Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-18-2019, 06:36 AM   #11
Prince Charon
 
Prince Charon's Avatar
 
Join Date: Dec 2012
Default Re: [Banestorm] Yrth as a Psionic setting

Quote:
Originally Posted by Astromancer View Post
I don't see the value of a pro-psi force in the Ring Islands. Just assume the anti-psi force is A) subtle on Earth propper, it prevents those with less than a certain amount of skill learning psi (which means skilled Psions can act on Earth) and B) the anti-psi force is unequally distributed on Yrth.
Not sure that I'd want to use that, but it is an interesting idea.

Quote:
Originally Posted by Astromancer View Post
I might suggest that Yrth's moon causes the anti-psi force to wane when Yrth's moon is brighter. And that each orbit of Yrth's moon around Yrth slightly weakens the force. This would cover the slow reduction of the No Manna area in the Banestorm book.

By the way, don't have the slow weakening actually be connected to the moonlight. Correlation isn't causation after all. But let the PCs think it might be. It's a fun red herring.
True. Also works somewhat to explain werecreatures in-setting, if they seem to respond to the Moon (transformation or projection would be easier then, with that variant). Would probably need an explanation for why it happens to coincide with the full moon, though.

Quote:
Originally Posted by binn05 View Post
Found it! Rá! I'm absent-minded, but still not crazy!!! Do you hear that, voices inside my head????

I was thinking about Torsionic Radiation. Pyramid #3.29, p23.
It is about a psi radiation that causes "psychic pollution that causes emotional distress in sapient creatures, kill plants, and destabilizes the weather."...
Lets see, do I have that? *looks it up* Interesting. Not sure whether I want to use it or not, but it's interesting.

Quote:
Originally Posted by binn05 View Post
Did you think about using Wildcard skills?
Since I'm not using specific Power Talents (Telepathy Talent, TK Talent, etc.), but using Template Talents (Psi Talent, Sanctity, Chi Talent, etc.), each template has a list of specific psi abilities that they can buy. So, I'm using wildcard skills like Anti-psi, Telekinesis, and Thermokinesis).
But this is DF, not Fantasy. It is working nicely for us, though.
Did not really plan on using Wildcard skills for that, but they could be useful in some games.


Incidentally, if I'd been more awake, that quirk in the template would have either been much more generic ('Always carries a set of 'lucky' dice,' for example), or entirely absent (replaced by lowering the cost of one of the skills or techniques, probably). It was just there because I didn't want the final cost to be 51, and I was already going to see if there was a 'Patron Saint of Gamblers,' for Mystic Order purposes.

EDIT: For those of you who are Catholic, he's apparently also the patron of gamers, though that might not be meant the same way.
__________________
"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 7/03/2019: Austrian Navy (Österreichische Bundesmarine) military article has been posted.
Prince Charon is offline   Reply With Quote
Old 05-18-2019, 01:16 PM   #12
Astromancer
On Notice
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: [Banestorm] Yrth as a Psionic setting

Thank-you Binn05.

Prince Charon, might I suggest that Yrth's moon's gravitational field interferes with the source of the anti-Psi radiation. Make the orbit of Yrth's moon far more eliptical than than of Luna. If at the full moon Yrth's satellite was only 160 thousand miles away (two-thirds of Luna's orbit) and at the new moon Yrth's moon was 500 thousand miles away, the gravitational effects on Yrth would vary wildly.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 08-07-2019, 05:38 PM   #13
Prince Charon
 
Prince Charon's Avatar
 
Join Date: Dec 2012
Default Re: [Banestorm] Yrth as a Psionic setting

Lambard the Cheerful, 2019

Age: 27

Attributes

ST 11 [10]; DX 13 [60]; IQ 12 [40]; HT 10 [0]

Secondary Characteristics

HP 11; Will 13 [5]; Per 12; FP 10

Social Background

Languages: Northland (Native) [0]; Anglish (Accented) [4]; Dwarvish (Accented/Broken) [3]; Elvish (Broken) [2]; Sahudese (Broken/None) [1].

