03-24-2019, 08:45 PM | #21 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: Using Telekinesis to fly, and for defenses?
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Read the Telekinesis description in the Basic book: it answers all of this. I laid it out from the rulebook in one of my posts above. Special note: she does not get the special or basic parts of the Karate skill unless she pays for TK to be able to use Karate. The 'disembodied hands' don't actually exist. You are acting on an object as if you had disembodied hands.
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Paul May | MIB 1138 (on hiatus) Last edited by Kax; 03-24-2019 at 08:49 PM. |
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03-24-2019, 08:57 PM | #22 | |
Join Date: Jul 2015
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Re: Using Telekinesis to fly, and for defenses?
How can I take an "Attack maneuver to shoot him"-B92 Example- if I can't manipulate the trigger?
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It doesn't mention anything about unarmed skill bonuses applying even though it does say "Roll against DX or an unarmed combat skill to hit." There's also this under Power Defense-Psionic Powers p8 "may make a power defense to shore up defenses against an incoming “attack.” - "If the attack was a physical one, note that the psi has already used an active defense against it". So it sounds like you can use TK as a Power Defense against any attack. I could be wrong. That's just how I'm interpreting the text. Also, why is Telekinesis 5 point/level and it basically includes whatever abilities, but in the Psionics Powers, they're more expensive for less ability? Last edited by Boge; 03-24-2019 at 09:11 PM. |
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03-24-2019, 09:22 PM | #23 | ||||
Join Date: Aug 2004
Location: God's Own Country
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Re: Using Telekinesis to fly, and for defenses?
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Apology; 'manipulate it' is included. You'd need two simultaneous uses of TK to reload, though. Quote:
Because you can't. Quote:
Because they don't. Quote:
Because, as noted in the Power construction at the bottom of the TK Grab, it's Line Of Sight plus other modifiers on the base Telekinesis ability.
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Paul May | MIB 1138 (on hiatus) |
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03-24-2019, 09:26 PM | #24 |
Join Date: Aug 2004
Location: God's Own Country
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Re: Using Telekinesis to fly, and for defenses?
If you want to use special abilities of skills, buy mods for TK to allow that, as noted.
If you want to defend, buy defense powers.
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Paul May | MIB 1138 (on hiatus) |
03-24-2019, 09:32 PM | #25 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Using Telekinesis to fly, and for defenses?
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I don't believe it is, no. Telekinesis says that after concentrating, "Your TK may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range." Most standard maneuvers include a defense as part of them. If your TK takes an Attack maneuver, I see no reason why it can't do a parry as part of that, just like if you took the Attack yourself. The only limitation I can see applying is that if the TK's maneuver happened somewhere out of reach of you personally, then it probably shouldn't be allowed to act as though it were right next to you to do a parry when you're attacked - your attention was focused elsewhere in that case. |
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03-24-2019, 10:10 PM | #26 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Using Telekinesis to fly, and for defenses?
It can certainly parry an attack aimed at the TK (including the wielded weapon), but the wording suggests treating your TK as a separate entity, so to protect the character it would need to use rules for parrying for other people.
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03-24-2019, 10:15 PM | #27 | ||
Join Date: Aug 2018
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Re: Using Telekinesis to fly, and for defenses?
