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Old 06-21-2014, 01:27 PM   #1
LemmingLord
 
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Join Date: Jul 2005
Default Things to do with Level 1 Telekinesis

I have good nostalgia feelings for my early super characters. A common early mistake was getting telekinesis...at level 1.

So what to do?

1. Good for getting candy thrown at a parade.
2. as a utensil.
3. Good for stirring in cooking and bar tending.
4. Turning on/off light switches
5. Moving or squishing bugs.
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Old 06-21-2014, 01:30 PM   #2
Edges
 
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Default Re: Things to do with Level 1 Telekinesis

6. Getting a huge bonus to Lockpicking.
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Old 06-21-2014, 01:35 PM   #3
Christopher R. Rice
 
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Default Re: Things to do with Level 1 Telekinesis

7. Pulling pins from grenades on LBVs.
8. Putting the safety on a gun.
9. Stir a drink.
10. Create a bubble with soapy water or the like.
11. Tug at a zipper.
12. Type on a keyboard.
13. See a penny, pick it up.
14. Remove a splinter, bee sting, or other small object peircing the skin.
15. Turn a book page.
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Old 06-21-2014, 01:41 PM   #4
sir_pudding
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Default Re: Things to do with Level 1 Telekinesis

Quote:
Originally Posted by Edges View Post
6. Getting a huge bonus to Lockpicking.
16. And Electronics, Biology (Microbiology), Surgery, Hobby (Minatures Painting), really lots of stuff benefits from fine non-contact control of tiny, tiny things.
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Old 06-21-2014, 01:47 PM   #5
Edges
 
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Default Re: Things to do with Level 1 Telekinesis

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Originally Posted by sir_pudding View Post
16. And Electronics, Biology (Microbiology), Surgery, Hobby (Minatures Painting), really lots of stuff benefits from fine non-contact control of tiny, tiny things.
Right. It's almost like 40 points in talent for 5 points.
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Old 06-21-2014, 02:07 PM   #6
Vynticator
 
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Default Re: Things to do with Level 1 Telekinesis

376. Undo a buckle on a belt, shoe, helmet.
377. Throw a handful of sand in someone's face.
378. Press buttons in a cockpit. Autopilot, fuel dump, fire missiles.
379. Make a die fall on a chosen side.
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Old 06-21-2014, 02:17 PM   #7
arconom
 
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Default Re: Things to do with Level 1 Telekinesis

Quote:
Originally Posted by sir_pudding View Post
16. And Electronics, Biology (Microbiology), Surgery, Hobby (Minatures Painting), really lots of stuff benefits from fine non-contact control of tiny, tiny things.
It is still limited to what a hand could do, and if you want bonuses to those skills you have to spend points for it.
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Old 06-21-2014, 02:37 PM   #8
sir_pudding
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Default Re: Things to do with Level 1 Telekinesis

Quote:
Originally Posted by arconom View Post
It is still limited to what a hand could do,
I never said it wasn't. However it's a hand that isn't stopped by obstacles or interfered with by obstructions. You can clamp that artery without removing the surrounding tissue, or paint that nerny without that big section of arm in the way.
Quote:
and if you want bonuses to those skills you have to spend points for it.
That's clearly not true in the example case of Lockpicking, and doesn't match with the general Abilities Aiding Skills rule from GURPS Powers.
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Old 06-21-2014, 03:39 PM   #9
arconom
 
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Default Re: Things to do with Level 1 Telekinesis

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Originally Posted by sir_pudding View Post
However it's a hand that isn't stopped by obstacles or interfered with by obstructions.
False.

Quote:
Originally Posted by sir_pudding View Post
That's clearly not true in the example case of Lockpicking, and doesn't match with the general Abilities Aiding Skills rule from GURPS Powers.
I do not own that book, but even if I did, no freebies.
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Old 06-21-2014, 04:24 PM   #10
hollybargle
 
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Default Re: Things to do with Level 1 Telekinesis

Quote:
Originally Posted by Basic, p.92
In general, anything that would benefit from High Manual Dexterity (p. 59) gets a +4 bonus if you can successfully make an IQ roll to use
your TK properly.
This is in basic, under Telekinesis. So, anything that would benefit from having High Manual Dexterity would indeed get a bonus.
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