Post by providence13 on Jun 18, 2013 8:25:11 GMT -8
I have some confusion on TK.
There are actually 2 uses of this mutation; hurling small objects and controlled lifting.
1) With hurling, the object is instantly set in motion for a given direction and released; no longer under the mutant's control. You usually hurl small objects from rocks to chairs.
Range: Willpower in meters.
SV: Willpower x2 (!).
Kg: Willpower as referenced on the table; 1kg, Willpower, x2, x3, x4 Willpower in kilos.
Damage: normal rocks (pg 99) to huge rocks.
Velocity: Willpower in m/rnd.
2) Then there's controlled lifting.
Max weight: 1kg, Willpower, x2, x3, x4 Willpower in kilos.
Move (velocity): Willpower/10 meters per round.
Duration: 1 rnd/Willpower
*Object Movement: 2, 5, 8, 12, 16 m.
Do I have all of this correct?
*What the heck is Object Movement? Is it the maximum distance an object can be moved while under a controlled lift? If so, then why give a Movement rate (Will/10 m)? I don't understand this cap. The duration and movement are already established.
TME: pg 75 top right, first asterisk describes using TK (Telekinesis) in "controlled lifting.. a life form across a lava stream".
First thing I think about is lifting someone in the air and dropping them. It could be off a cliff, on a spike of rebar or making them an easier target for everyone else to shoot. They wouldn't get Dodge while hanging in mid-air.
I propose we handle this just like grappling. "The user of this skill must first make a successful, unarmed strike
on the target whose armor offer’s no protection since puncturing the target is not the objective". TME pg 39. They should still get dodge and Agility. I would be pretty pissed as a player if it was that easy to grab my PC and be at the whim of a mutant with this power. There needs to be some way that the target can "shake" the TK grapple. We could find the difference between the TK user's Willpower and the target's Strength. Now the target makes a HC to break free of the mental force around them. What letter is the HC? I don't know. You probably have no leverage to push against, so it's not going to be A..
The Tentacle entry on pg 75 says you just have to roll your Strength or less to break the hold. But that doesn't account for high Willpower TK. Still unsure.
Using this power takes all of the PC's actions for the round in question unless they have dual mind, more than one head, etc. If you get 2 actions per round, I'd allow walking movement, firing a gun while standing still or other limited activity while maintaining this power. Using the striking a foe while grappled rules pg 106 also could help a person shake a TK grapple. If the mutant takes damage, I'd say they can't maintain the effect.
Maybe this is the only way you can get out of the TK. If so, it's a powerful mutation.
There are actually 2 uses of this mutation; hurling small objects and controlled lifting.
1) With hurling, the object is instantly set in motion for a given direction and released; no longer under the mutant's control. You usually hurl small objects from rocks to chairs.
Range: Willpower in meters.
SV: Willpower x2 (!).
Kg: Willpower as referenced on the table; 1kg, Willpower, x2, x3, x4 Willpower in kilos.
Damage: normal rocks (pg 99) to huge rocks.
Velocity: Willpower in m/rnd.
2) Then there's controlled lifting.
Max weight: 1kg, Willpower, x2, x3, x4 Willpower in kilos.
Move (velocity): Willpower/10 meters per round.
Duration: 1 rnd/Willpower
*Object Movement: 2, 5, 8, 12, 16 m.
Do I have all of this correct?
*What the heck is Object Movement? Is it the maximum distance an object can be moved while under a controlled lift? If so, then why give a Movement rate (Will/10 m)? I don't understand this cap. The duration and movement are already established.
TME: pg 75 top right, first asterisk describes using TK (Telekinesis) in "controlled lifting.. a life form across a lava stream".
First thing I think about is lifting someone in the air and dropping them. It could be off a cliff, on a spike of rebar or making them an easier target for everyone else to shoot. They wouldn't get Dodge while hanging in mid-air.
I propose we handle this just like grappling. "The user of this skill must first make a successful, unarmed strike
on the target whose armor offer’s no protection since puncturing the target is not the objective". TME pg 39. They should still get dodge and Agility. I would be pretty pissed as a player if it was that easy to grab my PC and be at the whim of a mutant with this power. There needs to be some way that the target can "shake" the TK grapple. We could find the difference between the TK user's Willpower and the target's Strength. Now the target makes a HC to break free of the mental force around them. What letter is the HC? I don't know. You probably have no leverage to push against, so it's not going to be A..
The Tentacle entry on pg 75 says you just have to roll your Strength or less to break the hold. But that doesn't account for high Willpower TK. Still unsure.
Using this power takes all of the PC's actions for the round in question unless they have dual mind, more than one head, etc. If you get 2 actions per round, I'd allow walking movement, firing a gun while standing still or other limited activity while maintaining this power. Using the striking a foe while grappled rules pg 106 also could help a person shake a TK grapple. If the mutant takes damage, I'd say they can't maintain the effect.
Maybe this is the only way you can get out of the TK. If so, it's a powerful mutation.