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Old 05-15-2019, 09:32 PM   #5
binn05
 
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Join Date: Apr 2014
Location: Bahia, Brazil
Default Re: [Banestorm] Yrth as a Psionic setting

In the DF game, I'm GMing I exchanged magic for psi, we are three sessions in already so I may be able to give some input considering what has happened in-game.

Quote:
Originally Posted by Prince Charon View Post
A note on terminology: I use the term 'Meta-Psi' a few times below, including as a power modifier ('Meta-Psi, -10%').
Considering PMs, I adapted them to fit DF1 Templates, so psi powers are not divided as per Psionic Powers but as Bard, Cleric, Druid, Holy Warriors, Martial Artist, and Mentalist. Each template has a list of abilities to choose, with a corresponding Talent. Psi categories exist similar to how DF14 treat them.

Quote:
Originally Posted by Prince Charon View Post
Of course, Pharmacy (Synthetic) normally doesn't exist at TL3, but TL^ settings aren't normal; alternatively, they could both be Pharmacy (Herbal)/TL3^ or Pharmacy (Psi)/TL3^.
I like this one; I'm slowing adjusting specific skills to suit better my DF setting. The idea is that psi has been around for some centuries, that is the reason I changed Hidden Knowledge (Psi) to Psilogy IQ/VH, similar to Thanatology.

Quote:
Originally Posted by Prince Charon View Post
The times to brew specific elixirs from the list in GURPS Magic might be reduced, but on the other hand, working with primitive equipment does require compromises.
Since this is a DF campaign, players can only buy elixirs and concoctions, so no input here.

Quote:
Originally Posted by Prince Charon View Post
Likewise, what the Magery advantage might be replaced with, if anything, depends on how the 'wizard' niche is being filled.
As I said, I'm using Talents (5cp/level) that are template specific. It meshes well with how DF works.
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