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Psionics - Telekinetic Attacks

LordVan

SOC-10
I do not know if anyone has already asked but is there any info on using Telekinetics to make attacks?
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(raises wide area Psi damper field ;) )

Grettings LordVan, welcome aboard :D

I don't recall if T20 copied the CT rules for it but in brief a TK could "throw" an item for double the Psi cost of that for just moving an item. I would include such actions as TK sword swinging and knife sticking in the "throw" action. And I'd probably use the TK's Psi attribute as the equivalent Str/Dex attribute for the attack.
 
I'd also apply a penalty (Maybe -2) to the attack roll, for it being an odd angle/point of view/etc. unless the character took a custom feat for it... maybe "Telekinetic Attack".
 
The -2 is a good idea Archhealer, and your ideas are painfully evil KG
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(orders another wide area anti-psi field generator)

I'd make those two called shots at least (adding another -5?) or treat it by target size, or both
It's just nasty
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Now my mind is racing with ideas... eyeballs are pretty soft and it should be easy to squish them if you just want to blind, wind-pipe would be a little harder to crush but has that Darth-Vader style going for it...
 
You needn't crush the windpipe. Just clamp the epiglottis shut, and wait a few minutes. It's tiny, it's not very strong, and it's pretty importnat. Alternatly, break it. They'll die without a tracheotomy (Sp?). That's just evil. Also, brain tissue is relatively soft. Insert telekinetic finger and stir vigorously....
 
Ohhhh just now had a great idea.

That gun that's holstered on his hip or, better yet, stuck in his pants?

TK the trigger. Bang!
 
Because those whole rule the Imperium are descended from the French and believe that just because they are wrong they ae still right.
 
If I'm a telekinetic and need to make attacks, I will pull pins on grenades, turn on the safeties of enemies weapons, pop open vacc suit helmets, and do all maner of things that are not direct attacks but are just as deadly.
 
TK actions that may help, but aren't attacks:
- Set off an alarm as a distraction.
- Key in a '911' call on the enemy's comm link.
- Turn the lights on/off.
- Hold the transmit button down while the villain goes through his exposition on his evil plan. Maybe it transmits through the ship's 1MC or paging system.

What about the other talents?

Telepathy:
- Make a suggestion ("These are not the ones you are looking for" or "Hey, she looks just like your boss's daughter!").
- Ask a lot of stupid or leading questions ("What does 'Court Martial' mean to you?").
- Criticize and command an individual as per the voices heard by paranoid schizophrenics ("You are worthless... your boss wants you dead... they're all laughing at you... kill yourself... the potted plant is going to jump you from behind... put the gun to your head... your mother wanted a girl... he's not your real father... now pull the trigger..." et cetera).
- Call the person's name at a critical moment.

ESP:
- Act on events that are about to happen, based on what you see/hear on the other side of the wall ("Your supervisor was supposed to meet me here. Ah, there she is! You're really going to get it! She was expecting these vouchers signed by now. Shall I call her over?")

-KR-
 
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