04-03-2020, 05:38 AM | #1 |
Join Date: Dec 2018
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[MA: TG] Preventing Movement with Telekinesis
Just a quick question: in Martial Arts: Technical Grappling, the usual rules of preventing a character from performing a Move maneuver are turned into a matter of weighing him down and exceeding his 10xBL. How does this work in regards to Telekinesis? The telekinetic energy does not have a weight in itself (I assume?), and I also assume that the weight of the wielder of the Telekinesis does not count either. With the rules in TG, how would a small person wielding Telekinesis stop a foe without downright pinning him?
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04-03-2020, 07:48 AM | #2 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MA: TG] Preventing Movement with Telekinesis
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04-04-2020, 08:29 PM | #3 |
Join Date: Jun 2013
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Re: [MA: TG] Preventing Movement with Telekinesis
An Enhancement for TK to give it mass when grappling equal to something like 8xBL (using the TK's BL, of course) might be called for, so that you can slow a foe down rather than outright stopping them. Offhand, maybe +20%? Alternatively, having movement speed scale with DX as accumulated CP reduces it might be worthwhile. For example, a character with DX 10 and Move 5 would be reduced to Move 4 when DX is reduced to 8 from CP, Move 3 when reduced to 6, and so forth, so the character doesn't go from (clumsily) running around at full speed to being completely unable to move once they get hit with the last CP, and instead there's a gradual reduction in speed.
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04-05-2020, 12:16 AM | #4 | |
Join Date: Aug 2018
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Re: [MA: TG] Preventing Movement with Telekinesis
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Technical Grappling removes the concept of the pinnedCan't you usually still attempt attacks at DX 0 if you're particularly skilled or using Telegraphic Attacks for +4, so long as your effective skill is at least 3? I know you're supposed to be immobile (or dead, if reduced to it by aging) if a DX 0 creature under normal rules, but I don't know whether or not temporary penalties work the same. |
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04-05-2020, 03:11 AM | #5 |
Join Date: Oct 2007
Location: Vermont
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Re: [MA: TG] Preventing Movement with Telekinesis
Douglas Cole has already told you how to do this with TG, but I'll add that if this is something you want your telekinetic to be able to do regularly, I'd recommend simply buying Binding as an Alternate Ability to your TK.
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04-05-2020, 07:16 AM | #6 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MA: TG] Preventing Movement with Telekinesis
Quote:
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04-05-2020, 08:58 AM | #7 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: [MA: TG] Preventing Movement with Telekinesis
GURPS BL chart
Code:
ST BLx1 BLx2 BLx3 BLx6 BLx10 2 1 2 3 6 10 3 2 5 7 14 23 4 4 8 12 24 40 5 6 13 19 38 63 6 9 18 27 54 90 7 12 25 37 74 123 8 16 32 48 96 160 9 20 41 61 122 203 10 25 50 75 150 250 11 30 61 91 182 303 12 36 72 108 216 360 13 42 85 127 254 423 14 49 98 147 294 490 15 56 113 169 338 563 16 64 128 192 384 640 17 72 145 217 434 723 18 81 162 243 486 810 19 90 181 271 542 903 20 100 200 300 600 1000 Overhead Lifting (see B15-16) One handed lifts x1 requires one second concentration to lift. x2 requires two seconds of concentration to lift Two handed lifts x8 requires four seconds of concentration to lift Conversely you could apply the TK pressure as encumbrance to the target adding to its encumbered rate. Slowing the rate of advance by .2, .4, .6, and .8 respectively. Of course you could, if you have the TKST, just pick the target up and smack it against a few walls, or use the throwing rules on B355 and Extra Effort on 357. BL divided by Object's weight (in lbs) = the Weight Ratio that gives a Distance Modifier to be multiplied by ST to find the range of the throw. Depending on the TKST there will come a point you can just pick the target up. |
04-05-2020, 11:26 AM | #8 |
Join Date: Sep 2007
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Re: [MA: TG] Preventing Movement with Telekinesis
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04-05-2020, 02:05 PM | #9 |
Join Date: Jan 2015
Location: UK
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Re: [MA: TG] Preventing Movement with Telekinesis
Is there an actual need to pin your opponent down? If I had TK, I'd lift my opponent up. Without leverage against the ground or the intangible force that's holding him up, he's helpless.
To expand on aesir23's advice, I would buy Binding as an AA with Engulfing and Unbreakable. Technical Grappling p.28 addresses both TK and Binding. |
04-05-2020, 02:30 PM | #10 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MA: TG] Preventing Movement with Telekinesis
My go-to here has been the default from DX to the Free Fall skill: -5 to DX/skills, which imparts -3 to defenses (half skill, round up). No penalty to target the person thus suspended. A ST penalty due to lack of leverage and equal-opposite reaction effect might be appropriate. -1 or even -2 per die, or just "half damage for melee" would all be easy.
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technical grappling, telekinesis |
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