I have been thinking about a set based on this concept recently. Something like what X Man (I think it was him) can do, and another character in a series I read.
A bit like what the two Tks can do in the movie, Push, as opposed to just being a psi armour and making a shield with your mind. It seems to me that a set based on TK would be more defensive than resist based, as you use powers to deflect and push blows and objects away, rather than take damage on the chin.
Also, actual resists in the set would be quite low, as aside from the mental powers, a person would be ordinary in body. Like in Push, some powers would offer extra damage etc, as you charge up, hits with your telekinetic energy, and use the same to absorb (fitting in with the coming absorb mechanic, somehow).
Using Mids, I sorta kinda based in on Energy Aura (the most similar concept), in regards to performance, values and power placements. I did not list many numbers for the set, just values such as moderate defence, minor heal etc etc.
Telekinetic Protection....The user is a skilled TK, able to use a variety of abilities to deflect and avoid damage, as well as self healing and regeneration. The set provides good resistance to debuffs, as well as ways to improve damage output, challenging your energy in destructive ways.
Tier 1.
Ph Class Shields. The basic TK ability, and the first learned by many users. Allows the generation of barriers to stop physical attacks, no matter how small or large. Toggle, giving Moderate Smash and Lethal defence, as well as minor S/L/T resist (toxic because toxins are physical in nature, even though they are tiny. Obviously, there is no actual tox defence stat).
Tier 2.
Debris Field. The first step in aggressive defence for a TK. The User gathers up objects and detritus as he moves, causing them to orbit his body erratically, damaging anyone coming close. Toggle, minor smash damage, minor lethal dot. The damage would scale down, with more targets hit, representing less objects hitting them.
Tier 3.
Em Class Shields. More experienced TKs can also deflect attacks of an energy or environmental nature, even pushing away things like fire and bolts of energy. In addition, the layers of overlapping shields provide resistance to defence debuffs and slows. Toggle, giving Moderate Energy/Negative/Cold/Fire defence as well as moderate def debuff and slow resists.
Tier 4.
Synergy. The abilities of a skilled TK extend beyond the visible, and with practice, they can alter the composition of foreign objects close by, weakening malicious attacks, while actually making their own body more responsive to friendly treatment. Passive, giving average +regen, moderate regen debuff res, strong resistance to def, to hit, and slows. Also provides a scaling (maybe 5-15%?) effect, similar to Incandescent destiny, so the user gets MORE benefit from healing, def buffs, res buffs etc etc.
Tier 5.
Mental Strength. Using your mind to defend yourself all the time is bound to improve your focus and concentration, and this power offers protection against Mez powers and recharge debuffs. Toggle, standard mez prot to all but repel and fear, which is a resist fear. Also rech debuff protection.
Tier 6.
Recuperative Manipulation. Even the best TK with get hit eventually, and the force of every attack cannot be mitigated. In this case, the user will reach inward with his powers, fortifying and repairing damage to the body. Click, provides a large burst type heal, a bit smaller than other sets, but also a decaying HoT effect.
Tier 7.
Energetic Displacement. Never one to just take punishment, when pressed, a TK can focus on aggressive defence, powering up attacks with brutal force, using the blows of enemies to drastically increase damage output. Works like Fiery Embrace in FA, only applies energy damage to your attacks at similar levels. If possible, also have a minor, refreshing absorb mechanic of say..10 seconds, where the more hits you take, in that time period, directly applies a smaller damage buff for the next 10 seconds.
Tier 8.
Protective Field. As dangerous as a fully functional TK is, a smart person will realise they cannot do everything alone, and will try to use some power to protect his allies in a small force field. The field will also provide defence to the user (take that shield def) but get WEAKER with more allies around (as that needs more energy), instead using their power to provide a small Absorb value to you. So, it would be a scaling buff, ok def and very little absorb when solo, throttling back to low def and average absorb when X friends are around.
Tier 9.
TK Cell. The pinnacle of the TK arsenal, and the most potent. This power allows the user to manipulate his own body on a cellular level, improving the efficiency of cells, blow flow, muscle control, as well as boosting healing rate and speed. +Absorb, regen, speed, rech, minor defence as well as slightly improving the +dam in ED. The crash would be 50-75% end and auto shutoff of PF, and RM no longer applying the HoT for a period.
Telekinetic Protection
I have been thinking about a set based on this concept recently. Something like what X Man (I think it was him) can do, and another character in a series I read.
