saberwulf

Untitled

Dec 28th, 2012
130
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.39 KB | None | 0 0
  1. Telekinesis 2/3 1
  2. 5 points/level
  3. You can move objects without
  4. touching them. In effect, you manifest
  5. an invisible force that acts under your
  6. conscious direction at a distant point.
  7. Specify how you do this; possibilities
  8. include magnetism, psionic psychokinesis,
  9. an ultra-tech “tractor beam,” or
  10. a supernatural “poltergeist effect.”
  11. You can manipulate distant objects
  12. just as if you were grasping them in a
  13. pair of hands with ST equal to your
  14. Telekinesis (TK) level. You can move
  15. any object you have strength enough
  16. to lift, at a Move equal to your TK
  17. level, modified as usual for encumbrance
  18. level (see Encumbrance and
  19. Move, p. 17). Regardless of level, maximum
  20. range is 10 yards. To modify
  21. range, take Increased Range (p. 106)
  22. or Reduced Range (p. 115).
  23. Telekinesis requires constant concentration
  24. to use. In combat, this
  25. means you must take a Concentrate
  26. maneuver on your turn. Your TK may
  27. then perform one standard maneuver
  28. as if were a disembodied pair of hands
  29. at some point within your range: a
  30. Ready maneuver to pick up an object;
  31. a Move maneuver to lift and carry it;
  32. an Attack maneuver to throw it, or to
  33. grab or strike directly; and so on.
  34.  
  35. Example: On your turn in combat,
  36. you take a Concentrate maneuver and
  37. state that your TK is taking an Attack
  38. maneuver to grab a gun from a foe.
  39. The following turn, you can
  40. Concentrate again and specify that
  41. your TK is taking an Aim or Wait
  42. maneuver to cover your enemy with
  43. the gun, an Attack maneuver to shoot
  44. him, or a Move maneuver to bring the
  45. gun to your hand.
  46.  
  47. No rolls are necessary for ordinary
  48. lifting and movement. For more complex
  49. actions, the GM might require
  50. you to make a DX or skill roll. In situations
  51. where you would roll against
  52. ST, roll against your TK level instead.
  53. All of the above assumes that you
  54. are using TK to perform a task at a
  55. distance. TK can also discreetly assist
  56. you with such skills as Gambling
  57. (especially to cheat!), Lockpicking,
  58. and Surgery. In general, anything that
  59. would benefit from High Manual
  60. Dexterity (p. 59) gets a +4 bonus if you
  61. can successfully make an IQ roll to use
  62. your TK properly. On a failure, the
  63. GM may assess any penalty he feels is
  64. appropriate.
  65.  
  66. Grappling and Striking: You can use
  67. TK to attack a foe directly. Roll against
  68. DX or an unarmed combat skill to hit.
  69. Your foe defends as if attacked by an
  70. invisible opponent (see Visibility,
  71. p. 394). If you grapple, your foe cannot
  72. grab hold of the TK force, but he
  73. can try to break free as usual – and if
  74. he also has TK, he can take a
  75. Concentrate maneuver and use his TK
  76. level instead of his ST. The turn after
  77. you grapple a foe using TK, your TK
  78. can use a Move maneuver to pick him
  79. up off the ground, provided you have
  80. enough TK to lift his weight. Someone
  81. in this position can’t do anything that
  82. relies on ground contact (run, retreat,
  83. etc.), but can perform any other action
  84. that is possible while grappled.
  85.  
  86. Levitation: If you have enough TK
  87. to lift your own body weight, you can
  88. levitate. Take the Concentrate maneuver
  89. and have your TK take Move
  90. maneuvers to propel your body. For
  91. true psychokinetic flight, take Flight
  92. (p. 56) with the Psychokinetic limitation
  93. (below).
  94.  
  95. Throwing: By applying a TK
  96. impulse for a fraction of a second, you
  97. can throw objects faster (and farther)
  98. than you can move them. Take a
  99. Concentrate maneuver and have your
  100. TK take an Attack maneuver. This
  101. works just as if you were throwing the
  102. object with ST equal to your TK level.
  103. Roll against Throwing or Thrown
  104. Weapon skill to hit, depending on the
  105. object being hurled. For 1/2D and Max
  106. purposes, measure range from the
  107. object (not yourself!) to the target; for
  108. the purpose of range penalties, use the
  109. sum of the distance from you to the
  110. object and from the object to the target.
  111. Once you throw something, you
  112. have “released” your telekinetic grip –
  113. your TK must take a Ready maneuver
  114. to pick it up again.
  115.  
  116. Special Limitations
  117.  
  118. Magnetic: Your TK is “super
  119. magnetism,” and only affects ferrous
  120. metals: iron (including steel), nickel,
  121. and cobalt. -50%.
  122. Psychokinetic: Your ability is part
  123. of the Psychokinesis psi power (see
  124. p. 256). This makes it mental (2)
  125. rather than physical (3). -10%.
  126. Visible: Your TK is not an invisible
  127. force, but a disembodied hand, glowing
  128. “tractor beam,” or similar. This
  129. makes it much easier for others to
  130. defend against your TK attacks (do
  131. not use the Visibility rules). -20%.
Advertisement
Add Comment
Please, Sign In to add comment