Whelp, that took way longer than intended to get back, between school starting and flooding. Anyway, replies!<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I'm thinking of the NPC being based at ECC (under contract to them for a year or two), while also doing some work at Arcadia when enough students at a time want access to what she can teach.  She probably has a permanent office on-site at ECC, and would certainly be up for helping someone out.  If the incident took place at ECU rather than ECC, she probably wouldn't have thought to immediately find out precisely who was involved and try to offer her assistance (she'd assume that she would never have encountered whoever could have been there)... meaning that Claire coming to her could be a rather big surprise.  ;)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>That works!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Oops!  Sorry.  I thought they were both at ECC.   :-[  And yes - the para-science departments at ECU could quite feasibly have some rather interesting materials and pieces of equipment on-hand.  Independent research would normally be the preserve of older students... but gifted students trying to impress everyone by pursuing a radical line of research definitely fits the supers genre.  ;)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>All good!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Could be worth adding as an explicit Complication, to remind us of this.  "Registered on many radars, after the laboratory accident" or something of the sort (though I'm sure that a better wording can be found).<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Done!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Ahhh.  As an explanation for Connections, it could certainly help.  "No, I don't know how to do that... but I know someone who knows someone."</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Exactly!<br/><br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills and Stuff</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Strength and Fighting: Hrmmm.  Barring some supernatural stuff going on, I'd expect a top-end dancer with truly phenomenal coordination to have pretty good muscle tone, etc - without it, they wouldn't be able to be a top-end dancer.  I'm quite willing to accept that a slight young woman who has never studied the application of force to objects or other people would have a Strength of, say, -1: she can move herself exceptionally well, but she's no power-house and lacks the bulk that might compensate for her lack of know-how or muscle mass.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Completely reasonable! Changed.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Attributes 66 PP<br/>Strength -1 (-2) (Normal Human)<br/>Stamina 2 (4)<br/>Agility 9 (18)<br/>Dexterity 8 (16)<br/>Fighting 0 (0)<br/>Intellect 3 (6)<br/>Awareness 8 (16)<br/>Presence 4 (8)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Does this spread make sense for you?<br/><br/>And I concur with everything you've said in the document.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">That was part of the intent in offering cheaper alternatives where I could: free up some points to use as desired... whether that's restoring some of the things I stripped out, or boosting capabilities elsewhere.  The hope was that I could keep the core of what you wanted, while providing freedom to tinker and improve.  :)<br/><br/>Something worth bearing in mind could be the option to 'bank' a batch of points, to lie in wait for the RP equivalent of a training-montage scene.  You don't have to spend all your points at chargen... and if you want to have the RP of being on-course for some rapid improvement once you get suitable training, you could have a pool of points ready to go when opportunity arises.  1 point buys one point of a specific Defence... so boosting them via 'normal' acquisition of experience would take quite some time to build up (with you getting an average of just 1 point per 'adventure').</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Cool cool, I filled out the sheet with everything spent, but will have a version with a bunch of the points unspent for this purpose.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Eurgh.  System-queries!  ;D  I'd hoped to be much more on top of the system as a whole by now, but it has so many elements and components and specific requirements....  I apologise if the following is not what you were asking, but it seemed sensible to cover the whole topic!<br/><br/>At its most basic, the system is simple: roll the relevant attack, against the relevant defence class - get equal to or above it, and you hit.  On a natural 20, you always hit (so long as it's actually possible to do so); similarly,on a natural 1 you always miss.<br/><br/>For things that don't require an attack roll to hit you (e.g. an area-effect assault, such as an explosion), you get an 'active' roll to try to do something to mitigate the impact (in the case of an explosion, making a Dodge roll against a difficulty appropriate to the grade of the attack).  As something under your control, such active defences are easier to bring into play when you want them, though there do still tend to be fixed relationships.<br/><br/>Defences are each based on a given Ability: the score in the base 'stat' gives you a matching score in the corresponding Defence - hence there being quite such a dramatic difference between Claire's capacity to protect herself from different types of attack.<br/><br/>Dodge is based on your Agility: it provides you with protection against ranged attacks, and is (in the past few editions of D&amp;D terms) the equivalent of a 'Reflex saving throw' - what you use to try to actively throw yourself out of the way of an incoming threat.<br/><br/>Fortitude is your innate physical resilience, and is what defends you against poison and disease.<br/><br/>Parry is your close-quarters defence: ducking, twisting, and swaying out of the way as well as actual parrying of an opponent's melee attacks.  It's based on Fighting.<br/><br/>Toughness is your ability to resist your body being broken apart by direct trauma.  It's also Stamina-based, unsurprisingly.<br/><br/>Will comes off Awareness (which covers pretty much everything on the mental side).  It's your resistsance to every mental, spiritual, or social assault.<br/><br/>As things stand, there's no way to change what Ability a Defence depends upon.  There are a few things that might boost survivability a little.  E.g. Evasion gives you a +2 bonus (or +5, if you buy two ranks in it) bonus to Dodge attempts to hurl yourself out of the way of area-effect attacks - I could see a dancer's leap-and-roll training helping to justify this.  Uncanny Dodge (1 point) could be a slight extension of your danger sense, guaranteeing that even if something does surprise you, you're not Vulnerable.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Cool, makes sense! Made tweaks accordingly and gives some sense for progression.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">On an aside - Danger Sense apparently needs to be keyed to some specific 'sense': anything that blinds that sense blinds your Danger Sense.  Though I'm not sure quite what something like a Spidey Sense would count as.  Mental, perhaps?  I suspect that might fit this being in some fashion Claire's connection to the cosmos warning her of people's intent: if they can themselves mask that intent from every mind save their own, or can shut Claire off from receiving messages, then Danger Sense might be unable to perceive a threat.