(S34) PT 4 - Roll 20 - Printable Version +- International Simulation Football League (https://forums.sim-football.com) +-- Forum: Player Development (https://forums.sim-football.com/forumdisplay.php?fid=8) +--- Forum: Point Tasks (https://forums.sim-football.com/forumdisplay.php?fid=92) +---- Forum: Archived Point Tasks (https://forums.sim-football.com/forumdisplay.php?fid=53) +---- Thread: (S34) PT 4 - Roll 20 (/showthread.php?tid=38305) |
RE: (S34) PT 4 - Roll 20 - Reno - 03-30-2022 SHL PT RE: (S34) PT 4 - Roll 20 - Troen - 03-30-2022 Prompt Wrote:When it comes to the ISFL, even though we're able to make our players as realistic or unrealistic as possible, we're all bound by one thing: the rules of the sim. So, let's look beyond what the sim considers possible. Your player has been granted the ability to have one of any non-lethal super power or spell they can think of. Describe what sort of power you'd give your player and how they would best utilize it to succeed at their position. I feel like this question has the obvious answer and then the more interesting answer. The obvious approach is to pick some wildly unfair overpowered option like "the ability to win games no matter what while also ignoring all other players' abilities and also their attempts to interfere with this ability" but then it just becomes a stalemate I guess? I'm not really sure what would happen if two people had that. The more fun answer is to think about something relatively balanced, more of an individualized trait that could actually be a reward you get for hitting max TPE or something. As a speed rusher, I think the fun option would be a selective ability to reduce friction in different areas at will, which I see as increasing my ability to get past blocks and get into the backfield to get sacks/TFLs. A different consideration would be that I might need some ability to be faster to be able to catch up to all these overpowered players. And while the ability to succeed at actually taking down the ballcarrier once I catch up might be nice, that sounds more like a linebacker or power rusher kind of option rather than a speed one. RE: (S34) PT 4 - Roll 20 - tommeson - 03-31-2022 As a safety that already makes a significant impact on the defensive side of the field, If Tom Taylor could have a superpower, the superpower I would choose is mind-reading, as I would be able to read people's minds. Imagine being able to read the quarterback's mind on who he would throw it to. This would help me rack up a record number of interceptions. I’d also be able to communicate to the other defenders on the field whether the play was going to be a running play or passing play, what direction it was going to be, and everything about it. I would be able to stop offences from scoring any points on our defense as I will be able to help communicate to them what to do. This superpower would be so overpowered as I’d be able to single-handedly help our team win games by stopping their office from even scoring points. RE: (S34) PT 4 - Roll 20 - PugWalrus - 03-31-2022 For starters, the fact that Spicy Ron is forced to choose a non-lethal power is incredibly disappointing, as Ron has always had a knack for extreme violence and excessive force. That said, under the given restrictions, Spicy Ron would likely choose the power of teleportation, as this would not only allow him to simply teleport behind the line of scrimmage and instantly sack the QB, but he would also be able to rob banks with it. Something which Spicy Ron is always happy to have more help with. Teleportation is actually the only super power that Spicy Ron DOESN'T have at the moment, as he still needs to learn it via his ancient trainings. Ron simply cannot use his current powers in game due to rules restrictions. But Spicy Ron can actually fly, turn invisible, and shoot spicy rays out of his hands. If these powers were allowed in game, Ron would simply have no more competition due to his destructive nature. RE: (S34) PT 4 - Roll 20 - Skindog44 - 03-31-2022 PT 34-4 Roll 20 superpowers. This one is easy. Being able to see the future. Holy cow this power I believe is only trumped by the ability to control minds like professor Xavier, But being able to see the future in any space you want I think has more upside. So let’s look at this power first. Being able to see what ever space is key here… controlling if I see 5 seconds 1 hour or days in the future is powerful. The 5 seconds is easy an isfl player. I can see the play they are going run. As e D lineman I can see how the offensive lineman is going to try and block me. I can see what move I can use to best get to the quarterback or disrupt the play I can start moving a fraction before the snap. I can see when every play before it happens even jump up and intercept balls from the quarterback.. I mean I would be the greatest player to ever play isfl if I just had the ability to see the future… now outside of football I could make so much money, playing casino games, and playing the stock market, and winning the lottery, investing in up and coming companies, the next google maybe… but maybe that’s for the next pt to go further into that…. Code: 228 RE: (S34) PT 4 - Roll 20 - xenosthelegend - 03-31-2022 American Boot had 2 ideas, but one of them would violate the non lethal requirement. American Boot can transform into a giant boot at will, but it would be lethal to anyone he landed on. So he went for the other idea, this one non lethal, and also going for one of the most important attributes for any football player, speed. American Boot chose the rocket jump. Rocket jumping is one of the best forms of mobility in any game, and American Boot is quite proficient in it. The maximum speed possible by rocket jumping is theoretically 4950 hammer units/second. If we convert this into mph, then we get a maximum possible speed of ~211mph. The more consistent maximum speed is 3500 hammer units/second though. This gives American Boot a consistent max speed of ~149mph. Not only would this give American Boot a significant speed advantage against anyone he goes up against, but he would also have quite the height advantage as rocket jumping also sends him upwards. RE: (S34) PT 4 - Roll 20 - Bayley - 03-31-2022 RE: (S34) PT 4 - Roll 20 - juniped - 03-31-2022 My player would have the superpower to be able to create burritos out of his hands. these burritos would be able to have any type of ingredient he wanted and can be as large or small as he wanted, as long as the burrito remains edible. This would save so much time in the mornings and really all meal times because he wouldn't have to stop and make or order food. This would free up all this extra time for training or sleeping or eating burritos slower even. In fact he could probably end world hunger if he thought of it but he's really not the smartest guy so he would probably use it as a cool party trick and up to help feed his friends sometimes like when they're on a long bus ride to the next game. He may not be able to do a whole lot but eating all that extra burrito would probably make him bigger and stronger and he would be better at playing offensive line RE: (S34) PT 4 - Roll 20 - Vaxlare - 03-31-2022 SHL Affiliate RE: (S34) PT 4 - Roll 20 - br0_0ker - 03-31-2022 The most useful power to have on both sides of the ball would be unlimited elasticity, like Mr. Fantastic. On the offensive side of the ball, it's an easy touchdown every drive: as a QB I could just take the snap and reach across the field for a touchdown, as a RB I could just walk over the defense, as a WR or TE just chuck the ball anywhere on the field - I got it. On defense, tackling is a cinch, just go for the total body constrictor. Opposing QB's won't dare pass the ball, since any time in the air is a chance for an interception, and to be honest there wouldn't even be a need to play defense in a traditional sense, just grow into a 50x50 yard wall that will absorb anything that crosses the line of scrimmage. And the best part? Unlimited elasticity absorbs all kinetic energy, so speedsters and strength-buffed players won't be able to brute force their way past. |