Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-25-2011, 10:25 PM   #3
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: "Telekinesis enhancing weapon" how to build?

Quote:
Originally Posted by Lex_BR View Post
This weapon is supposed to be an extremely expensive iridium-lined quarterstaff that can be used as a relay and amplifier for the wielder's Telekinetik powers. In other words, if someone with 10 ST an also 10 levels of telekinesis were to hit you with this staff you would feel the impact of the attacker's regular strenght + 2 or 3 times his telekinetic power.
Sounds like you've got the basic idea down already. Though I might suggest tying it in to the teke's Talent as well. For example, this sounds like a fairly cinematic game, so you might let Talent go up to 6. If you wanted PK Talent 3 to do 2x damage and PK Talent 6 to do 3x damage, you could declare the following:
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:
I would also like for the more experienced or talented wielders of the Faranian staff to be able to use them in interesting and unexpected ways, such as by hitting the ground bellow them and holding onto the staff as it lifts them up for a super jump, for example.
I'd suggest the rules for Using Abilities at Default (GURPS Powers, p. 173). Since those rules already allow someone with TK to temporarily use it as Super Jump, DR, etc., for a single use, perhaps the weapon could make it easier to do. Maybe high levels of relative skill in the weapon reduce the FP cost and/or penalties. I might do something like:
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.

Example: Joe has DX 12, Will 14, PK Talent 5 [25], TK 8 [40], and Staff (A) DX+4 [16]-16. When he uses his weapon, he adds [(5+3)/3]*8, or +22, to his effective ST. He is under attack and wants to spin his staff fast enough to provide DR 8 (Directional, Front, -20%; Force-Field, +20%) [40]. This costs 100% of his TK cost, for a -8 penalty, and the two abilities are very different, for another -2. But instead of rolling against Will (14), he rolls against Will-based Staff (18), and adds his Talent (+5), before tackling the -10 penalty. He must roll 13 or less to pull off the stunt. (Without his staff, he'd be rolling 9 or less!) Succeed or fail, the stunt costs him 1 FP -- it'd normally be 3 FP, but his Staff skill eases that burden.
Of course, I'm assuming you'll use Staff skill. It might make more sense to create some new, weird skill for this.

Quote:
Originally Posted by Jerander View Post
My first thought was Striking ST with Gadget limitations.
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.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
 

Tags
space

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:54 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.