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Re: [BNW] TK - what can it do?




>Actually, while you lift as if you had STR 3, you do damage based off
>Smarts - so if that's 5, your damage base is 5d6 (more using an
>object/weapon).

Well, I did say that I didn't have my book.  :)

>2 - A new trick ('Fine Manipulation') lets the delta use their TK in place
>of Speed for relevant rolls (shooting guns, picking locks etc). Such
>attempts require an extra success to pull off.

That sounds appropriate.  There's in the combined rulings somewhere that 
Matt was against shooting a gun (sinc eyou can't line up the sights), but I 
think this is reasonable.

>I don't have the book in front of me, but I do recall it saying that you can
>use TK punches and squeezes just like it was Strength. After all, that's why
>you buy the TK Martial Arts skill.

True -- there is a barehanded specialty, isn't there?  (Bareminded? ;) )

>(One of the main NPCs of my campaign is a TK, so I've spent a fair bit of
>time thinking about that package.)

I have an NPC TK too, but she spent most of the last story arc as a 
kidnapping victim.  So I didn't get to do much with her.

Jennifer

--
The White Crow
Author of The Deryni Roleplaying Game
Coming in November 2001 from Grey Ghost Press
My RPG pages:  http://www.io.com/~whytcrow/