Originally Posted by
Ts_
Hey, two threads ... didn't see this one.
First of all: I agree that it's hard to talk about what your character should be without knowing the mechanics of the game. However, I'm also one of those GMs that tell their players to focus on the character concept and not the character sheet ... Sometimes it works out. And the character concept is definitely important!
So ...
Telekinesis, Teleportation, Flight, controlling Time
Let's assume you can have all that (point-wise and the GM agrees to e.g. the Time thing).
What do you want? Is there anything you cannot have? Is there anything you need? Are there others like you? Do you even know them? What do you think of regular humans?
What's your personality and motivation? Megalomaniac? Sulking because you're the least-powered of your alien race? Mother issues? Saving Earth from overpopulation by humans?
That's your background. But for a good story, think about how you, likely a quite evil being, can fit into a game without immediately fighting the other super villains. Are you related? Have truly common goals? Is there a greater power directing you (the super-villain league)? Do you just pretend to work together? (The last one is an easy excuse, but it can break the game by starting inner-party fighting the moment you should have "won".)
Anyway, back to your powers:
Is there a unifying concept to them or a source? Telekinesis, Teleportation, Time ... Those could be roughly explained by a dimension-bending power because you're from a 12-dimensional world.
Psi also works as an explantion for almost anything.
Telekinesis can be a source itself, but then Teleportation and Time Control are harder to explain. (Flight is just self-applied telekinesis or pushing off the ground or some such.) BTW: Telekinesis is more than a special effect: There's an advantage Telekinesis which mostly works like Strength at a distance and can be used to punch etc., I think, though Innate Attacks are probably a good complement.
Do your powers rely on something? Magic or Mana? Ancient or alien or ultra-tech artefacts? Will power? Gods? Blood? Radioctivity? Do you have any other weaknesses?
Did you always have these powers? If not, did you have to earn them or did they come to you naturally?
Here's a fair warning, though:
GURPS Powers has some notes on game-stopping abilities. Those are likely to make interesting plots really hard or impossible to pull off. They include Mind-Control/Mind-Reading/Precognition, because all mysteries are suddenly gone; Insubstantiality and Teleportation, because bypassing any security system makes McGuffins too easy to get; and some more.
So your GM might have to restrict your powers somewhat, if you want all those, or make them not work unless you can see the sun or whatever.
Regards
Ts