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-   -   Help with TK limitation (https://forums.sjgames.com/showthread.php?t=173775)

DangerousThing 06-25-2021 11:31 PM

Help with TK limitation
 
Hi,

I'm going to be gm'ing a game that uses GURPS Psionics, and I'm thinking of a limitation on telekinesis.

Imagine that the character can only use their TK on a set of six specific 2" steel balls (perhaps with some "decorations" al la the Phantasm movies). The character could make more between adventures, but with this TK, they could only use the set the character has with them at the time.

I'm thinking perhaps a 50-60% limitation? Does this sound right?

mr beer 06-26-2021 03:07 AM

Re: Help with TK limitation
 
Sounds like Gadget Limitations: Breakable, Size, Can Be Stolen, Unique p 116 to 117.

Not another shrubbery 06-26-2021 11:18 AM

Re: Help with TK limitation
 
Quote:

Originally Posted by DangerousThing (Post 2385756)
I'm going to be gm'ing a game that uses GURPS Psionics, and I'm thinking of a limitation on telekinesis.

Imagine that the character can only use their TK on a set of six specific 2" steel balls (perhaps with some "decorations" al la the Phantasm movies). The character could make more between adventures, but with this TK, they could only use the set the character has with them at the time.

I'm thinking perhaps a 50-60% limitation? Does this sound right?

The 'six steel balls' part sounds quite restricted. What do you envision being able to do with them?

Donny Brook 06-26-2021 11:28 AM

Re: Help with TK limitation
 
Quote:

Originally Posted by DangerousThing (Post 2385756)
Hi,

I'm going to be gm'ing a game that uses GURPS Psionics, and I'm thinking of a limitation on telekinesis.

Imagine that the character can only use their TK on a set of six specific 2" steel balls (perhaps with some "decorations" al la the Phantasm movies). The character could make more between adventures, but with this TK, they could only use the set the character has with them at the time.

I'm thinking perhaps a 50-60% limitation? Does this sound right?

Normal TK is imagined as having a regular invisible pair of hands of TK strength and a reach matching your TK range. If you are retaining those properties but saying that the imaginary hands can only touch the steel balls, I'd rate it as -80%.

Flyndaran 06-26-2021 01:17 PM

Re: Help with TK limitation
 
Right off the bat I see it eliminates all fine motor control. Flinging/pressing metal balls at things isn't as good as paws let alone hands. In general that alone is -40: No Fine Manipulators.
The rest probably is just Gadget limitations. Though smaller objects allow slightly more control, but less "bonking" use. So I think size considerations may be more complicated than default.

DangerousThing 06-26-2021 04:25 PM

Re: Help with TK limitation
 
Quote:

Originally Posted by Not another shrubbery (Post 2385808)
The 'six steel balls' part sounds quite restricted. What do you envision being able to do with them?

Juggling, punching, stabbing, that sort of thing. Basically anything that flying 4" diameter steel balls with stabby-parts can do.

Phastasm Collection Trailer Around 0.42s there is one of the flying balls.

No, in the movie they aren't (probably) being controlled by telekinesis. It's a great effect, and very memorable decades later. The rest of the movie is pretty generic, though.

Anaraxes 06-26-2021 06:47 PM

Re: Help with TK limitation
 
Quote:

Originally Posted by DangerousThing (Post 2385849)
Juggling, punching, stabbing, that sort of thing.

What is that other than an Innate Attack?

Seems like one of those cases where you might want a couple of abilities in an AA group rather than Telekinesis, even if that's the notional explanation for why the balls are flying around.

Not another shrubbery 06-26-2021 07:07 PM

Re: Help with TK limitation
 
Quote:

Originally Posted by Anaraxes (Post 2385860)
What is that other than an Innate Attack?

Seems like one of those cases where you might want a couple of abilities in an AA group rather than Telekinesis, even if that's the notional explanation for why the balls are flying around.

That's what I was thinking. If the main thing the OP interested in is the attacks, build an IA with some appropriate modifiers, and pick up any cosmetic stuff to do minor tricks, possibly as Alternative Abilities. Teke seems too broad for what is desired. Note that you could still attach a Psychokinesis power mod to IA.

CeeDub 06-26-2021 07:16 PM

Re: Help with TK limitation
 
Looks to me like it requires Innate Attack with a Gadget limitation rather than Telekinesis, or at least IA as an Alternative Ability to TK (or vice versa).

Donny Brook 06-26-2021 07:36 PM

Re: Help with TK limitation
 
Quote:

Originally Posted by Not another shrubbery (Post 2385864)
That's what I was thinking. If the main thing the OP interested in is the attacks, build an IA with some appropriate modifiers, and pick up any cosmetic stuff to do minor tricks, possibly as Alternative Abilities. Teke seems too broad for what is desired. Note that you could still attach a Psychokinesis power mod to IA.

With the 'Overhead' mod, I think it's called.


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