So does is mention anywhere how much damage a knife propelled knife would do?
If you can throw a knife with telekinesis, it would make more sense to throw a very small, needle-tipped poison dart with a much higher velocity to take down a target. Either that or a small, adhesive-coated grenade to affix itself to the target and then explode.
Not seeing anything in the LBBs, but the Traveller Book states on page 119 that you can telekinetically throw objects "with a strength generally equivalent to physical throwing" at a double psionic strength point cost. So according to the rules for thrown knives on page 43, such an attack would do 2D damage.
So does is mention anywhere how much damage a knife propelled knife would do?
Hmm, or various direct pushes on vital organs.
Or hold down for a coup de grace attack.
"Knife propelled knife"?
Never mind. I just re-read the subject. I didn't see it when reading the posts.
Hmm, or various direct pushes on vital organs.
Or hold down for a coup de grace attack.
This. It wouldn't take much pressure on the brain to incapacitate or kill a target.
If one's PC had telekinetic powers, just skip the knives. The best use of it to get rid of unwanted personnel would be to Force-push the target into the airlock and then hit the Big Red Button™. No need for a bucket and mop.![]()
That would depend a lot on how strong the T-K ability was. The user might not be able to handle more than a kilogram or so. Hence, uses the knife or other sharp objects. Glass would work nicely as well, or a nice full glass bottle of beverage.
There is that.
What I was thinking of is "knives" made of materials that are made of psionically receptive materials. Akin to the the flicking keyboard controls in the Zhodani book...
There is that.
What I was thinking of is "knives" made of materials that are made of psionically receptive materials. Akin to the the flicking keyboard controls in the Zhodani book...
For non-combat related effects, you might want to to establish limits like 'read surface thoughts' will potentially reveal some random information, but 'probe' requires the target to be cooperative or restrained so it's not possible to do it without the target knowing (think: something like a Vulcan mind meld). A 'suggestion' ability might work with 'These aren't the droids you're looking for' (which could possibly be replicated by a character with crap artistry skills anyway) but not for 'Go jump out the airlock'.
Schmitz does a passable job of thinking through his mcguffinite in the Telzey Amberdon stories - actually, the TA stories are amongst the better treatments of this in sci-fi IMHO. However, characters with equivalent abilities would be too powerful for a run-of-the-mill Traveller game unless you were primarily facing your players off against psionically adept adversaries and/or muggles using anti-psi countermeasures were reasonably common.[ . . . ]I generally view adding Psi Powers as given in the rules to the game means to badly unbalance the game in favor of the Psi. See James Schmitz's short story "Glory Day" for example, or some of the other Telzey Amberdon stories. There is one where Telzey uses her telepathic ability to take over the mind of another person and use her to blast a guard that was causing her problems.
CT was a first generation system and has a number of significant design flaws and balance issues *cough*gauss rifle*cough* - of which this is but one. DMs have been houseruling Traveller for 4 decades now and adding some sort of saving throw is a pretty straightforward fix.The problem is lack of a resistance roll (saving throw, if you prefer) for targets of a psi attack. Most other game systems with psi have this, to prevent psis running free over muggles.
You could argue this is what the designers wanted, but it results in a poorly balanced subsystem.