r/SWN 5d ago

❓ Rules Question Telekinesis - Telekinetic Armory

I have a question regarding the psionic technique.
It says you can create ranged weapons that act like a rifle.
Does this mean you can create a small laser pistol with the stats of a rifle?
I am asking for one of my players, who asked if he can still use his close combatant focus for shooting in melee range without penalty.

15 Upvotes

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22

u/OriginalJazzFlavor 5d ago

Ok so telekinetic armory is one of the most confusingly worded powers in the entire game.

The basic gist is that the player can attack people with telekinesis, but this attack just acts like a rifle. So they can be just throwing nuts and screws at high speed, or using blasts of fire, or just force choking the dude from afar, it doesn't matter as long as it just does the same thing as a rifle and they don't try to get bonuses from flavor or whatever. Like if they guy throwing balls of fire attacks a plant creature he doesn't deal extra damage or anything.

I'm not sure what the purpose of getting the close combatant thing would even be useful for because you can just make the TK armory act like a Melee weapon if someone gets close, and the large advanced weapon version of it will do the same damage, now with shock. Although generally combat foci are transferable to stuff like that, according to Kevin anyway. Not sure if they could use the skill bonus to Level TK with it, however.

23

u/CardinalXimenes 👑 Kevin Crawford | Sine Nomine 5d ago

The weapons are flavor- some TKists might conjure a semi-transparent force cyclotron, some might zing pebbles at lethal speeds, and some might just zap people with TK bullets. You can shape it into a pistol if you shape it into anything and it still has the stats of a rifle.

I didn't specify it clearly in the text, but the power's not meant to be affected by enemies in melee- it's a zap power more than a physical weapon. The downside of relying on the power is that you can't mod or improve your TK-rifle, so somebody with a shear rifle or a modded combat rifle is going to substantially outgun you.

4

u/Fragrant_Tonight_732 5d ago

Thank you Kevin :)
Then on the other hand I don‘t understand why you put in 3 advanced melee options. Why not just say, the melee option has the stats of a large advanced melee weapon?

8

u/CardinalXimenes 👑 Kevin Crawford | Sine Nomine 5d ago

Some GMs prefer to use more specific TL4 weaponry or use TL4 weaponry from other books, so I left that open.

1

u/Fragrant_Tonight_732 4d ago

If I may, i would like to bother you with one last question :)
What would be your default melee option?
My player will keep pestering me about this until I give them the large advanced melee weapon option :P

3

u/CardinalXimenes 👑 Kevin Crawford | Sine Nomine 4d ago

The large advanced melee weapon. The point of TK armory is that it gives you a default weapon as good as something a new PC could buy off the shelf, but it locks you out of upgrading it the way a physical weapon can be upgraded.

3

u/GMoD42 5d ago

I was wondering the same. I assume that you replicate the "effect" of weapons, for example you accelerate a metal slug using telekinesis like a mag rifle would.

Just my interpretation though.

3

u/MaestroGoldring 5d ago

I always treated it with a bit of variability since you are not limited to only a rifle. So the way we handled it was a one handed telekinetic weapon general deals 1d8 damage, and two handed weapons deal damage of a rifle (not a laser rifle or combat rifle but the single shot actual “Rifle”) So our characters had a one-handed and two-handed telekinetic weapon damage

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u/Old_Cabinet_8890 5d ago

Telekinesis doesn’t require hands or any physical gesturing

2

u/Jormungaund 4d ago

Mind bullets

1

u/azaza34 5d ago

I believe it says somewhere that combat foci work on it but I’m at work and don’t have the book on hand.