BIBBI wrote:you are talking about super psionics available to about a dozen characters and NPC's in the game,
Seriously?
Only about a dozen characters and NPCs have any super psionic abilities?
There's only 12-24 Mind Melters, Mystics, or other major psychics in your game of Rifts?
You're actually going to hold that up as an argument?
not to mention it takes 200 isp per ton to lift something, so a GB would take 2400 isp, nobody has that, with the possible exceptions of gods, and only does 60 M.d. on average.
A GB weighs about 2400 lbs, and Super Telekinesis can lift 100 lbs per 10 ISP.
By my math, that comes out to 240 ISP.
The
minor Telekinesis can lift 20 lbs for 8 ISP, with every 10 lbs after that costing 1 ISP.
By my math, that comes out to 246 ISP, which isn't much higher than for Super TK.
An average Mind Melter has 115 ISP base at first level, +10 for each additional level, so using completely average rolls, it would take a 12th level Mind Melter with average ISP to chuck a Glitter Boy at somebody.
But it would be doable.
And not every Mind Melter has average rolls for his attributes and ISP.
And there are certain objects (like the PFRPF Idradine Circlet) that provide additional ISP. Up to 100, IIRC, for the circlet, meaning that the hypothetical Average Mind Melter would only need to be level 3 to chuck that GB at somebody.
You're right about the average damage of 60 MD, but I never really claimed that this would be a devastating attack, simply impressive. Keep in mind that the damage would logically apply to both the GB and the target, though, so that's 120 MD average assuming that neither target successfully rolls with impact. If one does, then it's 90 MD, and if both do then it's back down to 60 MD.
And if the target you're hurling the Glitterboy at is in the water, at the bottom of a cliff, or on the outside of an aircraft or spacecraft that the GB is currently standing on, then the damage would only be part of the significance of the attack.
and I don't see any of your so called save or die powers other than possibly possession.
Induce Sleep- there's a bonus to save for unwilling victims, but this
minor psionic power can take somebody down if they make a bad roll to save. Use it on anybody driving a high-speed vehicle, especially a flying vehicle, and it can kill them without you having to lift so much as a finger. Use it on somebody in combat to drop them, then walk over and shoot them a few times point blank, or stick a fusion block on their head, and it's generally Game Over for them there as well, and this one power was the deciding factor.
Bio-Manipulation- Paralysis will render you completely helpless for 4-16
minutes, more than enough time for somebody to walk over, remove your helmet, and slit your throat. Or shoot you, or slip a grenade down your pants, or whatever else they want to do to you while you're completely helpless.
(although, if they're
psychic, they won't necessarily be completely helpless because they can still
think... but mages are just screwed)
That's the main one, though there are situations in which being rendered Blind (say while piloting at high speeds or walking a tightrope or whatever), Deaf (say while defusing a bomb or some other dangerous task while being guided by somebody else telling you what to do), or Mute ("don't shoot, it's me!") can kill somebody in certain situations.
Also, Pain can actually drop somebody through sheer physical damage, if you're lucky and they're unlucky. The damage is only 1 HP per minute, but the effect lasts for up to 16 minutes. An average person only has about 14 HP, so this is something that could kill them right through MDC armor, leaving the armor intact. Yes, it can take a while, but you don't have to be there the whole time. You can zap them, then leave until the effects are up. Repeat if necessary. They can try to stop you, but at -6 to strike, parry, and dodge, it's not likely they'll succeed. Especially if you want to toss in other powers, like Paralysis, Psionic Invisibility, or other stuff that will keep them from fighting back.
Electrokinesis: Manipulate Electrical Devices- It's amazing how much damage you can do simply by turning off somebody's jet-pack at the right time, or by firing their Rail Gun for them. Granted, this isn't exactly a "Save or Die" power, because there is no savings throw.
Empathic Transmission- Despair/Sorrow: fail the save, and there's a 50% chance of instant surrender or retreat. Fear: 66% chance of turning and running. Love/Peace: 60% chance of deciding not to fight any more. Trust: "Surrender now, or I'll have to kill you, and believe me when I say that I
can."
Hypnotic Suggestion- "Relax, have a drink before you kill me. No, it's not drain cleaner; it's your favorite wine."
"Don't worry about defusing that bomb; you have plenty of time. The clock is showing minutes, not seconds."
And so on.
Mentally Possess Other- 'Nuff said.
Psychosomatic Disease- Stroke. Heart attack. Brain Tumor. Spinal dysfunction. Ebola. Motor Neuron Disease.
Need I go on?
Telemechanic Mental Operation- Crash somebody's vehicle for them. Use the ejection seat for them. Or the Self-Destruct. Control their power armor and play "Stop hitting yourself," or the classic "Stop shooting yourself."
[bTelemechanic Paralysis-[/b] Stops simple robots instantly, or people in power armor, or powered exoskeletons.
Telemechanic Possession- As above, only more so.
maybe you are thinking of the death word or annihilation spells.
Nope.
Deathword is a Save or Die power, but Annihilation only inflicts damage.
I never said that magic didn't have any Save or Die powers, just that Psionics had quite a few of them.
and with regards to telemechanics, they are very short ranged with a very short duration,
You don't generally NEED much range with them.
and unavailable to most characters.
Uh... as opposed to
Spells of Legend?
I'm not saying that psionics aren't good, just not as powerful as you say they are.
They're exactly as power as I say they are, because everything I've said is true.
Which may not be everything you
think I said, but that's not my fault.