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Abilities and Custom Techniques
#1
Psychokinesis - The ability to use ki to move objects without touching them. Though this may appear similar to the more mundane Telekinesis, this is far more potent. Psychokinesis can be used to directly affect opponents or even imbue objects with ki so they can be used as weapons against super powered enemies.

This is one of my two abilities, allowing my character to move objects without touching them and to imbue objects with energy so they can be used as weapons. My question is, why do i have to pay XP in order to use my abilities? My Custom Tech Energy Gloves cost me 7 XP, this custom technique allows me to augment a pair of leather gloves with energy - a direct extension of psychokinesis. Another one of my custom techniques is CMB: countermeasures; mines; barrier. This technique states that my character levitatas a particular object and augments it with energy, for an example lifting a sheet of sand grains and imbueing them with energy in front of him, so an energy blast explodes against it rather than him. Another example would be imbueing a rock with energy and lobbing it in front of an energy blast, as a countermeasure. Another would be loading a pinecone with energy and letting it hover in the battlefield as a mine. These examples are simply using telekinesis while imbueing objects with energy, exactly as the ability states i should be able to do. This Custom Tech cost me 20 xp.

I don't have a huge problem with it, except that i was thinking about this today and i didn't think it was quite fair. If i have combat teleportation i wouldn't have to pay to transport myself across the battlefield, or if i had healing i wouldn't have to pay in order to mend a deep cut on an ally, if i had ki sense i wouldn't need to purchase the ability to sense specific energy signatures of familiar foes.

I think what i'm trying to explain is clear, and i can't find a logical explanation for this myself so i figured i'd ask you fellows.
[Image: alext.jpg]
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#2
Alexander Trafford Wrote:Psychokinesis - The ability to use ki to move objects without touching them. Though this may appear similar to the more mundane Telekinesis, this is far more potent. Psychokinesis can be used to directly affect opponents or even imbue objects with ki so they can be used as weapons against super powered enemies.

This is one of my two abilities, allowing my character to move objects without touching them and to imbue objects with energy so they can be used as weapons. My question is, why do i have to pay XP in order to use my abilities? My Custom Tech Energy Gloves cost me 7 XP, this custom technique allows me to augment a pair of leather gloves with energy - a direct extension of psychokinesis. Another one of my custom techniques is CMB: countermeasures; mines; barrier. This technique states that my character levitatas a particular object and augments it with energy, for an example lifting a sheet of sand grains and imbueing them with energy in front of him, so an energy blast explodes against it rather than him. Another example would be imbueing a rock with energy and lobbing it in front of an energy blast, as a countermeasure. Another would be loading a pinecone with energy and letting it hover in the battlefield as a mine. These examples are simply using telekinesis while imbueing objects with energy, exactly as the ability states i should be able to do. This Custom Tech cost me 20 xp.

I don't have a huge problem with it, except that i was thinking about this today and i didn't think it was quite fair. If i have combat teleportation i wouldn't have to pay to transport myself across the battlefield, or if i had healing i wouldn't have to pay in order to mend a deep cut on an ally, if i had ki sense i wouldn't need to purchase the ability to sense specific energy signatures of familiar foes.

I think what i'm trying to explain is clear, and i can't find a logical explanation for this myself so i figured i'd ask you fellows.

Maybe think less of the XP cost going toward the ability, but toward recognition that you'll do this in an encounter. The glove thing reminded me of one I did for MAS, but in the end, I realized that anything I do with MAS doesn't need a custom move. For me, that was boring and a major let down, but meh.

Anyway, your counter measure ability is stopping another PC's attack, thus it needs to be regulated. Perhaps see the XP as a regulatory fee?

My thoughts.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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#3
If i had done either of those things in a fight without having it as a custom technique, that would have caused fuss. I don't mind having to purchase these moves, but the prices seem ridiculous since it's actually an ability of mine.

For example, i saw Alura had to purchase the ability to transport objects around the room, as an offshoot of her ability. That makes sense since the ability states she can teleport herself and teleporting other things is an offshoot of the ability. But, my custom techniques are not offshoots of my ability, they are my ability - exactly and to a t.

Teleportation is stopping a PC's attack, if you shoot a blast at me and i transport away then i am dodging and, thus, stopping your attack. Would that need to be regulated too? I don't think so.
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#4
This has nothing to do with your concerns, but I do want to mention this here.

In some ways, having an ability (at this time) with a larger XP cost can be a good thing as it adds more to your CA. This likely won't be the case in the future, however.
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#5
We'll review the case.
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_=So wake me when it's through
I don't want to feel the things that you do
Don't worry, I'll be fine
I just don't want this dream, wake me up inside=_
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#6
Ashe Wrote:This has nothing to do with your concerns, but I do want to mention this here.

In some ways, having an ability (at this time) with a larger XP cost can be a good thing as it adds more to your CA. This likely won't be the case in the future, however.

