07-17-2020, 03:07 PM | #11 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: TK w/Based on Attribute
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07-17-2020, 07:16 PM | #12 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: TK w/Based on Attribute
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07-18-2020, 01:19 PM | #13 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: TK w/Based on Attribute
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As for having an all encompassing skill but still dealing with defaults: that will be a big campaign flavor thing. It'll make finesse with TK cheaper CP wise then finesse outside of it, considering that skills is 4 cp per level past the first 4 cp, which is still a huge discount compared to buying up DX or IQ. You would expect most TK users to have notable finesse. Last edited by oneofmanynameless; 07-18-2020 at 01:23 PM. |
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07-18-2020, 04:25 PM | #14 |
Join Date: Feb 2016
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Re: TK w/Based on Attribute
Or you could just ban Reliable for TK. With Based of X and Talent, characters can still get up to 24, but that is a lot better than 34.
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07-18-2020, 08:16 PM | #15 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: TK w/Based on Attribute
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On a similar note, does anyone know what Based On does with Extra Arm? I've done TK builds in the past using Extra Arm with modifiers so that TK is based on your ST instead of having its own ST and wondering if Based on IQ (or Will or whatever) works the same way as TK. |
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07-18-2020, 08:43 PM | #16 |
Join Date: Feb 2016
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Re: TK w/Based on Attribute
I think that Based on X would replace DX, HT, or ST (choose one for each purchase of Based on X). In addition, I think that it would be best to use Stretching with Force Extension (+50%) and No Signature (+20%). For example, you could have a character with PK Talent 4 [20] and Stretching 15 (Force Extension, +50%; No Signature, +20%; PK, -10%; Reduced Time 1, +20%; Reliable, +10, +50%) [207], for a total of 227 CP, which would allow them to extend instantly out to 700 yards (Reliable plus Talent reduces their stretching time from 15 seconds to 1 second, and Reduced Time makes it instantaneous).
With the above build, you could have an individual who used their invisible limbs to punch or grab people from over a third of a mile away. Since they can instantly extend and retract, they could use it for some really awesome stunts. For example, they could 'warp' through extending their arms 700 yards, grab onto a building, and then retract their arms by 700 yards while keeping a grip, which would take a total of two turns (one to extend and grab and another to retract then act). Since they are paying over 200 CP for the ability, it is not abusive (Warp is cheaper if you just want transportation), just amusing. |
07-20-2020, 08:57 AM | #17 |
Join Date: Aug 2018
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Re: TK w/Based on Attribute
Does anyone have some ideas on how to give range-like penaltis to TK? Like perhaps applying the 'Short Range' modifier to it? That could make sense for a lot of concepts.
Even if you house-ruled it having maxed-out (1 per yard like magic) mods built in where you had to buy 'Long Range' to ignore them that would still be a pretty good pricing deal for something costing half as much as ST (equal to Striking ST) to buy. |
07-20-2020, 07:27 PM | #18 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: TK w/Based on Attribute
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07-20-2020, 08:10 PM | #19 |
Join Date: Feb 2016
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Re: TK w/Based on Attribute
HT would matter for the Extra Arms.
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07-20-2020, 10:06 PM | #20 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: TK w/Based on Attribute
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I have difficulty imagining a scenario where extra arms would be justifiable to be based on a different attribute then DX without also requiring other limiters. For example if they're based on IQ they should probably require concentration (the part of the mind that can handle limbs subconsciously mostly correlates with your DX score not your IQ.) But I'm sure there are exotic circumstances where that's not the case. =) |
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Tags |
powers, powers as magic, telekinesis |
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