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Old 11-16-2016, 10:26 AM   #21
Kelly Pedersen
 
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: Parry

Quote:
Originally Posted by Redbeard78 View Post
Now, a question about the Melee Weapons Groups, in this case fencing. If I buy the group at say, Fencing weapons 14, regardless of the dex, then ALL weapons in that group would be at 14 or better to use yes?
Sorry, this one's completely off. The Melee Weapons and Fencing Weapons sections in the book are just categories of skills, grouped for convenience. You can't buy skill in the whole category, you still have to buy the skills individually. So you could buy Rapier at 14, or Saber at 14, and so on (and given they tend to have defaults to one another, you'd probably have other fencing skills at a lower level, effectively). But to have all fencing weapons at 14, you'd have to spend the points on buying all the skills in that category to that level.

Quote:
Originally Posted by Redbeard78
can someone explain how Psionics is supposed to work?
Are you talking about psionics as they appear in the Basic Set? Or psionics as they appear in GURPS Psionic Powers? Because that's two slightly different (and more complicated, in the second case) questions.

In the Basic Set, psionics are pretty simple - you buy advantages and define them as "psionic" by applying the Psionic power modifier to them. This modifier is worth -10%, and means that any advantage with it can be negated by anti-powers like Neutralize or Psi Static, and by some technological countermeasures (so an inventor could build a psi-damping collar and slap it on you to neutralize your powers too).

You can also buy what's called a Power Talent for psionics. This is an advantage that costs either 5 points per level (if it applies to a narrow set of abilities within psionics, like "Telekinesis" or "Telepathy"), or 10 points per level (if it applies to all psionic abilities). For every level you have in the Talent, you get a +1 to all rolls to use the relevant abilities.

So, for example, you could buy Mind Control with the Psionic, -10% modifier. That would make it "psionic mind control". It acts just like Mind Control in the book, but if someone else with Neutralize showed up, you couldn't use it, or if they put the aforementioned psi-damping collar on you, you'd also be shut down. You could buy Telepathy Talent 3 for 15 points as well, in which case, when you rolled the Quick Contest of your IQ vs. the target's Will to activate Mind Control, you'd get a +3 to your IQ.

The system in Psionic Powers is broadly similar to what I've just described, but with some added complexities. Was what I've just explained enough, or do you need some help with Psionic Powers?
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