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 [2019/08/23 12:41]
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}} |[[#Twinned]] |Fire two missiles. | +|{{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 5 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 straight line from you to your targetThis attack completely ignores partial cover under all circumstancesand completely ignores total cover if there is any open route within range 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 a 12. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a 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 weaponand larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3\\ \\ {{fa>minus-circle?24&align=left}}**Concealment Failure:** If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darknessthick fog, etc) your attack has 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 underwaterYou 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 1, the attack uses 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 a creature has been grabbedyou 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 a 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 maximum of 2 meters per action with telekinesis. \\ \\ {{fa>minus-circle?24&align=left}}**Mover Principle:** You cannot move yourself with telekinesis, only things external to yourself. \\ \\ {{fa>minus-circle?24&align=left}}**Exhausting:** Moving things with your mind is harder than moving them with your bodyEvery time you move an object or attempt to grab a creature with telekinesisroll a trigger die (or just use the result of the die you already rolled in the case of attempting to grab a creature). If the result is 1-6then 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]] archetypeyou 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}}**Longer Range:** You can fire at subjects further away than 5 meters, up to a maximum of 50 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 6-10 meters6 for targets within 11-20 meters, and 9 for targets within 21-50 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Looping Shot Accuracy:** Failure chances from shooting at longer range apply even when a target is close by if you had to send your projectile out further in order to get around cover to get at them. For exampleif you had to send your projectile out 20 meters in order to get around a wall and hit a target on the other side that's only 5 meters away from your position, failure chance is 6 because the maximum distance away your attack traveled was still 20. |+
 ^ ^^^ ^ ^^^
  
-|{{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. |+
  
-====== Backfinder ======+^ ^^^ 
 +^{{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). | 
 +^ ^^^ 
 + 
 +====== Brisk ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Split Missile:** You fire two objects at once instead of the normal oneallowing you to simultaneously strike up to two different targets within range. {{fa>minus-circle?24&align=left}}**Double Target:** Both missiles must be directed at different targets, and only one trigger die is rolled for both. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Consumption:** Twinned attacks consume Supply/Ammo Bag uses on a trigger die roll of 1-3 instead of only on a 1. |+^{{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 round, you 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. |
 ^ ^^^ ^ ^^^
  
-====== Twinned ======+====== Counterforce ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Split Missile:** You fire two objects at once instead of the normal oneallowing you to simultaneously strike up to two different targets within range. {{fa>minus-circle?24&align=left}}**Double Target:** Both missiles must be directed at different targetsand only one trigger die is rolled for both. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Consumption:** Twinned attacks consume Supply/Ammo Bag uses on a trigger die roll of 1-3 instead of only on a 1. |+^{{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 a trigger die. If the result is 1-6, then doing so costs Energy (or Flesh if you have no Energy remaining). |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Dexterous ======
  
-^Telekinetic School |The settlement hosts an institution that teaches the secrets of this class for small fee. Keystones of this class can be purchased here for 1 Supply each. | +^^^ 
-^Telekinetic Squad |The settlement is home to squad of 10 soldiers focusing on this class'weapon type. A single settlement can have multiple versions of this enterpriseAll 10 soldiers are level 5 and have the same abilities/statisticsdetermined by you. Two of the soldier's five abilities need to be from this class, and all of the soldier'abilities need to be ones personally known by the retiring adventurer who establishes the squadSquads 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. |+^{{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 careful, precise work like writing, pouring beverages, or using wrench to loosen bolts). | 
 +^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hovering Weapons:** You can telekinetically wield weapons at distance. Range, cover, etc are determined from your weapon'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 1-6then 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 distance, you 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 a new one that'more convenient)
 +^ ^^^ 
 + 
 +====== Puissance ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Psychic Schwarzenegger:** You act as a 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. | 
 +^ ^^^
  
telekinetic.1566585677.txt.gz · Last modified: 2019/08/23 12:41 by kyle