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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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As for how the Telekinesis range actually covers two things, I agree, and I hadn't ever really thought about that myself. I'd go the other way, though, and say that they're the same range that can be split into two if you want to enhance/limit one (for half-off?). I'd assume there's a third and fourth option for TK hands out of range: 3) they move with you, and 4) they are pulled by the range limit (e.g., if your range is 10 yards, your TK is 9 yards away, and you get knocked back 2 yards, then your TK gets pulled back 1 yard for it to still be within range, though it is now 10 yards from you, not 9). While I didn't intend to think about this, it's actually a pretty darn good question.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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Join Date: Jun 2013
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GURPS Overhaul |
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| enhancement, increased range, limitation, melee, range, targeting, telekinesis |
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