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Re: [ORE] Hurling people with the Useful aspect of Telekinesis?

I think you just figure out "falling damage", the inherent weakness is 2 chances for the target mitigate damage.

Chance 1: the body/athletics, command/stability, coordination/dodge roll to avoid/shrug off the grab.

Chance 2: the coordination/tumbling, body/endurance roll to avoid injury from the tk drop/toss.

There are other ways to explain why Tank McJuggler can juggle tanks but not injure.
Example: the power creates a TK bubble/platform that moves stuff but doesn't "crush" it just applies force until the target begins to move then plateaus, path of least resistance style. I might say that the default nature of superpowers leans toward the minimum energy required to produce the desired effect (I would avoid dictating the nature of a PCs psychology, but your game, your rules).

To explain the limited damage from attacks vs the massive force from tank lifting: the character might only have 2 "scales" with vehicle scale being heavy machinery level forces and human scale being surgical precision. Or going back to Mr Stolze's example if he thinks of TK as a giant hand he might only nab a "pinch" with a well evaded attack resulting in a "mere 2sk." (The same damage a small pistol would do...")

-Matt Conlon

On Aug 1, 2013, at 1:47 PM, Greg Stolze <gregstolze@comcast.net> wrote:

>
> On Aug 1, 2013, at 5:51 PM, Wade Lahoda wrote:
>
>> Can you hurt people by throwing them with the useful aspect of TK? I know in the description if says you can slam people for damage with the attacks aspect, but what about being dangerously useful...
>>
>> Reason I'm asking is usually folks only take Booster on the Useful aspect of TK. It seems weird to have someone who can lift up a battleship, but then roll like 2 SK to the arm when it comes to attacking someone with that same TK. And what about things like lifting folks up and dropping them?
>>
>> I'm just trying to think if I should just force folks who take big Boosters and such on their Useful part of TK to also take big damage for the attacks part...or if it is fair game to just be allowing them to do impact/knockback based stuff with Useful (ie: not doing a direct damage roll, but figure out the speed they're going and apply impact damage, etc...).
>>
>> Thoughts?
>
> One way I've gotten around that bit of rules-weird is suggesting that when you can pick up a tank with your TK, it's probably because that's its optimum scale. You try and pick up a person, and you're more likely to just squash the guy like a grape. Or compare picking up a football with picking up a single grain of sand with your fingertips. The sand is clearly lighter, but the scale is wrong.
>
> -G.
>
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