User Tools

Site Tools


telekinetic

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
telekinetic [2019/08/22 13:43]
kyle
telekinetic [2021/07/20 21:40] (current)
kyle [Telekinetic]
Line 1: Line 1:
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//It all started the day Hugo took the afternoon off and I didn't have anybody to fetch me my whiskey while I was taking a bath.//
  
-.+Telekinetics can interact with the world at a greater distance than everybody else- a simple idea with tremendous applicable utility. Telekinesis depletes its user's Energy stores but never consumes resources; taking additional levels as something that allows for Energy management such as [[Healer]] or [[Regenerator]] might be a good idea for telekinetics that make heavy use of their powers without taking breaks to recover
  
-^[[#Telekinetic]] ^^Projectile Weapon. Throw things with your mind. | +^[[#Telekinetic]] ^^Move things at a distance. | 
-|{{fa>caret-right?24}} |[[#Equilibrium]] |Take advantage of gravity. | +|{{fa>caret-right?24}} |[[#Bootstrapper]] |Move yourself. | 
-^[[#Enterprises]] ||Telekinetic School \\ Telekinetic Squad |+|{{fa>caret-right?24}} |[[#Brisk]] |Move quickly. | 
 +|{{fa>caret-right?24}} |[[#Counterforce]] |Stop attacks. | 
 +|{{fa>caret-right?24}} |[[#Dexterous]] |Precise control. | 
 +|{{fa>caret-right?24}} |[[#Puissance]] |Greater power. | 
 +^ ^^^
  
 ====== Telekinetic ====== ====== Telekinetic ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a projectile attack against any target within meters. \\ \\ {{fa>plus-circle?24&align=left}}**Looping Strike:** Because you control your projectile remotely and can change its direction as much as you want, it does not need to fly in a straight line from you to your target. This attack completely ignores partial cover under all circumstances, and ignores total cover if there is any open route within 5 meters for it to get around/over/under whatever's providing the total cover \\ \\ {{fa>plus-circle?24&align=left}}**Critical Hits:** The attack critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) when its associated trigger die is 12\\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have failure chance of 3. \\ \\ {{fa>minus-circle?24&align=left}}**Concealment Failure:** If your target is in partial concealment (dim lightthin fog, etcyour attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6. \\ \\ {{fa>minus-circle?24&align=left}}**Cover Failure:** If there is no available route for your projectile to reach your target, you cannot attack them at all. \\ \\ {{fa>minus-circle?24&align=left}}**Water Slowed:** This weapon cannot be used effectively at all while underwater. You may target creatures that are underwaterbut each meter of water passed through counts as five meters of air for purposes of range. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is a 1the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Mind-Mover:** As an action, you can pick up any object within 10 meters and move it to any new location within 10 meters of you and 5 meters of its previous position. \\ \\ {{fa>plus-circle?24&align=left}}**TK Grab:** You can use telekinesis to grab creatures as an action- this requires a trigger die roll of 7+ as usual for grabbing but can be done at range of 10 meters instead of only against adjacent creaturesOnce creature has been grabbed, you can move them around using further actions just like any other object (at least until they recover from the Grabbed condition). \\ \\ {{fa>minus-circle?24&align=left}}**Imperfect Control Principle:** While you can freely move objects around, you cannot perform any delicate or precise tasks with them (such as making chalk write on blackboard or stabbing somebody with a sword). \\ \\ {{fa>minus-circle?24&align=left}}**Mind-Body Muscle Principle:** You cannot move anything with telekinesis that's too big/heavy for you to move with your body (under normal circumstancesthis means anything bigger than you). If you're moving something big enough that carrying it would give you an impairment to movement speed (anything of your own approximate size)then you can only move it a maximum of 2 meters per action with telekinesis. \\ \\ {{fa>minus-circle?24&align=left}}**Mover Principle:** You cannot move yourself with telekinesisonly things external to yourself. \\ \\ {{fa>minus-circle?24&align=left}}**Exhausting:** Moving things with your mind is harder than moving them with your body. Every time you move an object or attempt to grab creature with telekinesisroll a trigger die (or just use the result of the die you already rolled in the case of attempting to grab creature). If the result is 1-6, then doing so caused you to lose Energy (or Flesh if you have no Energy remaining). \\ \\ {{ra>doubled?24&align=left}}**Wrestler Synergy:** If you have levels in the [[Wrestler]] archetype, you can apply all its grabby tricks to your telekinetic grab as well. \\ \\ {{ra>doubled?24&align=left}}**Powerhouse Synergy:** If you have levels in the [[Powerhouse]] archetypeany lifting capability improvements from it also apply to your maximum load with telekinesis. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Crossbow:** You can choose to specify your weapon of choice as being a crossbow instead of a bow. You can choose to bring either type of archery weapon with you on missions, and can switch back and forth freely if you're in base or home. If you want to switch archery weapons when you're out in the field, then doing so costs Supply. \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** Crossbows are exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Enhanced Criticals:** Crossbows critically hit (doubling Escalation bonus to damage and inflicting the Bleeding conditionwhen their associated trigger die is a 10+. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** In order to use a crossbow, you need to reload it first. Reloading happens automatically when you take a movement actionor costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. | +
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 20 meters, up to a maximum of 200 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 21-50 meters6 for targets within 51-100 meters, and 9 for targets within 101-200 meters. |+
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Bleeding** creatures are quickly losing their precious bodily fluids. | +====== Bootstrapper ======
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |+
  
