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Old 04-27-2017, 09:20 PM   #11
Phantasm
 
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Default Re: [supers] Tactile Telekinesis?

Would it be Rules Exemption or Extra Option? Seems like "Extra Option: Four-Color Physics" would be the better deal, as technically you're adding a setting switch for the character rather than exempting one.
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Old 04-27-2017, 11:56 PM   #12
vitruvian
 
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Default Re: [supers] Tactile Telekinesis?

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Originally Posted by Phantasm View Post
Would it be Rules Exemption or Extra Option? Seems like "Extra Option: Four-Color Physics" would be the better deal, as technically you're adding a setting switch for the character rather than exempting one.
Well, depends on whether you need to add any more detailed rules to define how leverage, structural soundness, etc., impact the ability of a character with a given ST and BL to actually lift and swing and throw objects of the weights specified... in which case you would want an exemption from those rules.
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Old 04-28-2017, 06:38 AM   #13
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Default Re: [supers] Tactile Telekinesis?

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Originally Posted by vitruvian View Post
Sure, but if you do it by buying actual TK in GURPS, then you have to deal with constantly using Concentrate, needing Compartmentalized Mind if you also want to take physical actions, all that stuff. External ST or even Super-ST is a cleaner build, and comparable in expense if you can cover it 'actually' being tactile telekinesis with a few Perks rather than bumping the cost up by +50%.

Alternatively, I suppose you could come up with a custom enhancement for TK making it usable as a 'physical' action not requiring Concentrate, maybe another use of Cosmic, which could then be combined with Melee.
Fair point, I had forgot about the concentrate maneuver; I have tried some different builds w/ and w/o CM and some other ad hoc enhancements and it mostly adds up to around the same without some serious munchkining. While fun to build as TK, ST is definitely cleaner.
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