Telekinesis

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/ 5 points/level

You can move objects without touching them. In effect, you manifest an invisible force that acts under your conscious direction at a distant point. Specify how you do this; possibilities include magnetism, psionic psychokinesis, an ultra-tech "tractor beam," or a supernatural "poltergeist effect."

You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your Telekinesis (TK) level. You can move any object you have strength enough to lift, at a Move equal to your TK level, modified as usual for encumbrance level (see Encumbrance and Move). Regardless of level, maximum range is 10 yards. To modify range, take Increased Range or Reduced Range. Telekinesis requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your TK may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object; a Move maneuver to lift and carry it; an Attack maneuver to throw it, or to grab or strike directly; and so on.

Example: On your turn in combat, you take a Concentrate maneuver and state that your TK is taking an Attack maneuver to grab a gun from a foe. The following turn, you can Concentrate again and specify that your TK is taking an Aim or Wait maneuver to cover your enemy with the gun, an Attack maneuver to shoot him, or a Move maneuver to bring the gun to your hand.

No rolls are necessary for ordinary lifting and movement. For more complex actions, the GM might require you to make a DX or skill roll. In situations where you would roll against ST, roll against your TK level instead. All of the above assumes that you are using TK to perform a task at a distance. TK can also discreetly assist you with such skills as Gambling (especially to cheat!), Lockpicking, and Surgery. In general, anything that would benefit from High Manual Dexterity gets a +4 bonus if you can successfully make an IQ roll to use your TK properly. On a failure, the GM may assess any penalty he feels is appropriate.

Grappling and Striking: You can use TK to attack a foe directly. Roll against DX or an unarmed combat skill to hit. Your foe defends as if attacked by an invisible opponent (see Visibility). If you grapple, your foe cannot grab hold of the TK force, but he can try to break free as usual – and if he also has TK, he can take a Concentrate maneuver and use his TK level instead of his ST. The turn after you grapple a foe using TK, your TK can use a Move maneuver to pick him up off the ground, provided you have enough TK to lift his weight. Someone in this position can't do anything that relies on ground contact (run, retreat, etc.), but can perform any other action that is possible while grappled.

Levitation: If you have enough TK to lift your own body weight, you can levitate. Take the Concentrate maneuver and have your TK take Move maneuvers to propel your body. For true psychokinetic flight, take Flight with the Psychokinetic limitation (below).

Throwing: By applying a TK impulse for a fraction of a second, you can throw objects faster (and farther) than you can move them. Take a Concentrate maneuver and have your TK take an Attack maneuver. This works just as if you were throwing the object with ST equal to your TK level. Roll against Throwing or Thrown Weapon skill to hit, depending on the object being hurled. For 1/2D and Max purposes, measure range from the object (not yourself!) to the target; for the purpose of range penalties, use the sum of the distance from you to the object and from the object to the target. Once you throw something, you have "released" your telekinetic grip – your TK must take a Ready maneuver to pick it up again.

Special Limitations

Magnetic: Your TK is "super magnetism," and only affects ferrous metals: iron (including steel), nickel, and cobalt. -50%.

Psychokinetic: Your ability is part of the Psychokinesis psi power. This makes it mental rather than physical. -10%.

Visible: Your TK is not an invisible force, but a disembodied hand, glowing "tractor beam," or similar. This makes it much easier for others to defend against your TK attacks (do not use the Visibility rules). -20%.