View Full Version : Electrokinesis, Pyrokinesis, etc.
Zaratustra
Mar 9th, '03, 07:08 PM
One bizarre idea appeared, and I decided to share it with you people to drive you insane.
How about using Telekinesis with a special advantage/limitation to transport electricity, fire, etc? each 5 STR of TK would move 1d6 damage worth around. 30 TK, for example, could transport 6d6 worth of electricity (enough to transfer power between two automobiles) or 2d6K worth of fire (Capable of cleaning heavy housefires).
If one is feeling particularly frisky, one might want to try using this for light (each 5 STR moving +1 PER worth of light around) or heat (5 STR to move 1 Temperature level).
Please send feedback and explain to me how this can be done with Change Environment.
Ellis
Mar 9th, '03, 09:08 PM
I don't think it can.I also wouldn't allow this in my campaign. Try:
6d6 EB, Indirect. Special Effect (drawing electricity out of powerlines, or transporting fire from something)
You asked for a reply :p
Steve Long
Mar 10th, '03, 02:21 AM
There are rules for that sort of thing in the old The Ultimate Mentalist, and I've carried them forward to create similar powers in The UNTIL Superpowers Database.
NuSoardGraphite
Mar 10th, '03, 11:41 PM
Originally posted by Zaratustra
One bizarre idea appeared, and I decided to share it with you people to drive you insane.
How about using Telekinesis with a special advantage/limitation to transport electricity, fire, etc? each 5 STR of TK would move 1d6 damage worth around. 30 TK, for example, could transport 6d6 worth of electricity (enough to transfer power between two automobiles) or 2d6K worth of fire (Capable of cleaning heavy housefires).
If one is feeling particularly frisky, one might want to try using this for light (each 5 STR moving +1 PER worth of light around) or heat (5 STR to move 1 Temperature level).
Please send feedback and explain to me how this can be done with Change Environment.
This is already allowed in HERO. Or rather I should say this will be allowed in HERO when The Ultimate Mentalist is (re)released.
Those exact rules were printed in the 4th edition version of The Ultimate Mentalist, and I'm sure they will return in the 5th edition version as well.
5STR TK can move 1DC worth of energy around. When doing this, the energy (such as fire) does not need fuel to remain around...the Psychokinesis powers/fuels it. But when its used to attack with, the energy is expended.
It works very well in both Psionic themed campaigns and standard Superhero campaigns (as well as an Anime or Fighting Game based Ninja Hero campaign)
NuSoardGraphite
Mar 10th, '03, 11:44 PM
Oops!
I see Steve already posted this.
I thought I had scrolled down to the end of the posts, but I didn't scroll far enough...
:D
Syberdwarf2
Mar 11th, '03, 02:28 AM
Originally posted by Steve Long
There are rules for that sort of thing in the old The Ultimate Mentalist, and I've carried them forward to create similar powers in The UNTIL Superpowers Database.
Well, then. Just get it released....;)
*cracks whip*
Work faster, puny human!.......
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