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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/