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 06-01-2014, 02:04 PM   #1
hollybargle
 
Join Date: Jun 2014
Default Using Telekinesis for skills

Hello SJforums!

New GURPS player here, interested in playing a 'psionic rogue' type character, using his telekentic abilities in order to help him with various heists.

I have a few questions in regards to this. (I would be using the rules from Psionic Powers)
  • The basic set states that I get a +4 bonus to anything that would use High Manual Dexterity. Is this only after I make my skill roll for telekinesis?
  • Which actual skill would I use? If I wanted to unlock a door, would I roll against my Telekinetic Control, or lockpicking?
  • If I use my lockpicking skill instead, would this then default to a IQ based roll as opposed to a DX one?
  • For the previous example, would I still need a lockipicking kit? Or would it be instead directly manipulating the tumblers, ect.?
  • Are the rules any different if range is included? Would I get a penalty for distance for trying to unlock a door from a distance, or maybe even a penalty for working without a sense of touch?
  • If I am concentrating on holding something with my mind, can I make a move action that turn as well? For example, can I hold a table in front of me as cover and charge forward, towards the enemy at the same time?

Thank you for your time!
hollybargle is offline   Reply With Quote
 

Tags
psionic powers, telekinesis


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 08:51 AM.


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