05-14-2017, 05:08 PM | #1 |
Join Date: Aug 2005
Location: Denmark
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Telekinesis with no fine manipulators?
If I wanted telekinesis, but I don't want to be able to do all the fine and precise stuff.
I just want to be able to lift, throw and grab stuff. (as depicted in so many movies). What sort of limitation would that be? That is, I would basically only be able to lift and throw things. No TK punch. No fine manipulation. |
05-14-2017, 06:01 PM | #2 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Telekinesis with no fine manipulators?
That's tricky, because "no fine manipulators" doesn't give you exactly what you want. It prevents you from picking locks, tying knots, or wielding weapons, but it also prevents you from grasping firmly, which is a core feature of TK as you envision it. And "no manipulators" lets you shove things, but not grasp, lift, or throw them. So I think the "No Manipulators" -40% limitation to ST can't be transferred over to TK.
If you look at Ham-Fisted, it's -5 or -10, and it penalizes all tasks that involve fine work. Now, the cost of two arms is implicitly 20 points, so that's -25% to give a manipulator -3 to DX for fine tasks, and -50% to give it -6. Extra Arm already provides -50% for No Physical Attack, which stops an arm from punching or wielding melee weapons. That suggests that the ability of a limb to strike crushing blows and wield melee weapons is worth 5 points, which is commensurate with Striker costing 5 points. GURPS Psionic Powers includes Cannot Punch: "Your TK is the ability to move objects, specifically. You cannot punch a foe with an invisible fist; you need to pick something up and hit him with it." It's -10%. I might suggest Cannot Punch, -10%, combined with Ham-Fisted -6, -50%, for -60%. With that, you can't punch at all, and you are at -6 to DX to do any delicate manipulation telekinetically. That gives you a net 2 points/level for TK.
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05-15-2017, 12:19 PM | #3 | |
Join Date: Aug 2005
Location: Denmark
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Re: Telekinesis with no fine manipulators?
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But yes your suggestions seems on par with my estimate. but it's always nice to have some reasoning for the values. Thanks! :D |
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05-15-2017, 12:55 PM | #4 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Telekinesis with no fine manipulators?
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Mouth grip is an oddity in GURPS anyway. It actually seems possible to hold something more firmly in clenched teeth than in your hand (though at a risk of tooth damage). And many creatures that have No Fine Manipulators or even No Manipulators still have mouths. I think that the mouth is sort of a free manipulator.
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Bill Stoddard I don't think we're in Oz any more. |
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05-15-2017, 01:26 PM | #5 | |
Join Date: Sep 2004
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Re: Telekinesis with no fine manipulators?
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Using Temporary Disadvantage (Ham Fisted or otherwise) seems rather odd as your character would have a similar penalty to doing normal physical activities while your TK is engaged unless you further restricted that limitation. |
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05-15-2017, 02:47 PM | #6 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Telekinesis with no fine manipulators?
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05-15-2017, 03:24 PM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Telekinesis with no fine manipulators?
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05-16-2017, 08:31 AM | #8 | |
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Join Date: Mar 2012
Location: far from the ocean
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Re: Telekinesis with no fine manipulators?
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05-16-2017, 09:10 AM | #9 |
Join Date: Feb 2014
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Re: Telekinesis with no fine manipulators?
Even with no hands (worse than NFM), you can pick up and move objects by using more than one limb in tandem on each side of the object. It's certainly not ideal, and I would force DX based rolls. With TK NFM, I would think picking up a gun and throwing it would be possible, but toggling the safety, releasing the magazine, or pulling the trigger would all be impossible. Maybe like invisible hands with fingertips the size of ping pong balls, so they make it hard to do anything other than moving/throwing stuff.
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05-16-2017, 09:31 AM | #10 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Telekinesis with no fine manipulators?
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GURPS really has three different traits that restrict handling things: Bad Grip, Ham-Fisted, and No Fine Manipulators/No Manipulators. So it's kind of a question which one is the closest fit to the described limitations on TK.
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