10-18-2016, 02:26 AM | #1 |
Join Date: Jan 2015
Location: UK
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Telekinesis with Cannot Punch / Cannot Affect Self
Salutations!
Didn't want to hijack this thread, but it made me think: Would the limitations Cannot Punch / Cannot Affect Self preclude a character from using Innate Attack / Flight advantages as Alternative Abilities to the TK advantage? |
10-18-2016, 02:35 AM | #2 | ||
Join Date: Jun 2013
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Re: Telekinesis with Cannot Punch / Cannot Affect Self
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10-18-2016, 02:50 AM | #3 |
Join Date: Jan 2015
Location: UK
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Re: Telekinesis with Cannot Punch / Cannot Affect Self
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10-18-2016, 03:25 AM | #4 |
Join Date: Jun 2013
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Re: Telekinesis with Cannot Punch / Cannot Affect Self
You're right, that's not addressed in the text, is it? It's a tricky one, because I feel "yes" is too permissive and "no" is too restrictive. I might call it 2/5 cost. Cannot Affect Self is still a limitation, since it takes a Ready maneuver to switch to Flight... if I had to pick one, I'd say yes, allowed at 1/5 cost.
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10-18-2016, 06:36 AM | #5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Telekinesis with Cannot Punch / Cannot Affect Self
I would allow it as long as your TK is strong enough to lift yourself.
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10-18-2016, 07:06 AM | #6 | ||
Join Date: Apr 2010
Location: Land of the Britons
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Re: Telekinesis with Cannot Punch / Cannot Affect Self
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It also makes sense when the TK ability works differently when "inwards" facing due to how it functions. Perhaps it grants full Flight and Enhanced Move with high handling penalties because its only really good at sudden sharp moves in single directions (although I'd suspect that Cannot Punch would be out of place here). If your TK "hands" are very "broad" then something like Requires Surface for your flight makes sense too, you're not holding yourself up, you're repelling yourself off of other surfaces (TK with Attraction/Repulsion would certainly be a good fit for this sort of alt power). For these purposes, using standard TK wouldn't provide the nuanced limitations desired and so using an alt ability makes more sense, regardless of if your TK has enough ST to lift you or not (as it may manifest in a way that you find it easier to affect yourself than objects around you). Do remember though - the GM's word is final, and it may be considered a point crock to limit a power by removing features that you then build back in using other powers. Generally the more complicated the build, the less likely it is to be "correct" and fair.
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