Bulletproof Blues: Telekinesis
More from Bulletproof Blues: Telekinesis. I am not thrilled with how complicated this is. I have rewritten it a few times, making it simpler each time. I expect I will revise it once or twice more before publication. I’ll probably eliminate the distinction between “grappling” and “moving”, and just lump moving in with holding, squeezing, and interposing, and do away with the concept of “grappling” altogether.
Telekinesis
Activation: Attack
Task roll: Accuracy
Target: Single Target
Range: Ranged
Cost: 1 character point per rankTelekinesis permits a character to grab and lift objects at range. The maximum mass the character can lift with their Telekinesis is based on the rank of the power. Find the rank of the power in the Benchmarks table and look up the corresponding value in the “Lifts” column. Telekinesis is not normally able to inflict damage directly (to do so, use Blast), but if the Telekinesis grab attack is successful, attacker may grapple the target or move them, both of which are explained below.
The first step of a grapple or move is a successful grab attack. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason. Grabbing an opponent with Telekinesis requires an Accuracy task roll against the Agility of the intended target or a Willpower task roll against the Agility of the target. The attribute used by the attacker to hit the target must be chosen when the power is purchased, and may not normally be changed thereafter. If the attacker has expertise with the power and rolls an extreme success, then the rank of the Telekinesis is increased by 3 for the purpose of the target breaking out of it.
If the grab is successful, the defender may make a reaction task roll using their Brawn attribute against the attacker’s Telekinesis. If the defender also has Telekinesis, they may use the rank of their Telekinesis to resist the grab, instead. If the defender succeeds on their reaction task roll, they have broken the attacker’s Telekinesis, and suffer no ill effects from the attack. If the defender fails their reaction task roll, the attacker may grapple the target or move them.
Grappling
Grappling involves using Telekinesis to hold or restrain another character.
If the defender fails their reaction task roll, the attacker may do one of the following during this round:
- Hold: Hold on to the defender and keep them restrained. A restrained character is not helpless, but they can’t use normal movement until they break the grapple. Attacking the grappled character is easier (attackers gain a +3 attack bonus when attacking the grappled character), and their attacks are easier to avoid (defenders gain a +3 defense bonus when the grappled character attacks them).
- Squeeze: Exert strength in an attempt to hurt the grappled character. The compression causes Endurance damage, and the damage rating (DR) of this attack is equal to the attacker’s rank in Telekinesis. Any power or equipment that provides protection from Endurance damage, such as Invulnerability and Force Field, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating of the Telekinesis. The remaining damage is subtracted from the target’s Endurance.
- Interpose: Use the grappled character as cover. By using the grappled character as a living shield, the character with Telekinesis gains a +3 defense bonus.
Moving
Telekinesis may be used to move an object or character a distance through the air.
If the defender fails their reaction task roll, the attacker may move the defender. The distance an attacker may move the defender is based on the Telekinesis of the attacker and the mass of the defender. First, look up the mass of the defender or object to be moved in the “Lifts” column of the Benchmarks table (rounding to the nearest weight value), and find the corresponding rank for that weight. Subtract that rank from the Telekinesis of the attacker, and look up that result in the Benchmarks table. Find the corresponding distance in the “Throws” column for the resulting rank. This is how far the attacker could move an object of that weight in one round. This rank is also the damage rating (DR) of the impact if the attacker makes the defender hit a solid object such as a wall or the ground.
Example:
Darkmind has Telekinesis 7, and wants to move Stone, who has failed his reaction task roll to break out of the grab. Stone weighs 800 pounds, which would be rank 4 in the “Lifts” column in the Benchmarks table. Subtracting 4 from Darkmind’s rank 7 Telekinesis, we find that Darkmind can move Stone 25 feet per round.
Darkmind uses Telekinesis to slam Stone into an armored car. The impact has a damage rating of 3, which is the rank of 25 feet in the “Throws” column in the Benchmarks table. After subtracting Stone’s rank 7 Invulnerability, the attack does no damage to Stone at all. The armored car is rocked on its wheels a bit, but suffers no real damage from having Stone slammed into it.
Particularly soft or yielding surfaces can reduce the impact damage by as much as half.