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Trinity RPG - Proxy Power Levels


Alex Green

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Not 'poke a hole in'. Destroy. They have the Death's Star's beam right there.

I think the Proxies were originally built as "gods" to equal the strongest of the novas....

...however, that was when a really strong nova would be Q5 and have Q5 limits. When WW started putting in things like "a nova sunk Florida", and "a nova hosed North America's Grain belt", and "a few hundred or thousand novas ran amoke over the planet", the definition of a powerful nova got one heck of a power increase.

The proxies didn't get a power up and I don't think they needed it. The problem with city cracking power levels is it magnifies your mistakes, but only sometimes your successes.

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And it matters on how you define "power"

A Q6 nova may be able to dish out one-hit-kill Quantum Bolts...but does he intimately understand the energy of his Quantum Bolt, how it interacts with his environment, or how his body chanels the energy? Psions have that edge over most novas. They have a larger understanding of the universe around them. Aberrants just toss destruction and mayhem without any care for how their powers work and no understanding of them. Only a few Aberrants and novas have the "sensory" or "awareness" type of powers.

Plus, the proxies have thousands of psions and all of Earth's technology on their side...

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RE: Awareness

I think all the Suite powers include an awareness of their medium. For example Magnetic Manipulation includes the ability to sense magnetic fields, etc. I also think that when you start talking about "Proxy level" points, most novas end up with Mega-Perception (all cannon Q6+ novas had it with the possible exception of Melicore).

Plus, the proxies have thousands of psions and all of Earth's technology on their side...
Exactly. They have thousands of psions on their side, taking their orders. They have armies, including atomic weapons. If they had all that and had Pax level power to boot, we'd have to seriously wonder why they are losing the war.

The Abbies are: Disorganized, Insane, & Few in number. They need something on their side to explain how they've gotten this far.

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The Colony's coordination and ability to turn humans into his minions helps. And now, the Coalition is basically distracting Earth from the Aberrants, and it has its own Furies. Plus, we have no idea where the Aberrants hide in space. And their Taint causes psionic powers to be less effective. And plus, Divis Mal has arms. How can you win against that?!

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My point is, the Proxies (and Psions in general) are probably not as powerful as equally ranked abbies. With their resources there is no reason why they should be, and lots of reasons why they shouldn't. Having said that it's interesting that in the original design of the setting they were going to be as powerful.

RE: Arms

Yes, I know.

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  • 2 weeks later...

Here are my two cents on Proxies:

Proxies

The Proxies are the most powerful human psions. Their powers go far beyond those of even the most powerful psion; each Proxy is a living embodiment of their Aptitude.

Modes: Each Proxy has all three of their Aptitude Modes at 5. Additionally, their Mode ratings are considered to be 10 for purposes of dice pools only.

Psi: Each Proxy has a Psi rating of 10. Their Psi is considered to be 15 for purposes of Attunement only.

Psi Pool: Each Proxy has a Psi pool of 20 and may make a Psi recovery roll every 20 minutes.

Psi Costs: Psi costs for Proxies are as follows: Level 1, 2 and 3 Psi powers are one quarter the normal Psi point cost and Level 4 and 5 powers are one half the usual cost (rounding down fractions). If this reduces the cost below a single Psi point, the Proxy may use that power without costing any Psi.

Psi Multitasking: Each Proxy may use multiple Modes simultaneously and can multi-task up to ten Psi effects without suffering any penalties. Additional simultaneous Psi effects are subject to the usual rules on multitasking, but the first ten do not suffer any penalties. This multitasking ability applies to Psi use only; multiple non-Psi actions are treated as normal.

First Nature: Each Proxy's Aptitude is first nature to them. They are considered to have every Psi power, every alternate power and can instinctively adapt new effects almost instantly. Any power developed by a psion independently can be learned by the Proxy of that Aptitude if demonstrated or even if just described.

Break Powers: Each Proxy has the power to strip a psion of their Psi powers permanently. By spending two points of Willpower and five Psi points and then rolling Psi, the Proxy can strip away the psions powers; each success removes one point of permanent Psi and one dot from every one of the psion's Modes . The psion can resist this by rolling Psi, with each success gained canceling one of the Proxy's successes. This can only be done to psions who share their Aptitude with the Proxy. A psion who has suffered this power removal will be severely traumatized and cannot ever regain their powers via the Prometheus Effect.

Noetic Aura: Proxies are supremely powerful foci of noetic energy, and as a result tend to generate an awesome sense of presence. A Proxy naturally gains an additional three dice in all social rolls against people within their presence (roughly anyone within earshot). When two or more Proxies are together, this effect is increased and each Proxy gains the usual three dice plus an extra die for every additional Proxy. A Proxy can voluntarily suppress this effect if they wish to and has no effect on other Proxies.

Retarded Age: All the Proxies age at approximately one tenth the usual rate. Additionally, regardless of their actual age, they remain in excellent physical condition no matter what their usual level of exercise. However, despite their excellent constitutions, they are still subject to particularly aggressive diseases unless they have appropriate Psi powers that can protect them.

Meeting a Proxy

Each Proxy is very different in how they use their powers, consciously or not, when relating to neutrals and psions.

Rebecca Bue Li: Although a quiet and subtle personality by nature, Bue Li is nevertheless the most powerful Proxy in terms of socialising thanks to her awesome Telepathy powers. However, she rarely uses them to their full potential, and routinely suppresses the effects of her noetic aura unless she has a good reason; power is a scalpel not a bludgeon.

Guiseppe del Fuego: Charismatic, friendly and a natural leader, del Fuego is nevertheless a hard man to resist when he wants something. His utter master of form means that he influences those around him subliminally and he is certainly not afraid of boosting that effect by releasing waves of potent, but subtle, pheromones.

Alex Cassel: By far the most personally charismatic Proxy, he rarely uses his noetic aura and his powers are ill equipped for interpersonal manipulation (although if anyone can use Electromanipulation finely enough to be useful, it's Cassel). That said, he is the most approachable and friendly of all the Proxies and as such is incredibly popular.

Solveig Larsson: General Larssen is a military woman and as such is pragmatic, stern but fair. She has little use for using her noetic aura to boost her already formidable personal presence.

Bolade Atwan: Like Larsson she is direct and expects total loyalty from her people. Unlike Larsson she much more of a autocrat, she will use threats, and psionic force, to coerce people into doing things her way.

Otha Herzog: The Old Man is serene, calm and unobtrusive. He is warmly charismatic, in a fatherly way, and is the quintessential mentor and teacher. He almost never uses the force of his noetic aura to affect the judgement of others, unless it is absolutely necessary to get everyone's attention.

Matthiew Zweidler: The good doctor is an anally retentive, nit-picky neat freak and is about as charismatic as a lamppost. He has no time for those who do not view the world as he does (such as the Port au Prince rexes) but is more than willing to use his Mentasis powers and noetic aura to compensate for his lack of social skills when the situation arises.

Just a quick round up on the sort of things a Proxy can do (IMHO).

JC

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  • 7 months later...
  • 1 year later...

Nice one JC, however I'd give them double Mode Natural in all 3 Modes of their Aptitude. Together with their Psi 10, this gives them a Psi dice pool of 12, it also reduces the Psi cost of all their Modes by 2.

Otherwise I agree with it all, except the multitasking, which I didn't understand. Do you mean that they can start 10 Psi effects in a single turn without penalty? Or that they can have 10 Psi effects running before having any concentration penalties?

Obviously being the epitome of their Aptitude they are unable to have any Auxillary Modes.

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