Normal Topic Telekinesis & Magnetic Powers (Read 1138 times)
xhaosdaemon
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Telekinesis & Magnetic Powers
Apr 14th, 2014 at 5:57pm
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So the V&V rulebook is not really clear on a couple things regarding Telekinesis and Magnetics. It *does* state that to *damage* an item in someone else's possession it requires a special attack. Is that special attack rolled vs. the target's defenses or something different since the target isn't the actual target but the item being held?

Using Telekinesis to pick someone up off the ground, is that a normal attack roll then compare CC to the target weight or a special attack? How would you go about resolving an attempt to break free of the TK grab, especially if the target is off the ground with less leverage?

With Magnetic Powers it says it requires a roll to hit to take control of a metal or partially metal object. If the object is in someone's possession does that become a special attack using the target's full defenses (Evade, Parry, etc.)? If the object is successfully grabbed I would imagine it would be some kind of CC vs. CC with the defender rolling perhaps d100 with a ratio of CC to CC to hold onto it. Or would it be some other mechanic?

Just looking for some thoughts/guidelines here since it isn't really spelled out in the rules. This stuff may be coming up in my game very soon so I want to be prepared(ish).

I appreciate the patience with all my questions.
  
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John
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Re: Telekinesis & Magnetic Powers
Reply #1 - Apr 14th, 2014 at 7:20pm
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If you just want to blast them, its a regular attack.

If you want to pick them up/control them, its a special attack.   


The item being grabbed/controlled would get their level Vs Level defenses as I assume they come from wits and skill and grabbing something on a high level guy would be hard.   The other defenses, that is on a case by case basis.

Is the object desired also vibrating via vibro defense?  Is it behind the force field?

That is the GM's call.
  

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Majestic
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Re: Telekinesis & Magnetic Powers
Reply #2 - Apr 15th, 2014 at 1:32pm
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I pretty much see this as John does.  Some specific answers to your questions:

Attack vs. target or item: It really comes down to GM's call.  Like John said, is the object on his belt vibrating with the character?  I tend to make an attack against the target, as if they are dodging and evading, then the item will also be tough to hit.

For the TK pick up, yes, I'd compare the 'TK Capacity' to the target's weight.  One of my players came up with a good way to simulate two characters struggling with their powers against each other, so now I've got it articulated as you'll see below.

For the Magnetic attack, it would probably be a special attack against the target.  For the struggle between characters, see below.

For a more comprehensive answer to all of these, here's the rules we've got now:

Holds
A hold can be applied on any combatant by making a
successful special attack (for HTH or Telekinesis); Gravity
Control attacks (and using Magnetic Powers to grab a target
with a significant amount of metal) do not require special
attacks. For HTH holds, both combatants should be
approximately the same size, though it is still often possible
to apply a hold if the attacker is much bigger than the
defender. No damage is done on the initial grab to hold a
target, but when the GM feels it is appropriate (and if the
attacker wishes to do so), half damage may be inflicted on
each subsequent action (due to squeezing, crushing, or
clinching).

When a combatant successfully has a hold on an opponent,
they may choose to maintain that hold and do no extra
damage; doing this does not cost an action unless the target
is struggling (attempting to break free or escape on their
own actions). When the target is struggling, the holder
must spend one action per turn to maintain the hold (after
the first if the holder does not have another action that
turn). Anyone attempting to hit a held target is usually able
to do so by rolling a 19 or less on 1d20 (just like hitting an
inanimate object); if the target is moving significantly, treat
them as having their normal defenses (even Heighted
Defense if they are considered to be mobile enough).
Evasion and Dodging may not normally be done by a
character that is being held.

Until the holder willingly releases their captive, the two
ways to get out of a hold are to break free or escape; both
methods require an action by the person being held. To
break free, each combatant rolls damage for their relevant
attack form (HTH, Telekinesis, Gravity Control, Magnetic
Powers, etc.), making sure to incorporate all bonuses such
as Damage Modifier and Heightened Attack. No to hit roll is
required. If the holder gets a higher total (or in the case of
a tie), then the hold is maintained. If the person being held
gets the higher total, then they have broken free. To
escape, the character must succeed at an Escape Artist Skill
roll, adding one to the roll for each point of Strength the
holder has greater than the person attempting to escape.
In both cases (breaking free or escaping), the character that
has gotten out of the hold uses 1d10 inches of movement
to do so; they may then continue to use additional
movement to get further away from the holder.
  
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