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>hmm... May need help and recommendations on how best to incorporate this one in.<br/><br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Powers</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">It opens up an array of classic movie and cartoon scenes, with people throwing flour / paint / whatever comes to hand, in an attempt to highlight her... and also means that things like wet weather or muddy conditions could pose her real problems in remaining stealthy for any length of time.  Of course, amidst things like a rain storm, people's normal vision is going to be somewhat hindered anyway - it can be hard to make out details of wholly-visible people in heavy rain, let alone identify the location of ones solely visible by the water running over them. ;)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>All very fun situations and conundrums!<br/><br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">The default version of Concealment does affect machines operating in the relevant sensory fields... so we can leave that as-is.  This incidentally means that non-intelligent machines are wholly-blind to Claire when she's under the effects of her power, unless they a) depend upon touch / mass-detection, b) are secondary-effect sensors (e.g. checking a room's ambient temperature: her body-heat will slowly nudge the average level upwards even though she's invisible to thermal cameras), or c) are specifically tailored by a hyper-tech creator to (in game-mechanic terms) have a Will save in hope of countering such superpowers.<br/><br/>Will saves would most obviously be used against an illusion... but I think that Will fits as the defence against someone providing a filter to reality in front of you: using strength of will to refuse to accept someone else's 'edits' seems appropriate.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Cool! Glad this check out!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Phew.  I really wasn't sure if the Force-choking was a key part of the concept, or a totally-unintended side effect!  In combination with the subtlety, the perception range, and her vast array of senses... she would have been quite terrifyingly lethal!  ;)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Lol, well there are ideas for you in future!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">This potentially means that we can use the "she glows when she's doing more serious editing of the world" thing as a trait in future, for either new powers or temporary power-stunts.  :D</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Nice! Sounds good!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Quote<br/>Yeah, she can now effect the fabric of reailty to form objects from nothing. She can decide whether they are invisible force fields, very much a more permanent application of the telekinesis and just forming a force barrier. Or she make visible objects of whatever materials she feels like, such as conjuring a glass of water in her hand.<br/><br/>It's worth noting that in my tweaked version, the items she creates are not permanent (they're Sustained - free action every round to keep it going)... so a glass of water would be refreshing to drink, but wouldn't actually meet her body's needs.<br/><br/>Quote<br/>Ok! I actually really like this! With the note that I still want to be able to create visible or invisible objects.<br/><br/>I think that a choice as to whether things are visible or not is probably a Feature: a flat +1 point cost.  I'm also thinking that the more complex something is, the more likely it is to be fixed in shape - so if she, say, made a single-colour poncho for herself, it'd probably be conventionally flexible... but if she tries to make a fancy gown, it'll come out somewhat cartoonish (composed of the 'simple shapes' the power favours) and quite possibly rigid.<br/><br/>Alternatively, you could perhaps have two different versions of Create as alternate powers: one to make intangible, imperceptible force fields... the other to make material objects.  One of the oddities of the array system is that it quite often makes more sense to add a new power to your arsenal than to further tinker with an existing one. ;)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>To address these, I made a second alt that lets her produce a smaller amount of permanent real visible objects.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Do you want Claire's glow to reach out to what she is creating, or just surround her?  Does its extent or intensity alter based on how much she is Creating (or the range at which she is doing so), or is it constant for every use of the power?</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Hmm... I think it is proportional to amount created and just around her as her body is pulling in the needed energy warping space around her.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I am now wondering how many supers of a suitable type have gone wholly-nude in space, just to prove that they can / to gain bragging rights.  ;)<br/><br/>The "Life Support" in the book excludes things like radiation and cold, but does cover starvation, thirst, poison, and disease....  I think it could feasibly be tweaked to "Life Support - Space", or something of the sort.  That'd leave Claire still vulnerable to weaponised energy attacks, needing to eat, etc, but able to cope with a suitless jaunt outside a space station, sleep comfortably at the bottom of a swimming pool, and other such things.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Does it? It feels like "All environmental conditions" includes radiation and cold as long as they are passive environmental things, and not say a frost ray. So artic good, Iceman bad.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Thank you. Radio promised to be a bit of a headache for me to figure out how to deal with. ;)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Course!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I shall have to see how hard I have to work to provide you with useful but not game-breaking information via that arsenal of sensory options.  I wanted this to be an educational experiment for me, so I'm quite willing to give it a go - but we'll have to see how things go.  Currently, it's made easier by Claire's very limited grasp on what it is that she senses when she has a superpowered look at things! ;D</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Glad to give you a challenge!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I can imagine poor Claire really struggling for some time after discovering her powers.  She looks closely at a mug to determine if it's been washed or not... and passes rapidly through merely seeing microbes and individual specks of dust, to seeing double-helix strands and things far below the cellular level.  Then snaps back to the 'normal' world, before slipipng into her otherworldly perceptions, or looking through the wall - and the next ten walls beyond it.<br/><br/>Having got over that initial 'total overload' phase before the game starts would seem sensible.  But it could perhaps provide a good reason to have received some training from the NPC mentor I had in mind: she might be able to help with adjusting to fully-conscious control of the sensory powers (and the reality-shift).</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Fun little scene that and entirely reasonable!<br/></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I look forward to seeing what you come up with!  :D</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Take a look! (https://elliquiy.com/forums/index.php?topic=347850.msg16368576#msg16368576)