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CANCEL THE ABOVE, you are right per Psionic Powers as Boge's reply points out, I just don't think it was possible based on what was in GURPS Powers. If you have the Karate skill and take a Concentrate maneuver, you can still make Karate-based parries. Since your TK can also use your unarmed combat skills, IT can make Karate-based parries as well. Since it's a distinct entity from you, you might even be able to get 2 defenses per attack (your own parry, and your TK making a Sacrificial Parry for you) But I think the range limitations for that would be limited to whatever hex you left your TK-hands in. They can't just show up anywhere as needed, because they can only move about on their own turn. The only way around that which I can see would be if the TK hands took a Wait maneuver that could translate into an attack maneuver toward an enemy attacking you, where they could take a step closer to intercede and parry on your behalf. Another would be to enhance Reach by the TK wielding a long weapon. You can't buy Size Modifier or Stretching for your TK hands (besides, they are hands, not hands AND arms) to increase their reach. The only way I can think to increase it would be All-Out Attack (Long) which would prevent it from taking defenses anyway. Committed Attack (Long) or Heroic Lunge could be an option, but I think the +1 to reach only applies to the actual attack, not the reach of your weapon for parrying. Quote:
Direct TK opposition aside though, I think for example, if you are wielding a sword and doing Concentrate maneuvers and your TK hands are holding a shield, then it should be possible to get 2 active defenses: your TK trying to Block for you, and your swords trying to Parry for you. Or if you rule that you need the Sacrificial Parry or Shield Wall perks to use those on behalf of others (and that TK can never acquire those perks) they should still be able to do a Sacrificial Dodge... I'm not sure that would help unless the hands were holding something since they wouldn't actually provide any Cover DR. P83 on the other hand, under the Animation enhancement, only says "An animated object can grab, lift, strike, and throw". Active defenses like dodge and parry are not addressed... If your TK didn't have a weapon, it seems like it ought to be able to do normal unarmed parries, but there is a penalty inherent to doing that, and reach limitations (close combat) whereas Power Parry is much more versatile as it can be done at your full reach and against things which can't be parried/blocked like gunfire. found a Kromm post TK works just like two bare hands, which means that any blows or grapples are thrown at DX, strikes do punching damage (thrust-1), and parries are at (DX/2)+3.Kromm also Telekinesis requires "constant concentration to use" rather than "a Concentrate maneuver to activate." Reduced Time explicitly states, "You may only add this enhancement to abilities that require time to activate." The wording isn't random; activation is one thing, use is quite another.I think what this would mean is that you take your Concentrate maneuver, you choose the maneuver for your hands... but if anything happens prior to you being attacked to make you lose your concentration, the hands would cease to be (though you could re-create them next turn with another concentrate) and couldn't parry for you. Any objects you were holding would also be dropped. This is about the "Will-3 roll" required when using active defenses, injured, knocked down or "otherwise distracted". So the best thing would be to have your TK defend you first (it's parrying, not you, so I don't think it would require the roll to maintain concentration) and if it fails, then you could use your own defense as a last resort, but that would cause a will roll possibly dispelling your TK hands, which could no longer protect you for the rest of your turn. Last edited by Plane; 03-24-2019 at 10:31 PM. |
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03-24-2019, 10:46 PM | #28 | |
Join Date: Jul 2015
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Re: Using Telekinesis to fly, and for defenses?
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"Failure, however, means that the defensive benefits are ignored; the attack slips right through it! If the attack was a physical one, note that the psi has already used an active defense against it, and does not get another one unless he took All-Out Defense (Double Defense)." Powers p167 "Power defenses aren’t mun- dane defenses, though. A hero can attempt a Power Block and a mun- dane block on the same turn, has no penalty on future parries if he tries a Power Parry, and can attempt a Power Parry during a Move and Attack." These sound contradictory. I'm starting to understand why people prefer other games. I love the detail for Gurps, but man, oh man does this stuff get confusing. I don't know if your Telekinesis wielding an object for a defense counts as a Power Defense...maybe not *confused*. If I was the GM (I'm not), I'd rule that you can defend with your Telekinetic wielded object, but not the force itself other than the Power Defense which is more a damage reduction than a defense. You would also be under the penalties of defending another player if wielding an object. I'm hesitant to allow an unarmed parry with these "hands". I don't see them as a pair of hands you float around. You just have that similar type of control over objects that you would with your hands. The attacks without an object are just a force, not an actual hand punching someone. That's how I see it. Last edited by Boge; 03-24-2019 at 10:53 PM. |
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03-24-2019, 11:12 PM | #29 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Using Telekinesis to fly, and for defenses?
What you seem to be missing is that there are two different types of defenses allowed by TK. First is a standard parry, performed just as if you were performing it, using any relevant unarmed skill. Second, the one your quotes are referring to, is a Power parry, where you're directly putting force against force. The distinction is that the first type is allowed by any version of TK that hasn't used modifiers to remove the ability to parry. The second is only available if the GM decides that your particular type of TK, as defined by the rules established for its power modifier, allows a power parry. Not all forms of TK will do so.
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03-24-2019, 11:25 PM | #30 |
Join Date: Mar 2010
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Re: Using Telekinesis to fly, and for defenses?
Specific overwrites General, though it should be noted that anything in Psionic Powers only applies to things in Psionic Powers as it is a worked example (meaning various campaign-level options have already been applied). It doesn't sound like your friend's GM is using Psionic Powers.
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