Pink
Puny Human
Posts: 6
|
Post by Pink on Dec 3, 2011 14:19:20 GMT -5
as the thread title indicates...is this workable?
could one use telekinesis to propel themselves in a manner quite similar to flight?
how would you see this playing out if a someone tried doing it?
|
|
|
Post by WildKnight on Dec 3, 2011 15:18:16 GMT -5
as the thread title indicates...is this workable? could one use telekinesis to propel themselves in a manner quite similar to flight? how would you see this playing out if a someone tried doing it? Telekinesis is effectively Strength (it lifts things and throws things), but with range. I would argue that, at best, it might allow you a clumsy sort of ability to fling yourself about using the rules for throwing objects. Seems fairly obvious to me that if the rules were intended to allow this, characters with Telekinesis (Jean Grey) wouldn't also have Flight.
|
|
|
Post by Brainstem on Dec 3, 2011 16:59:24 GMT -5
It could happen, but with some serious situational modifiers working against you. Moving yourself with Flight function the same as carrying an object around that weighs the same as you in the sense that you wouldn't really be able to move very far very quickly and it would take a ton of energy. The most practical ways you could use it are either levitation or, as WK said, chucking yourself across the room... which is probably very dangerous.
|
|
|
Post by WildKnight on Dec 3, 2011 20:29:31 GMT -5
as WK said, chucking yourself across the room... which is probably very dangerous. But potentially hilarious
|
|
|
Post by Brainstem on Dec 17, 2011 3:17:08 GMT -5
as WK said, chucking yourself across the room... which is probably very dangerous. But potentially hilarious Potentially hilarious?
|
|
|
Post by dorkknight23 on Dec 17, 2011 4:48:47 GMT -5
If your GM is nice, and you aren't abusing it on too many actions already, you might be able to get away with a -1 discount to Flight as being Telekinetically powered. But, normally, yes, the best solution to move via TK would be the throwing one already described, which isn't the most efficient method of traveling out there.
|
|
|
Post by kito on Jan 1, 2012 4:35:31 GMT -5
I might even say if you get a Super nice gm u might even be able to put flight into your telepith. altho unlikely
|
|
|
Post by Brainstem on Jan 1, 2012 10:32:50 GMT -5
"I put 10 stones into Telepathy to plant the suggestion into their mind that I'm flying."
|
|
|
Post by malice on Jan 4, 2012 17:58:58 GMT -5
"I put 10 stones into Telepathy to plant the suggestion into their mind that I'm flying." For reasons I've never quite worked out, no one uses Illusions that much, even though they're really really awesome.
|
|
|
Post by Brainstem on Jan 4, 2012 20:01:29 GMT -5
I always liked them, but I guess there's the whole "being compared to Mysterio" bit and then "you actually have to be creative" thing.
|
|
|
Post by WildKnight on Jan 4, 2012 20:14:57 GMT -5
The MURPG system makes Illusions not matter. Period.
You're ALWAYS better off to just drill your opponent with as many stones as possible than to try anything creative in MURPG. Creative means extra panels. Extra panels means that your "teammates" who have focused more on game-breaking massive attacks will take opponents down before you get a chance to do anything worthwhile.
<Comic Book Logic> Wanda and Thor are sneaking into an AIM base. They see a bunch of AIM troops across the way. Wanda says "hey, Thor, I think I can make a distraction over there" Thor says something cheesily archaic, and Wanda spends a panel whipping up a T-Rex wandering around in the woods. The AIM troops run away, and Wanda and Thor sneak in.
<MURPG Logic> Wanda and Thor are sneaking into an AIM base. They see a bunch of AIM troops across the way. Wanda starts talking... and Thor throws a massive 14 stone Area Affect attack, knocking out all of the guards at once.
|
|
|
Post by Ricochet on Jan 5, 2012 11:05:32 GMT -5
I'd say yes to flying with telekinesis, at a price. I'd probably give you some kind of limit, and it also takes more out of your energy pool than flying. Eventually, you could take Flight with LoE this way, probably with a ''fits with main power'' discount.
|
|
|
Post by malice on Jan 5, 2012 16:32:19 GMT -5
I think assuming Illusions require creativity must have taken some creativity. I just figured they'd be a decent defensive action.
"No I'm not there unless you've got the intelligence to see me there. Hint: You don't."
or
"You got me. Look at me lying there dead. Damn you really tore me up."
Also assuming people routinely end combats in a panel seems to be assuming a lot of GM neglect. If you're talking about 1 durability thugs, I wouldn't waste the time using an Illusion on them anyway, for the same reasons you list. Someone else on my team is always silly enough to spend effort on them, I just ignore them. Rat hacking is never high on my list of priorities.
REAL enemies with actual capacity to do you harm tend to make combats last just a bit longer than you've always planned. So you have yourself set up to do most of your slaughtering in 3 panels, they make it last for 4. Thus whether it's "MURPG logic" or not, the game doesn't end up playing that way. More often than not even teammates get in the way, and even if you have house rules in place for redirecting your attacks a lot of the time there's just no one where you need them to be because they have agendas of their own. Players may still build the way you suggest, but when they all inevitably fail because building that way doesn't make the game do what they want, you have uses for actions like Illusions.
|
|
|
Post by Brainstem on Jan 5, 2012 16:47:32 GMT -5
Really, I like to use Illusions as a flavor deal for combat and it's great in the hands of villains. You can easily reflavor Reflexive Dodge to assume an illusory presence (think Displacer Beasts) causes attacks to miss. Combined with Teleportation, Illusions can be nasty, too; the classic scene with a room of mirrors can be easily duplicated this way, but the villain will be able to cast some Defense into Teleportation to bounce around the room. Combine Illusions with Telekinesis and you can create seemingly physical illusions. Combine with Close Combat for feints and the like that can cause some sit mods against the target. Illusions can also, as Malice demonstrated, be used to mimic Invisibility.
Illusions is a great, cheap power that requires creative use to bring out its full potential. Malice, you should also remember that, while those examples aren't too complex, they don't take full advantage of what Create Illusions can do, even at its most base level.
|
|
|
Post by Dhark on Jan 5, 2012 23:49:24 GMT -5
Back in the day, I think Jean Grey did more of a telekinetic leaping thing... (if the images in my mind ring true to the art). Propel herself up and into the air, subtle nudges to ensure trajectory remains true, then telekinetically slows her fall. It was slower, took longer, but was still faster and less physically taxing than running/walking (Hey, the Hulk does this WITHOUT telekinesis... right?).
I don't think she technically could fly until that whole Phoenix schinanigan played out.
Maybe I'm remembering wrong.
Oh, and I use illusions frequently with Telepathy if/when I get to play one. Turns out, they just don't always mean much to an NPC (even if he's not attacked).
:-P
|
|