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Old 06-30-2014, 09:19 PM   #41
Johnny1A.2
 
Join Date: Feb 2007
Default Re: Things to do with Level 1 Telekinesis

Hmm...could TK1 be used to detonate a land mine before you reached it, or would it need more pressure with most mines?
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Old 06-30-2014, 09:46 PM   #42
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Things to do with Level 1 Telekinesis

Quote:
Originally Posted by Anthony View Post
It would be interesting to eliminate the telekinesis power and just treat it as a special case of Extra Arm. Might wind up with really wacky pricing, but a lot of that may be dubious pricing on extra arms.
With Extra Arm, Force Extension, and Low Signature -10 (the variation from powers for +25%), you have 'TK' that attached to you and uses your ST.
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Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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