-====== Equilibrium ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Arc Shot:** You can freely shoot over creatures and solid barriers. Barriers circumvented in this way do not apply a failure chance to your attack or prevent you from making it at all the way they normally would. \\ \\ {{fa>minus-circle?24&align=left}}**Not Too Steep:** You can only shoot over an obstacle or creature so long as their height is no more than half the intended distance of your shot. \\ \\ {{fa>minus-circle?24&align=left}}**Gravity Dependent:** You can only use this effect when in an area that has some form of gravity. | 
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Drop Shot:** So long as you are at least three meters higher in elevation than your target is, you deal +2 damage to them with all Archer attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Gravity Dependent:** You can only use this effect when in an area that has some form of gravity. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Levitation:** You can move yourself using telekinesis. Doing so still incurs the possibility of costing Energy as normal. \\ \\ {{fa>plus-circle?24&align=left}}**The Most Familiar Weight:** Carrying yourself does not slow you down or impose an impairment to your movement speed via telekinesis (even though you are, by definition, a creature of your own size). |
 ^ ^^^ ^ ^^^
  
-====== Multishot ======+====== Brisk ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Double Arrow:** You can choose to load two arrows per shothitting twice as a single action. Both arrows are directed at the same target. Roll separate attack trigger dice for each arrow. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Each attack in a multishot has a special failure chance of 3. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Recall:** As an action, you may pull any object or creature you're currently holding telekinetically to your location regardless of distance. \\ \\ {{fa>minus-circle?24&align=left}}**Exhausting:** Roll a trigger die when recalling objects this way. If the result is 1-6, then doing so costs 1 Energy (or Flesh if you have no Energy remaining). | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Multitasking:** Once per roundyou may perform any telekinesis-aided action or movement as a free action. This includes recalling objects with Brisk, moving yourself if you know Bootstrapper or making a telekinetically-controlled weapon attack if you know Dexterous. \\ \\ {{fa>minus-circle?24&align=left}}**Still Exhausting:** Making actions free with Brisk does not reduce or avoid the possibility of said actions costing Energy as normal for telekinesis. |
 ^ ^^^ ^ ^^^
  
