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Join Date: Dec 2007
Location: Austria
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In my imagination, TK is not really the same as two invisble hands floating around, but more of a generall force you can apply, quite similar to graviation, only stronger and able to target things exactly.
E. g. you can lift a person of the ground, punch someone, squeeze his heart, etc. In GURPS terms, I think it would be best to make it a leveled advantage, but not only in one way (ie every level makes it stronger), but rather in two ways, ie you can adjust how strong it is AND how accurate. Writeup: Telekinesis [xx/lvl] Each level gives you a Telekinetic force equivalent to 1 G, but you can direct it more fine grained. Standard accuracy is about the same as for a human hand. Enhancements: - Accurate [+10%/lvl]: your TK is more accurate than a normal human hand, each level increases it by a factor of 10 (ie 10mm, 1mm, 0,1mm, etc. ) Limitations: - Inaccurate [-10%/lvl]: your TK is less accurate than standard, each level decreasing its accuracy by a factor of 10 - De-Powered [-65% ?]: your TK is very weak, only a tenth of normal strength - Sense Based [-30 %]: you can only use your TK on objects you can see / touch / feel / whatever - Inadjustable [-20%]: you always have to use your TK at full strength - Visible [-10%]: your TK is a visble beam of force - Interruptible [-30%]: your TK can be interrupted if some steps between you and your target. The force will be applied to him instead of the original target. I don't really know how much points this should be worth, and if my enhancements and limitations are priced right, any ideas? (I don't have my GURPS books with me, so values can be a bit off) Last edited by Mononofu; 08-22-2008 at 06:00 AM. |
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| Tags |
| grappling only, technical grappling |
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