TL: 3^

Cultural Familiarity: Nomad Lands [0]; Christian region [1]; Dwarves [1].

Subtotal: 127


Advantages

Clerical Investment (Loki) [5]
Status 1 [5]

Coincidence (Nuisance Effect: Must speak or gesture, -5%; Pact (Ritualism), -5%) 1 [25]
^ Coincidence (Alternative Ability of Coincidence; Emergencies Only, -30%; Pact (Ritualism), -5%) 1 [4]
^ Adjustment 5 (AA of Coincidence; Nuisance Effect: Must speak or gesture, -5%; Pact (Ritualism), -5%) [5]
^ Curse 3 (AA of Coincidence; Nuisance Effect: Must speak and gesture, -10%; Pact (Ritualism), -5%) [5]
^ Second Chance 2 (AA of Coincidence; Pact (Ritualism), -5%) [5]
^ Suggestion 4 (AA of Coincidence; power limitation changed from 'Telepathy, -10%' to 'Probability Alteration, -10%'; Hearing-based (Target's Hearing), -20%; Nuisance Effect: Only on people who share a language with me, -10%; Pact (Ritualism), -5%) [5]
^ Weather Control 1 (AA of Coincidence; Nuisance Effect: Must speak and gesture, -10%; Pact (Ritualism), -5%) [4]
Combat Sense 2 [48]
Probability Alteration Talent 2 [10]
Protected Power (Probability Alteration) [5]

Perks

Shield-Wall Training. [1]
Skill Adaptation (Combat Sense is based on DX). [1]
Sure-Footed (Uneven). [1]

Subtotal: 129


Disadvantages

Chummy [-5]
Code of Honor (Northman's, Loki variant) [-9]
Disciplines of Faith (Ritualism) [-5]
Trickster (12) [-15]
Weirdness Magnet (Probability Alteration, -10%) [-14]

Quirks

Always smiling, save in the most extreme circumstances. [-1]
Open follower of Loki. [-1]
Particular about his mead. [-1]

Subtotal: -52


Features

Religious Ritual (Nordic) is a Complementary Skill for all psi skills. [0]


Skills

Acrobatics [DX/H] [1] 11
Acting [IQ/A] [2] 12
Animal Handling (Canines) [IQ/A] [1] 11
Animal Handling (Equines) [IQ/A] [1] 11
Area Knowledge (Nomad Lands) [IQ/E] [1] 12
Axe/Mace [DX/A] [2] 13
Boating (Unpowered)/TL3 [DX/A] [1] 12
Body Language [Per/A] [2] 12
Bow [DX/A] [1] 12
Brawling [DX/E] [1] 13
Camouflage [IQ/E] [1] 12
Carousing [HT/E] [1] 10
Climbing [DX/A] [1] 12
Detect Lies [Per/H] [4] 12
Diplomacy [IQ/H] [4] 12
Disguise/TL3 [IQ/A] [2] 12
Escape [DX/H] [4] 13
Exorcism [Will/H] [2] 12
Fast-Talk [IQ/A] [4] 13
Gambling [IQ/A] [2] 12
Hiking [HT/A] [4] 11
Knife [DX/E] [1] 13
Knot-Tying [DX/E] [1] 13
Literature (Oral) [IQ/H] [2] 11
Mind Block [Will/A] [2] 13
Navigation (Land)/TL3 [IQ/A] [1] 11
Observation [Per/A] [1] 11
Occultism [IQ/A] [1] 11
Pickpocket [DX/H] [2] 12
Religious Ritual (Nordic) [IQ/H] [4] 12
Seamanship/TL3 [IQ/E] [1] 12
Shield [DX/E] [1] 13
Singing [HT/E] [1] 10
Survival (Woodlands) [Per/A] [1] 11
Symbol Drawing (Futhark) [IQ/H] [2] 11
Theology (Nordic) [IQ/H] [4] 12
Tracking [Per/A] [2] 12
Traps/TL3 [IQ/A] [4] 13
Weather Sense/TL3 [IQ/A] [1] 11
Wrestling [DX/A] [2] 13

Adjustment [IQ/H] [4] 14*
Coincidence [IQ/H] [4] 14*
Combat Sense [DX/H] [4] 15*
Curse [Will/H] [2] 14*
Second Chance [IQ/H] [1] 12*
Weather Control [IQ/H] [1] 12*

* Includes +2 from Probability Alteration Talent.