-====== Nail Down ======+====== Counterforce ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stuck:** When the trigger die is 10+, you inflict the Stuck condition to your target by nailing them in place with your arrows. \\ \\ {{fa>plus-circle?24&align=left}}**Stacker:** Every time your attack would inflict the Stuck condition on a target that already has itthe attack instead deals +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Proximity:** The target must be on or adjacent to a solid surface for this ability to function- midair targets with nothing nearby to be nailed to cannot be affected by Pin Down+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Mental Blade Grasp:** You can use telekinesis to avert or stop incoming attacks. When any creature within 10 meters makes any weapon attack, you can choose to stop it; the attack simply doesn't happen and the action used to make it is wasted. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** You cannot use Counterforce to stop any attack that was made as a free actionnor can you stop an attack whose trigger die result is 10+. You cannot stop an attacker that's big enough that you couldn't carry them (under normal circumstances, this means larger than you are). \\ \\ {{fa>minus-circle?24&align=left}}**Gotta See It Coming:** You can only telekinetically stop attacks when you can clearly see the attacker (they must be within your visual arc and have no concealment/cover from you)\\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to telekinetically stop an attack, you get one less action on your next turn. You cannot use Counterforce more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**Exhausting:** Every time you use Counterforce, roll trigger die. If the result is 1-6then doing so costs Energy (or Flesh if you have no Energy remaining). |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Conditioner:** If you hit with the attack but the trigger die is not 10+, you can choose to apply the Stuck condition anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you force target to gain the Stuck condition when they normally wouldn'tyou must spend Supply or use of an Ammo Bag item. |+
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Stuck** creatures have been trapped in place somehow. | +====== Dexterous ======
-|::: |{{fa>minus-circle?18&align=left}} Cannot take move actions. \\ \\ {{fa>plus-circle?18&align=left}} In addition to the normal method of recovery, the Stuck condition can also be removed from a subject by using any melee attack to remove whatever substance (ice, vines, spiderweb, goo, net, arrows, etc) is sticking the subject in place. This requires an action and a trigger die result of 7+; if the trigger die is 1-6, the action did nothing and the target is still stuck. | +
- +
-====== Trick Arrow ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Powerful Strings:** You've taken to firing unusual ammunition that requires a higher draw strength. The base range of Archer attacks is increased from 20 meters to 50. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Matilda's Message:** When holding an object with telekinesis, you can do anything with that object that you could do with your hands (including carefulprecise work like writingpouring beveragesor using a wrench to loosen bolts). |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 50 metersup to a maximum of 500 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters6 for targets within 101-200 metersand 9 for targets within 201-500 meters. |+
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rope Arrow:** If you have rope in your inventory, you can attach one end of it to an arrow and fire it wherever your arrow can reach. \\ \\ {{fa>plus-circle?24&align=left}}**Latch Arrow:** If you shoot your arrow into anything reasonably strong, you can climb/tightrope walk on the rope attached to it safely. \\ \\ {{fa>minus-circle?24&align=left}}**Common Sense:** If you want to keep the other end of your rope in hand, you probably shouldn't shoot it anywhere further away than the length of your rope. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hovering Weapons:** You can telekinetically wield weapons at a distance. Range, cover, etc are determined from your weapon's current location instead of from your own. \\ \\ {{fa>minus-circle?24&align=left}}**Move 'Em Out:** Your weapons always start in your own space and using them at a distance requires you to first telekinetically move them away from you as an action just like any other object. \\ \\ {{fa>minus-circle?24&align=left}}**Exhausting:** If the trigger die associated with a telekinetically-wielded weapon attack is 1-6, then doing so costs 1 Energy (or Flesh if you have no Energy remaining). \\ \\ {{fa>minus-circle?24&align=left}}**Over There:** If you've telekinetically sent your weapons out to fight at a distanceyou can't use them normally until you recall them to your position again. \\ \\ {{ra>doubled?24&align=left}}**Improvised Weapons:** If you have the ability to use random objects/creatures as weapons due to having levels in [[Improviser]] or knowing the Throw Anything/Fastball Special abilities from [[Thrower]]you can scoop up weapons from anywhere within range and wield them there instead of having to send them out from your own location first. You can also choose to wield such weapons normally from your own location without having to recall them back to yourself if desired (you just grab new one that's more convenient). |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Ranged Delivery:** You can modify your arrows to serve as delivery mechanisms for any thrown effect that you know except those from the Thrower classSome options: \\ - [[Caltropper]] \\ - [[Captor]]: Entangle \\ - [[Chef]]: Bait, Tonic \\ - [[Chronomancer]]: Slow \\ - [[Grenadier]] \\ - [[Healer]]: Throw Medicine \\ - [[Helsing]]: Exorcist \\ - [[Mariner]]: Splash \\ - [[Smoker]] \\ \\ {{fa>minus-circle?24&align=left}}**Un-Weaponized:** Trick arrows do not deal damage as Archer attacks, they only deliver a thrown effect at long range. If the effect being delivered is weaponthen damage is dealt as per that other weapon and not as an Archer attack. \\ \\ {{fa>minus-circle?24&align=left}}**Alternate Supply:** Trick arrows consume Supply at the same rate as the effect they are delivering. For examplea grenade arrow consumes Supply as a grenade does instead of as an arrow does. You may substitute uses of a resource pack as the delivered effect allows. \\ \\ {{fa>minus-circle?24&align=left}}**Overshoot:** Trick arrows shot at ranges further than 50 meters have a chance to fail just like normal shots do. If trick arrow fails, its effect is wasted. |+
 ^ ^^^ ^ ^^^
  
-====== Volley ======+====== Puissance ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cluster Shot:** When you fire multiple times at single target during a round, all your shots deal +2 damage each. \\ \\ {{fa>minus-circle?24&align=left}}**Focus Required:** In order to enjoy the benefit of Volley, you must spend two or more actions using Archer attacks against a single target. Taking any other actions than firing or firing at more than one target during a round denies you the bonus damage. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Psychic Schwarzenegger:** You act as creature one size larger than you actually are for purposes of how much you can lift telekinetically. \\ \\ {{ra>doubled?24&align=left}}**So Much Power:** If you also have levels in [[Powerhouse]], this increase stacks with any gained from it. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Far Hands:** You may perform telekinetic acts at a range of 20 meters rather than the normal 10. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Archer School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
-^Archer Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. Two of the soldier's five abilities need to be from this class, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. | 
  
telekinetic.1566503004.txt.gz · Last modified: 2019/08/22 13:43 by kyle