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Foot Elite
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2002
Posts: 3,344
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RPG Rules for Randi's TK Combat....
I finally did a little research into this matter (namely from Palladium's Rifts book) and now know the rules regarding TK combat.
If Randi (or another TK character) chooses to somehow use TK (whether raw force or a directed object) to attack, there is a +3 bonus to Strike. This bonus is the same for all telekinetics, regardless of how experienced they are or how high their Mental Endurance is. The hand to hand bonus to Strike is not allowed. If Randi (or another TK character) chooses to somehow use TK (either raw force or a manipulated object) to parry attacks, there is a +4 bonus to Parry. Again, this bonus is the same for all telekinetics. The hand to hand bonus to Parry is again not allowed. The damage done by a telekinetically manipulated object is dependent on the size of the object. Most (smaller) objects do 1D4 damage (roughly the same damage as a punch by a human fist). The damage done by a telekinetic 'push' knockdown is 1D4+1 and knocks the opponent down (its basically like the hand to hand Body Block/Tackle but from long range). These bonuses are much more impressive than Randi's combat bonuses, and I would suggest using TK more in battle with her...
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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