06-25-2021, 10:31 PM | #1 |
Join Date: Mar 2013
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Help with TK limitation
Hi,
I'm going to be gm'ing a game that uses GURPS Psionics, and I'm thinking of a limitation on telekinesis. Imagine that the character can only use their TK on a set of six specific 2" steel balls (perhaps with some "decorations" al la the Phantasm movies). The character could make more between adventures, but with this TK, they could only use the set the character has with them at the time. I'm thinking perhaps a 50-60% limitation? Does this sound right?
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
06-26-2021, 02:07 AM | #2 |
Join Date: Mar 2013
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Re: Help with TK limitation
Sounds like Gadget Limitations: Breakable, Size, Can Be Stolen, Unique p 116 to 117.
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06-26-2021, 10:18 AM | #3 | |
Join Date: Aug 2004
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Re: Help with TK limitation
Quote:
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06-26-2021, 10:28 AM | #4 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Help with TK limitation
Quote:
Last edited by Donny Brook; 06-26-2021 at 11:02 AM. |
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06-26-2021, 12:17 PM | #5 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Help with TK limitation
Right off the bat I see it eliminates all fine motor control. Flinging/pressing metal balls at things isn't as good as paws let alone hands. In general that alone is -40: No Fine Manipulators.
The rest probably is just Gadget limitations. Though smaller objects allow slightly more control, but less "bonking" use. So I think size considerations may be more complicated than default.
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06-26-2021, 03:25 PM | #6 | |
Join Date: Mar 2013
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Re: Help with TK limitation
Quote:
Phastasm Collection Trailer Around 0.42s there is one of the flying balls. No, in the movie they aren't (probably) being controlled by telekinesis. It's a great effect, and very memorable decades later. The rest of the movie is pretty generic, though.
__________________
A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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06-26-2021, 05:47 PM | #7 |
Join Date: Sep 2007
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Re: Help with TK limitation
What is that other than an Innate Attack?
Seems like one of those cases where you might want a couple of abilities in an AA group rather than Telekinesis, even if that's the notional explanation for why the balls are flying around. |
06-26-2021, 06:07 PM | #8 |
Join Date: Aug 2004
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Re: Help with TK limitation
That's what I was thinking. If the main thing the OP interested in is the attacks, build an IA with some appropriate modifiers, and pick up any cosmetic stuff to do minor tricks, possibly as Alternative Abilities. Teke seems too broad for what is desired. Note that you could still attach a Psychokinesis power mod to IA.
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06-26-2021, 06:16 PM | #9 |
Join Date: Jan 2015
Location: UK
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Re: Help with TK limitation
Looks to me like it requires Innate Attack with a Gadget limitation rather than Telekinesis, or at least IA as an Alternative Ability to TK (or vice versa).
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06-26-2021, 06:36 PM | #10 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Help with TK limitation
Quote:
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attack, psionics |
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