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Old 12-04-2015, 11:32 PM   #3
Prince Charon
 
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Default Re: [Psionics] Pulp Psi-Phi

I know people are looking at this, I can see the Views rating, but some comments either way would be nice, please.



All psi abilities are learnable advantages (Basic Set p294), even for those who have not the slightest trace of power to start with. Generally, they are learned either through a teacher using Hypnotism, or through self-study, with the latent psi using Autohypnosis or Meditation, often with the help of a book. (Specific abilities may be chosen, but the GM is free to add or remove modifiers as appropriate - it's not an exact science, after all.) A few rare individuals who are the target of psionic effects may gain similar or opposing abilities, especially if the event is particularly traumatic, occurs often, or both. (Earned character points, as well as points from disadvantages gained due to exposure to psi abilities, may be spent on new psi abilities, so long as the GM agrees that they fit the experience. For example, a hostile telepath reads Dr. Peter Willoughby's darkest fears, and uses them to craft a horrifying illusion. He might develop Mind Shield to protect himself, Telepathy Sense or Psi Sense to warn him, Telerecieve and either Sensory Control or Reshape Dream to 'return the favor,' and/or Mental Blow, to lash out at future attackers!)

Most psi abilities are activated by some form of post-hypnotic trigger, generally called mnemonic triggers by psychical researchers ('parapsychologist' as a term does not yet exist), and spells, incantations, arias, and so forth, by mystics. These may be chants, songs, movements (gestures, dance, martial arts), or artistic or intellectual processes, such as drawing, playing an instrument, meditation, mathematics, or alchemy (appropriate skills should be treated as Complementary), and might take anywhere from a second or two to several hours. (Represented by limitations like Nuisance Effect, Takes Extra Time, Preparation Required, or Immediate Preparation Required. Abilities that already have one of these limitations might have a more restrictive version, or simply have altered fluff - 'you sit there concentrating' is replaced by things like 'you lay out the tarot cards and study the result,' or 'you sing the Charm of Making,' but the time required remains the same; this may mean the addition of a -5% Nuisanse Effect, if that isn't the limitation you already have.)

Some triggers are instead objects, like Dumbo's feather; these are called trigger items by scientists, while mystics call them talimans, amulets, foci (plural of focus), gris-gris, and a wide range of other names. It should be noted that just like Dumbo's feather, these items have no real power if their own, though a psi with Signature Sniffer or Retrocognition could eventually learn to use another psi's trigger item to perform the same effects, with the same modifiers. A tattoo, scar, or other special mark on the body may also serve as a trigger item. (Build as Gadgets with Can Be Stolen (Will not immediately work for thief); tattoos and similar fall under 'Must be forcefully removed.' Few are Unique, though many (especially if Unique) are Signature Gear. Some Gadgets of this type are single-use, adding the Preparation Required limitation to the ability. For items with real power, see Psychography and Astral Binding, below.)

A few triggers, particularly among mystics, simply require the presense of an animal (Granted By Familiar limitation). These animals are not catalyst creatures, and have no powers of their own... usually. Some psychics, particularly animal telepaths (who are the ones most likely to have trigger animals, anyway), claim that at least a few of these creatures do have power. This remains to be seen. (As with trigger items, a psi with Signature Sniffer or Retrocognition could eventually learn to use another psi's 'familiar,' if they can get along with the creature. Likewise, a creature used as a trigger animal for long periods might eventually learn to use their owner's ability or abilities...)

Psi abilities without a trigger condition are rare, and usually the result of long study and practice with that same ability (buying down the limitations, and then buying them off). It is possible to start with abilities that have no trigger conditions, but GMs may wish to require an Unusual Background for it.

Available psi abilities include any of those in GURPS Psionic Powers that the GM or the setting does not forbid (see 'New, Modified, or Unavailable Abilities,' below), and any others that the player(s) and GM can agree on.



On Talents

Talents not only affect skills, they reduce the time required to learn abilities in that power (though not the point cost, unless the GM really wants to). Generally, time required for Improvement Through Study (Basic Set p292) should be reduced by 10% per level of Talent. Alternatively, Level 1 reduces the time by 20%, and subsequent levels divide the time by the bonus (id est, Telepathy Talent 2 would divide the time to learn Telepathy abilities in half, level 3 would reduce it to one third the normal time, and so forth). If you wish to have Talent levels reduce the point cost of abilities, I suggect a discount of 5% per level of Talent.

You may buy an ability that you have no Talent for, it will just take longer (at least when not being bought with character points earned adventuring, as opposed to downtime spent learning).

Untrained individuals with one or more levels of a Psi Talent (or multiple Talents) often have a Perk or two, sometimes more, from each Power or Powers they are Talented in.

A Subtalent is a specialization of a Psi Power Talent. All abilities covered by the Subtalent are also enhanced by the Power Talent it's based on (so, if you have Telepathy Talent 3, and two levels of Animal Telepathy Talent, your effective bonus to Animal Telepathy is +5). If a Subtalent can be based on two Talents (e.g. Dream Control), choose which Talent it is based on when you buy the Subtalent. You may buy a Subtalent without buying the main Talent or Talents.

Subtalents generally cost 3 points per level, though a Subtalent that is a large or essential part of the main Talent may cost 4 points, instead. Some Subtalents are more common than their base Talent. The power limitation is always that of the main Talent.

Psi Talents and Subtalents (marked with *), in descending order of commonality:

Requires no Unusual Background cost:
ESP
*Divination (Subtalent of ESP)
Astral Projection
*Dream Control (Subtalent of Astral Projection or Telepathy)
Telepathy
*Animal Telepathy (Subtalent of Telepathy)
Probablility Alteration
*Electrokinesis (Subtalent of Ergokinesis)
*Photokinesis (Subtalent of Ergokinesis)
Ergokinesis

Requires a 5 point UB:
Meta-Psi
*Anti-Psi (Subtalent of Meta-Psi)
*Sonokinesis (Subtalent of Psychokinesis)
Psychic Vampirism
Psychic Healing
*Biokinesis (Subtalent of Psychic Healing)
*Psychometabolism (Subtalent of Psychic Healing)

Requires a 10 point UB:
Psychokinesis
Teleportation

Due to the current level of development of electronics, Cyberpsi abilities do not yet exist.

The Biokinesis and Psychometabolism Subtalents only cover the abilities listed for them (Psionic Powers pp72-73 and pp75-76, respectively) that are not also listed for the main Psychic Healing Talent (Psionic Powers pp46-49).

Many believe that psychokinesis and teleportation are entirely fictional, or at best, exaggerated.
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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