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Hoist and Hold with Telekinsis


phoenix240

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I generally do allow Strength to be used in that way, on the same principle that someone being Grabbed can pry the Grabber's arms open even if he's lifted the Grabbee into the air.

 

I think back to all the times in the comics that Green Lantern has fashioned some sort of restraint out of green energy, arguably a Telekinetic effect. If the restrained person is strong enough he can flex and shatter the restraints, regardless of whether or not he's suspended.

 

Some SFX might occasionally have an impact on that outcome, of course. Rather than a penalty to STR I might ask for a Characteristic Roll, like DEX, to successfully apply it. But for total inability of Strength to free someone being suspended in air, I typically require a construct like Flight UAA.

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As a GM do you allow a character being held in the air with Telekinsis to use their Strength to escape (which is RAW, IIRC) despite of the idea that (for some sfx anyway like Psychokinsis) they have no "leverage"? Do you reduce or penalize the attempt if you do? 

I find it odd that you even ask the question.

SFX should never affect game rulings significantly. Removing the ability to break out of a grab is significant. It's removing a core rule from a basic maneuver on a regular basis.

You say they have no leverage. What about thier skeleton? It's a bunch of hard stuff to give your muscles leverage.

 

If there is a field that affects bodies, it is affectable by the body. Every form of force can be overcome by a greater force. That rule fully applies to superheric settings too (indeed it is one of the few rules that does).

 

 

Some SFX might occasionally have an impact on that outcome, of course. Rather than a penalty to STR I might ask for a Characteristic Roll, like DEX, to successfully apply it. But for total inability of Strength to free someone being suspended in air, I typically require a construct like Flight UAA.

Actually, could that be the special effect of an entangle with a unusual defense?

How about applying a naked advatange to TK with the sole purpose to change what the defender has to roll to break out of grabs?

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I generally do allow Strength to be used in that way, on the same principle that someone being Grabbed can pry the Grabber's arms open even if he's lifted the Grabbee into the air.

 

I think back to all the times in the comics that Green Lantern has fashioned some sort of restraint out of green energy, arguably a Telekinetic effect. If the restrained person is strong enough he can flex and shatter the restraints, regardless of whether or not he's suspended.

 

Some SFX might occasionally have an impact on that outcome, of course. Rather than a penalty to STR I might ask for a Characteristic Roll, like DEX, to successfully apply it. But for total inability of Strength to free someone being suspended in air, I typically require a construct like Flight UAA.

 

That's the conclusion that we came too in our group campaign. We couldn't deny strength to escape from a giant "hand" of animated rock or a forcefield construct to grab and suspend someone in the air, both potential sfx of TK so doing so for "psychokinsis" is a power Advantage for a sfx. Psychokinsis is some times depicted as just being psionic force like an invisible hand (or fist) and we decided that the last problemetic default for our setting since its pretty balanced.

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If you don't want Str to work, by the TK with AVAD. 

 

Steve Long had ruled that NDD was not a legal Advantage for TK in the 5e/5er FAQ. 

 

However,  6e1 page 296 shows the following:

 

Attack Versus Alternate Defense: Characters cannot apply this Advantage to Telekinesis (especially in its NND form) unless the GM permits this and defines the exact effects of the power.

 

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Actually, could that be the special effect of an entangle with a unusual defense?

How about applying a naked advatange to TK with the sole purpose to change what the defender has to roll to break out of grabs?

 

This is the route I go for builds like this.

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As a GM do you allow a character being held in the air with Telekinsis to use their Strength to escape (which is RAW, IIRC) despite of the idea that (for some sfx anyway like Psychokinsis) they have no "leverage"? Do you reduce or penalize the attempt if you do? 

Without some way to break out, 10 STR worth of TK => Automatic Win. If STR doesn't feel right for the effect you have in mind, then you can add "Works vs ___ instead of STR" just like Entangles, which could be an Advantage or a Limitation depending on how high "___" tends to be in your campaign compared to STR.

 

If there is a field that affects bodies, it is affectable by the body. Every form of force can be overcome by a greater force. That rule fully applies to superheric settings too (indeed it is one of the few rules that does).

I can think of a few comics & movies that treat TK grab as "Oh no I'm floating in the air and helpless." You could argue it makes a certain amount of sense if your TK were defined as negating the gravity affecting a target or something similar, rather than a Giant Energy Fist. But in terms of game mechanics, that would be pretty broken. Treat as an expensive Advantage (at least +1) with multiple flashing stop signs.

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Without some way to break out, 10 STR worth of TK => Automatic Win. If STR doesn't feel right for the effect you have in mind, then you can add "Works vs ___ instead of STR" just like Entangles, which could be an Advantage or a Limitation depending on how high "___" tends to be in your campaign compared to STR.

 

I can think of a few comics & movies that treat TK grab as "Oh no I'm floating in the air and helpless." You could argue it makes a certain amount of sense if your TK were defined as negating the gravity affecting a target or something similar, rather than a Giant Energy Fist. But in terms of game mechanics, that would be pretty broken. Treat as an expensive Advantage (at least +1) with multiple flashing stop signs.

 

The name Telekinsis (and Psychokinsis) bring allot of baggage with them. TK is often depicted as essentially an "I win" power unless confronted by opposing TK. It can't be resisted, doesn't "miss", goes right through barriers, is LOS, etc.

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The name Telekinsis (and Psychokinsis) bring allot of baggage with them. TK is often depicted as essentially an "I win" power unless confronted by opposing TK. It can't be resisted, doesn't "miss", goes right through barriers, is LOS, etc.

Right. File under "Works well in books & movies, less so in an RPG."

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