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#3 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
This weapon increases the effective ST of a telekinetic wielder. Multiply his TK level by [(Talent+3)/3], round up, and add this to his effective ST for all purposes.It's a teeny bit complex, but you'd do the calculation ahead of time. So a person with PK Talent 1 would add (TK level * 1.33) to his ST, while someone with PK Talent 6 would add (TK level * 3) to his ST. That makes both aspects important. Just a thought. Quote:
The staff makes it easier for a telekinetic to improvise with his abilities, as long as he is using the staff as an active part of the stunt; see Using Abilities at Default for full rules. The wielder may use his Will-based weapon skill instead of a Will roll, which allows an experienced user to soak huge penalties; Talent still applies. In addition, reduce the FP cost by 1 for every full 8 character points invested in the skill; at 24 points (e.g., a skill of DX+6) these attempts cost no FP.Of course, I'm assuming you'll use Staff skill. It might make more sense to create some new, weird skill for this. I believe the OP is trying to build this as a normal weapon for his campaign, not as a "super gadget" that costs character points.
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