12-01-2014, 10:13 PM | #21 |
Join Date: Dec 2007
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Re: Control vs Telekinesis
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12-02-2014, 02:31 AM | #22 | |
Join Date: Dec 2012
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Re: Control vs Telekinesis
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12-02-2014, 02:47 AM | #23 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Control vs Telekinesis
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12-02-2014, 04:33 AM | #24 | |
Join Date: Mar 2013
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Re: Control vs Telekinesis
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Control could model an earthquake effect that emanates from you without you getting hurt, though again a better way of doing that is an IA. Sorry, I haven't seen much Airbender, but I've seen a lot of other anime.
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12-02-2014, 07:44 AM | #25 |
Join Date: Sep 2004
Location: Canada
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Re: Control vs Telekinesis
Can TK move air? It works like invisible hands, and air's pretty resistant to being shoved around with my hands - not to produce any sort of dramatic breeze anyways, even with a TK-Fan perk.
I'm pretty sure TK isn't what you want for the equivalent of a Shape Fire spell effect either, for that I'd still go straight to Control. Control would also allow you to go to both intensifying fire and dampening it down, without having to manipulate fuel or smothering agents. Of course, I also haven't seen Avatar so no clue what sort of stunts they do. It's quite possible that Benders don't do the sort of stunts that need Control, but other elementalists do.
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12-02-2014, 08:18 AM | #26 |
Join Date: Jun 2013
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Re: Control vs Telekinesis
That's why I think Airbending should be TK with NFM: instead of thinking of it as TKing the air, think of it as using the air to TK other things.
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12-02-2014, 09:11 AM | #27 |
Join Date: Nov 2014
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Re: Control vs Telekinesis
Again, I feel I must ask, can you apply No Fine Manipulators to TK? I see nothing in RAW for it. I assume it would be valued at around -20% or -10% since Attraction/Repulsion is -30%.
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12-02-2014, 09:39 AM | #28 | |
Join Date: Jun 2013
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Re: Control vs Telekinesis
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I frequently assume that printed limitations are stingy, which is why I'm not comparing it to Attraction/Repulsion. Even that limitation, though, doesn't prevent me from grabbing a key off an unwary guard's belt or hurling a dagger at an enemy's head, neither of which NFM TK would really be well-suited for. |
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12-02-2014, 10:38 AM | #29 |
Join Date: Nov 2014
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Re: Control vs Telekinesis
TK with NFM for airbending is a great idea, and I agree that several of the limitations in Powers seem rather stingy. Powers states that Attraction/Repulsion cannot be used to strike blows, manipulate objects, or hold someone in place; which is harsh for only -30%.
In the interest of keeping things close to RAW though, I'd probably stat TK limitations like this: Cannot grapple or strike -10% No fine manipulation -20% Attraction/Repulsion -30% I tend to overpower TK a little anyway by not taking the "pair of hands" thing too seriously (as long as a PC manipulates only one object, I don't care how the hands are shaped), so this might be fair for a player only interested in lifting and moving with TK. |
12-02-2014, 11:30 AM | #30 |
Join Date: Jun 2013
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Re: Control vs Telekinesis
What in the world? You mean I can spend 70 points on 20 levels of Attraction/Repulsion TK, and when the time comes for me to dramatically clear the area around me by shoving things with overwhelming force (one at a time, of course, unless I buy Area Effect), I can't even knock over a bookshelf? Not even a lamp? That's it, I'm pretending that whole paragraph in Powers doesn't exist.
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avatar the last airbender, telekinesis |
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