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Old 12-06-2012, 11:11 AM   #11
Fwibos
 
Join Date: Jun 2008
Location: Milwaukee, WI
Default Re: 50-point Abilities

Quote:
Originally Posted by Figleaf23 View Post
Gunman's Little Helper
Active IR (20) (360 Arc +125%, Targetting +20%, Max. Dur. 10min -50%, Full Power in Emergencies Only -20%, Temp Disads: Colorblind, No smell/taste, Numb -35%, Net +40% [28]
+
Enhanced Tracking (5) (Max Dur 10min -50%) [3]
+
Telekinesis Lvl.9 (BL= 16lb)(20) (No Signature (Can carry objects=BL +10%*), +30%, Reduced Time +20%, Magnetic -50%, Reduced Range/10 -30% (1 yard), Max Dur 10 min -50%, Net -80% = 1/lvl) [9]
+
Compartmentalized Mind (50) (Max Dur 10 min -50%, Psi Only -10%, No separation -20% = Net -80%) [10]

Total = [50]

For ten minutes at a time, this gives the character 360 degree targetting IR senses, a spare set of invisible hands with Reach 1, capable of using e.g. any ferrous weapons totally independently using the characters' own skill levels and Perks. As an added bonus, the weapon used by the invisible hands is also invisible.

I might be inclined to add Links counterbalanced by Power Mods.


*Some might question the legality of applying Carry Objects to No Signature. I would note that since TK is normally invisible, the price for No Signature in this build is paid essentially only to hide the weapon.
It Rises!

Is it wrong that I would use those extra hands to fast-draw ammo and Quick Reload?
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