have mental training can only delay the mental process they are not immune to it). So technology and other telepaths are really the only counters. Which is why the secondary power should compliment this weakness. You could easily overcome this weakness with telekinesis. Crush, lift, punch a hole through equipment etc.

Gotcha, makes sense Smile Nuked that one!
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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 5:49 am

Approved for training/Purchase

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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 6:54 pm

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PostSubject: Re: Samael Abilities Step 1   Sun Dec 30, 2012 7:10 pm

Looks fine, Approved for use.
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