A bit like what the two Tks can do in the movie, Push, as opposed to just being a psi armour and making a shield with your mind. It seems to me that a set based on TK would be more defensive than resist based, as you use powers to deflect and push blows and objects away, rather than take damage on the chin.
Also, actual resists in the set would be quite low, as aside from the mental powers, a person would be ordinary in body. Like in Push, some powers would offer extra damage etc, as you charge up, hits with your telekinetic energy, and use the same to absorb (fitting in with the coming absorb mechanic, somehow).
Using Mids, I sorta kinda based in on Energy Aura (the most similar concept), in regards to performance, values and power placements. I did not list many numbers for the set, just values such as moderate defence, minor heal etc etc.
Tier1: Basic shield
2: Damage aura
3: Basic shield 2
4: Passive
5: Mez toggle
6: Heal/End regain
7: Damage utility
8: Utility
9: Tier 9
Telekinetic Protection....The user is a skilled TK, able to use a variety of abilities to deflect and avoid damage, as well as self healing and regeneration. The set provides good resistance to debuffs, as well as ways to improve damage output, challenging your energy in destructive ways.
Tier 1.
Ph Class Shields. The basic TK ability, and the first learned by many users. Allows the generation of barriers to stop physical attacks, no matter how small or large. Toggle, giving Moderate Smash and Lethal defence, as well as minor S/L/T resist (toxic because toxins are physical in nature, even though they are tiny. Obviously, there is no actual tox defence stat).
Tier 2.
Debris Field. The first step in aggressive defence for a TK. The User gathers up objects and detritus as he moves, causing them to orbit his body erratically, damaging anyone coming close. Toggle, minor smash damage, minor lethal dot. The damage would scale down, with more targets hit, representing less objects hitting them.
Tier 3.
Em Class Shields. More experienced TKs can also deflect attacks of an energy or environmental nature, even pushing away things like fire and bolts of energy. In addition, the layers of overlapping shields provide resistance to defence debuffs and slows. Toggle, giving Moderate Energy/Negative/Cold/Fire defence as well as moderate def debuff and slow resists.
Tier 4.
Synergy. The abilities of a skilled TK extend beyond the visible, and with practice, they can alter the composition of foreign objects close by, weakening malicious attacks, while actually making their own body more responsive to friendly treatment. Passive, giving average +regen, moderate regen debuff res, strong resistance to def, to hit, and slows. Also provides a scaling (maybe 5-15%?) effect, similar to Incandescent destiny, so the user gets MORE benefit from healing, def buffs, res buffs etc etc.
Tier 5.
Mental Strength. Using your mind to defend yourself all the time is bound to improve your focus and concentration, and this power offers protection against Mez powers and recharge debuffs. Toggle, standard mez prot to all but repel and fear, which is a resist fear. Also rech debuff protection.
Tier 6.
Recuperative Manipulation. Even the best TK with get hit eventually, and the force of every attack cannot be mitigated. In this case, the user will reach inward with his powers, fortifying and repairing damage to the body. Click, provides a large burst type heal, a bit smaller than other sets, but also a decaying HoT effect.
Tier 7.
Energetic Displacement. Never one to just take punishment, when pressed, a TK can focus on aggressive defence, powering up attacks with brutal force, using the blows of enemies to drastically increase damage output. Works like Fiery Embrace in FA, only applies energy damage to your attacks at similar levels. If possible, also have a minor, refreshing absorb mechanic of say..10 seconds, where the more hits you take, in that time period, directly applies a smaller damage buff for the next 10 seconds.
Tier 8.
Protective Field. As dangerous as a fully functional TK is, a smart person will realise they cannot do everything alone, and will try to use some power to protect his allies in a small force field. The field will also provide defence to the user (take that shield def) but get WEAKER with more allies around (as that needs more energy), instead using their power to provide a small Absorb value to you. So, it would be a scaling buff, ok def and very little absorb when solo, throttling back to low def and average absorb when X friends are around.
Tier 9.
TK Cell. The pinnacle of the TK arsenal, and the most potent. This power allows the user to manipulate his own body on a cellular level, improving the efficiency of cells, blow flow, muscle control, as well as boosting healing rate and speed. +Absorb, regen, speed, rech, minor defence as well as slightly improving the +dam in ED. The crash would be 50-75% end and auto shutoff of PF, and RM no longer applying the HoT for a period.