Hi all,
I'm looking for power ideas for a martial artist whose telekinetic power is an extension of his physical self. Any ideas?
Rob
Hi all,
I'm looking for power ideas for a martial artist whose telekinetic power is an extension of his physical self. Any ideas?
Rob
Clarify your special effect. You mean he has the power telekinesis, but it uses physical appendages at range? And it wouldn't just be cheaper to buy streching? I guess I'd apply the ranged advantage to a martial arts package.
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Do you mean "use Art with TK", or do you mean something like conjuring up a "TK Duplicate" to do the fighting, such as Esper in CKC?
Jim Stroud
Streching not across interveaning space.
It's in the book :-)
If you add indirect it may (dm's call)
let you manipulate things on the far side of a wall.
You may just do a cheap multipower including multiple options if you want to encompass many of the classic "ki" abilities of Martial Arts myth:
Have a slot with regular TK, 15 STR, Fine Manipulation (ranged punch, flip a switch, jedi push or "call" weapon to you, etc)
Then a slot with stretching - does not cross intervening space. This will allow you to use your MA Combat Manuevers at Range. Your GM can discern if certain manuevers would not apply.
Energy Blast -- "Hai-do-ken!" or whatever you want to call it.
Superleap will cover those super-ninja / jedi / crouching kitten SFX jumps.
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Ah. There are some nifty powers you could throw together with a SFX such as this:
Impacting Fist
Hand Attack with Double Knockback: With this power, the character uses his TK ability to enhance the kinetic energy of his punches or kicks, which will then send even large opponents flying through the air.
Double Whammy
Multiple Power Attack (or sweep?): Use TK power to knock an opponent toward the character, who then meets the character with a clothsline or roundhouse kick. Forgiving GM's might even give you the Knockback damage in addition to your Strength damage (though I'd make the character take 1/2 the Damage as per move-through)
Meteor strike
Using the Impacting Fist above, launch the opponent into the air, leap up, Slam them back into the ground, then use Flight to do a move-through on the opponent into the ground...usually leaving them in a large crater. This attack will take 2 phases, but will usually leave an opponent down for the count. (note: the first phase execute a Sweep attack, knocking the opponent into the air, then into the ground. The second phase, move through on the downed opponent. The downed opponent should not only take damage from the move through, but knockback damage as well. WARNING. Doing a move through into solid ground will likely have you character taking the full move-through damage as well)
Ack! Almost out of time. Possibly more later...
Under the power TK it mentions(GM's Descrection) that you can use TK in conjunction with Martial Arts. The TK must have Fine manip though. I have also read that it might be required to have as much STR in TK as You have real STR(to simulate it being an extention of yourself) and, at least Inv. Pwr Eff.(sight or sight group) on the TK. Then you can do your martial maneuvers at range. This last part is more of a flavor thing I think. In FREd it even mentions that you can purchase the TK with fine manip and pay some points to do regular maneuvers.Originally posted by Dr. MID-Nite
Hi all,
I'm looking for power ideas for a martial artist whose telekinetic power is an extension of his physical self. Any ideas?
Rob
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