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Telekinesis

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Telekinesis Empty Telekinesis

Post by kevinrolfe Sun Dec 01, 2013 12:52 pm

Just watched the new (second?) remake of Carrie, meh, but that got me thinking about Telekinesis, as this is missing from the new rules, and then i realised in fact it was not, so here's the thing. what is Telekinesis or Psychokinesis. its moving thing with your mind, which can be seen as moving he object or simply changing the state of gravity around the object, which means the energy required to lift a car is less.

So rules, Energy Sense:Telekinesis/Psychokinesis (actually Energy Manipulation: Gravity)
the levels are arbitrary, change as you like
Level 1: Can lift/move up to size 1
Level 2: Can lift/move up to size 3
Level 3: Can lift/move up to size 6
Level 4: Can lift/move up to size 9
Level 5: Can lift/move up to size 12+

But lets not stop there. also missing are the following
Telempathy, Transmutation, Mind War and Psi Blast (i will cover Cybernetics later)

So rules,
Information:Telempathy (sort of Body/Face reading?)
State Change: Transmutation, the ability to alter the state of an object from one material to another, Lead in to gold? (you might want to rule they need need Energy Sense as well)
Energy Blast: Mind War/Psi Blast, this is a mental attack against, either a fellow Psi (Mind War) or a none Psi (Psi Blast).

I am working on some Cybernetics rules but in the interim this a quick stab.
Bionic Arm - Protection
Computer Brain - Information
Cybernetic controller - Mind Control
Cybernetic Weapon - Weapon
Glider Device - Flight
Hologram Projector - Image Generation
Hypnosis Device - Mind Control
Power Booster - Enhancement
Power Simulator - Enhancement




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Telekinesis Empty Re: Telekinesis

Post by Archaeus Mon Jun 23, 2014 7:06 pm

Thanks for posting these rules/conversions Kevin, they will come in handy.  Very Happy 
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Telekinesis Empty Re: Telekinesis

Post by Archaeus Thu Jun 26, 2014 11:51 am

Talking of telekinesis I wonder why MR B left it out of SQUK 2e? And would using the Psyche of a character as telekinetic strength be useable? Grade1 allows you to use your Psyche as strength to lift objects, Grade2 twice your psyche? And movement of the objects is half the psyche in squares. Does that sound OK?
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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Thu Jun 26, 2014 1:48 pm

I pointed it out to him at a convention. He went red and checked then realised he forgot..

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Post by Archaeus Thu Jun 26, 2014 5:23 pm

kevinrolfe wrote:I pointed it out to him at a convention. He went red and checked then realised he forgot..


LOL  Laughing Do my rules look OK?
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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Thu Jun 26, 2014 7:18 pm

They do.

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Telekinesis Empty Re: Telekinesis

Post by steveraceuk Sun May 17, 2015 8:42 pm

Has anyone tried to use these telekinesis rules yet out of interest? I'm writing up a character which needs it and could use some clarification.
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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Mon Jun 01, 2015 8:03 pm

1/2 level can lift/move size up to half psyche, single object only
Level 1: Can lift/move size up to psyche, multiple object ls whose combined size is upto psyche.
Level 2: Can lift/move size up to double psyche, multiple object ls whose combined size is upto psyche.
Level 3: Can lift/move up to psyche x3
Level 4: Can lift/move up to psyche x4
Level 5: Can lift/move up to psyche x5

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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Fri Jun 05, 2015 10:03 am

Mind control
Hypnotism, Control, Brainwashing, Mind over matter, Telekinesis, Psychokinesis
The character can take temporary control of an object or living target. They must be able to make physical, unaided visual-contact (eye contact) to do so. This is played out as a typical combat situation except that all rolls use Psyche rather than Dexterity/Agility. The attacker rolls using Psyche to control the target (if the target is living then the target – if they wish – rolls using Psyche to resist the attack), as always criticals apply and rolls must succeed by more than 3 to be a total success. Control runs for a number of panels equal to the character’s Psyche score before it needs renewing. This power requires the Psychic background. The character can simulate flight, by lifting themselves, treat as flight at the same level as mind control level.
If the object is attached to something the GM should add a relevant DC mod to detach the object.
Level 1 – The character may control a single target. With a size up to the Psyche modifier, they can lift/throw the object upto the Psyche modifier per panel.
Higher levels:  The character can affect multiple targets (one per Psyche modifier) up to and double the lift value, level 2, 2 Targets or 1 target double the Psyche mod/ double the lift value , 3 3 targets,or three times for a single target. etc

Double the number of panels the effect covers 
The attack can take place whilst either party is in motion
Gimmicks 
-1 to targets’ resistance rolls 
Attack can be done using voice and visual focus 
Telepathic link created with those controlled
A non-living object with multiply parts can be disassembled, and reassembled (requires additional Psyche check)
Can control powered vehicles, in their correct manneraction, like some kind of psychic remote control
Can lift and throw objects at half Psyche mod, as a single action


½ level – The character can try to affect a single target in unstressed situation, up to half

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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Fri Jun 05, 2015 10:04 am

The above version simply builds on the pre exiting rule

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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Wed Jun 10, 2015 9:45 pm

Ok this is the beta version of the telekinesis rule.


OBJECT CONTROL
(Telekinesis, Tractor Beams, General Force Field, Invisible Limb)

The character can lift, move or throw an object or without the need to be in physical contact. The power uses a new attribute called TK instead of Strength but all other rules - for example the lifting and throwing table - apply as normal.

Half level: objects must be within a number of squares equal to the character's psyche modifier to be lifted or moved - they can be thrown beyond this. The character's TK score is equal to their Psyche score.

Level 1: objects must be within a number of squares equal to the character's psyche modifier to be lifted or moved - they can be thrown beyond this. The character has a TK score of 20 plus 1d6.

Higher levels: for each higher level the range increases by a number of squares equal to the characters psyche modifier and their TK score increases by 5 plus 1d6.

Gimmicks
The TK force is invisible
The character may move themselves if they have sufficient TK
The character can simultaneously lift a number of objects equal to their psyche modifier provided the total weight does not exceed the character's TK weight limit.
If the character is killed or rendered unconscious the TK effect stays in place for a number of panels equal to their psyche modifier.

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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Wed Jun 10, 2015 11:03 pm

Yes TK can be seen when used, just like on the comics.

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Telekinesis Empty Re: Telekinesis

Post by Archaeus Wed Aug 12, 2015 2:32 pm

Will you put your beta rules in the Legacy book?
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Telekinesis Empty Re: Telekinesis

Post by kevinrolfe Wed Aug 12, 2015 7:21 pm

That's the plan

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