I could most certainly find other things to spend XP on then those custom techniques. For example, i could have purchased Kamehameha rather than CMB, or something to that extent.
[Image: alext.jpg]
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#7
Alexander Trafford Wrote:I could most certainly find other things to spend XP on then those custom techniques. For example, i could have purchased Kamehameha rather than CMB, or something to that extent.

I stated that it had nothing to do with this specific situation for a reason. I didn't need you to defend a point that I wasn't attacking. I just mean that for some, at the moment having your Custom priced 10 xp over someone else's custom in a way means that its a bit stronger than the other person's. At this moment in time.
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#8
Nobody Wrote:We'll review the case.

bump.
[Image: alext.jpg]
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#9
Based on the current definition and interpretation of Pyschokinesis, Energy Gloves and parts of CMB are already covered by the Ability itself. So long as the augmentation is done purely to the gloves themselves, an entity entirely separate from your body, it shouldn't require a Custom Technique. As far as CMB, being able to create shields from inanimate objects (Barriers) and using objects to be thrown into the path of an oncoming attack (Countermeasures) fall within the parameters of Pyschokinesis. The "Mines" part is really the only one you'd need a Custom Technique for, as Pyschokinesis in its definition does not include being able to blow things up.

That being said, you have a couple of options. The first one is that I can give you a partial XP refund for Energy Gloves and eliminate it as a Custom Tech, and a partial XP refund for the Countermeasures and Barriers part of CMB to drop those two aspects from the Tech. The "Mine" bit will have to stay as a Custom Technique, and you can simply rewrite it so it's exclusively an explosive move. The second option is you can re-work Energy Gloves and the Mine part into different techniques, and the alterations may merit an additional XP cost.
[SIGPIC][/SIGPIC]
_=So wake me when it's through
I don't want to feel the things that you do
Don't worry, I'll be fine
I just don't want this dream, wake me up inside=_
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#10
the former, just let me know how much XP is going to be refunded and i'll figure out a way to spend it so that you don't have to go through my roster and edit my spent and unspent XP.
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#11
7 XP total.
[SIGPIC][/SIGPIC]
_=So wake me when it's through
I don't want to feel the things that you do
Don't worry, I'll be fine
I just don't want this dream, wake me up inside=_
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#12
Just wondering how much the following would cost and if they would be allowed.


Fairy Tongue - Allows a fairy to communicate with any living being, regardless of language, cultural, or even physiological barriers. This includes everything from plants to weird unclassified aliens.


Fairy Blades(would I need to buy a sync weapon first?) - When cut with a fairy blade, the resulting wound will heal instantly but it will heal improperly, destroying whatever functionality the tissue possessed. For it to be repaired the scar must be re-opened and healed properly. Additionally the cut, due to being healed so quickly, transmits no pain. One often does not even know they were struck until they see the scar.
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#13
There is a thread for that. Please use it.
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#14
lol, sry thought this was "that" thread. ... not the wisest title choice.
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#15
quite wise i'd say, since it has to do with my abilities and my custom techniques.

Quote:7 XP total.

Alright so that should leave me 13.76 total right? i'll find one of my custom techniques to purchas tomorrow.
[Image: alext.jpg]
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#16
My inturpitation was it was that there are certain dormant abilities we posses and with experience we could bring fourth these abilities. IE: If you have telekinesis, that doesnt mean you have the full ability, it means that with xp you can start to use it. IE moves. Everyone can do something the posses it takes practice(xp) to be able to do it. Chosing two abilities doesnt mean your going to be using them like crazy, it means with xp you can start to use them.

With the aid of sagas, dragonballs, and other storyline sorts of the like we will all be able to gain new abilities at which by roleplaying we get to bring them forth. So to say having an ability doesn't mean you should be using it in your roleplays like crazy. It should only come out in extreme measures or when you execute a move using your ability due to having experience in it. See?

I am not a mod or anything that has any form of power. I hope I am not way of base with this, I am just trying to help. If I'm way off, please staff just gimme a slap and tell me to shut it. lol
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#17
Nope. You get telekinesis and you can immediately chuck shit around.

And psychokinesis is like telekinesis on steroids.

It's up to how you want to play it. Of course, everything boils down to your CA - a starting character shouldn't immediately be able to toss around a firetruck, but maybe a Volkswagen with a lot of effort.

Some people have great control of their abilities right off the bat, their backstory accomodating for this, others have no control whatsoever. It's up to you.
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#18
I see, thanks for clearing that up =D
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#19
Sage Wrote:.
It's up to how you want to play it. Of course, everything boils down to your CA - a starting character shouldn't immediately be able to toss around a firetruck, but maybe a Volkswagen with a lot of effort.

Coffee Pots, juggling balls, rocks and pebbles. that's where i'm at.
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#20
Yeah, that's cool.
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