Subtotal: 91

Techniques
Counterattack (H) Axe/Mace-5 [6] 13
Feint (H) Shield-0 [2] 14
Hook (H) Axe/Mace-5 [4] 11

Delayed Effect (H) Curse-5 [2] 10
Evil Eye (H) Curse-4 [2] 11
Remove Curse (H) Curse-1 [2] 14
Transference (H) Second Chance-10 [4] 5
Faster Onset (H) Weather Control-8 [2] 5
Thunderbolt (H) Weather Control-7 [4] 8
Unsupervised Change (H) Weather Control-10 [2] 3

Subtotal: 30

Total: 325


Equipment

Axe
Medium round shield
Spagenhelm
Good clothes
Sturdy boots

Notes

I'd trim his skills, but there's a limit to how much that can help, and I'd have trouble deciding which ones it makes sense for him to have at default, or as part of a Dabbler perk.

The 'Evil Eye' technique allows the user to afflict a Curse at range, through eye contact. Thunderbolt works mechanically mostly like the EK version, but fluffwise, it works by making it very, very likely that the target will be hit by a bolt of lightning from the storm that the user is controlling. Lambard's Suggestion ability works mechanically rather like to the Telepathic ability of the same name, but fluffwise can be thought of as a highly specialized form of Adjustment or Coincidence: He makes it very, very likely that the target will agree with him.

The variant of the Northman's Code of Honor used by Loki's followers is somewhat more loose in regards to lying, and using subterfuge. A lot of Loki-worshipers develop negative reputations because of this, something Lambard has managed to avoid... so far.

Lambard is an example of my concept of a Nomad Lands Mystic in this setting. He's a pretty powerful adventurer, but tends to run into all the strange stuff in his travels - of course, to him, that's just Loki's way of making life interesting, and not something to complain about.
__________________
"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 7/03/2019: Austrian Navy (Österreichische Bundesmarine) military article has been posted.
Prince Charon is offline   Reply With Quote
Old 08-08-2019, 08:32 AM   #14
AlexanderHowl
 
Join Date: Feb 2016
Default Re: [Banestorm] Yrth as a Psionic setting

Quote:
Originally Posted by Astromancer View Post
Thank-you Binn05.

Prince Charon, might I suggest that Yrth's moon's gravitational field interferes with the source of the anti-Psi radiation. Make the orbit of Yrth's moon far more eliptical than than of Luna. If at the full moon Yrth's satellite was only 160 thousand miles away (two-thirds of Luna's orbit) and at the new moon Yrth's moon was 500 thousand miles away, the gravitational effects on Yrth would vary wildly.
It would make complete solar and lunar eclipses impossible (the relative size of the moon would be too small to eclipse the sun and too large to be eclipsed by Yrth). A perhaps better situation would be to add two moons, one 50% the size of the moon at 50% the distance and one 25% the size of the moon at 25% of the distance. The tidal effects of the second moon would be twice that of the first moon while the tidal effects of the third moon would be twice that of the second moon.

When the moons are full, psychic powers would become more erratic, adding +1 per full moon to the final result of the dice roll. When the moons are new, psychic powers would become more stable, adding -1 per full moon to the final result of the dice roll. For example, on a night with three full moons, a 15 would become a 18 while it would become a 12 on a night with three new moons.
AlexanderHowl is online now   Reply With Quote
Reply

Tags
banestorm, psionics, worldbuilding, yrth

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:38 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.