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Telekinesis (the individual power)

Archived PostArchived Post Posts: 1,156,071 Arc User
edited August 2009 in Suggestions Box
Improvements:
0.
Telekinesis object thrown damage depends on Ego (adjusted by Telekinesis rank) at the same rate that Str affects normal object thrown damage.
1. Ego -> Str conversion works at the following rate for all purposes (lift weight, damage, etc):
Rank 1:100%
Rank 2:125%
Rank 3:150%

Improved Functionality:
0.
Telekinesis passively allows the character to use Ego (adjusted by Telekinesis rank) to pick up and throw objects in the normal fashion instead of Str. Pick whichever is higher (Str or Ego).
1. Telekinesis becomes Charged (3 seconds). See below for the effects of Charge on enemies. Charge, when used on objects, determines the height at which the object is levitated (greater height with higher Charge).
2. Telekinesis can also target enemies. It inflicts a Hold; the magnitude depends on the Charge duration, and gives Hold Protection when it wears off. The target is levitated a short distance off the ground. The Hold is not inflicted to objects.
3. Using Telekinesis while an enemy is Held allows the hero to throw the target as they would throw an object. When thrown, the Hold effect is consumed. If Telekinesis is used while an enemy is under the effects of the hero's Telekinesis but the hero has no current target, the enemy is affected by a knockback effect (pushed directly away from the hero). If an enemy is thrown at itself, it is knocked to the ground instead and flying effects are disabled for a short time (3 seconds). The knockback amount scales with Telekinesis rank. Thrown enemies (and any other enemies that the enemy is thrown into) take damage that scales slightly with Ego. Note: if the hold wears off for any reason, the enemy can no longer be thrown (and the Telekinesis power acts as a Hold instead of attempting to throw the enemy).
4. Telekinesis may be used to activate certain targeted items from a distance in the same way that they may be activated while adjacent (non-zone-changing doors, etc)

Balance:
0. Energy cost for Telekinesis is increased when used to Hold or throw enemies. This does not apply to objects.

New Advantages:
2 points: Mind Fields - Telekinesis is applied in a 20-foot radius around the targeted enemy or object (5 maximum enemy targets, no number of maximum objects). If any enemies are in this radius, the cost is increased as described above. When thrown, all objects/enemies under the effects of Telekinesis are thrown at the same target, inflicting damage for each. As described above, if the hero has no current target, it is treated as a knockback instead and targets thrown at themselves will suffer the same effects as above (objects/enemies under the effect of Telekinesis will 'chase after' targets currently in motion when thrown). After throwing the objects or no enemies/objects are under the effects of Telekinesis, Telekinesis is affected by a moderate cooldown (15 seconds).

1 point: Psychokinetic Leash - Enemies Held by Telekinesis and Objects under the effect of Telekinesis (before being thrown) are affected by a constant Reverse Repel. The magnitude of the effect is significantly greater for Objects.
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