11-16-2016, 10:26 AM | #21 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Parry
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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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11-16-2016, 10:38 AM | #22 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Parry
No you do not buy group skills like that. The group only exists as way to spell out what the skills have in common so they don't have repeat the text over and over for each skill. You still need to by each individual skill. Though GURPS has a cinematic option called Wild Card Skills where you buy one expensive skill and it lets you use that one skill for everything in the theme of the wild card skill.
Psionics is an example of subsystem that got fully explain latter in GURPS Powers. Psionics is just away to group a theme of otherwise normal advantages, gives them a "power modifier" that makes them cheaper because the fit the theme and because it opens them to counter mentions like Neutralize and Static [similar to the ways spells can be dispelled and countered] but also open them you buy a "Power Talent" that has the same focus as the them (Telepathy, ESP etc) the gives you a bonus when you try to use the Psionic modified advantages For example you can buy Mind Reading without modifier and it behaves exactly like the advantages says it does or you can buy [I[Mind Reading (Telepathy, -10%)[/I] making it cheaper and getting to ad you Telepathy Talent to any rolls you make to establish contact with it, but at the cost that there will be people out there the block your ability to do so. |
11-16-2016, 10:44 AM | #23 |
Join Date: Nov 2016
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Re: Parry
Thanks for the head's up on the "Grouping" I think I either read it wrong, or they worded it in a weird way to my line of thinking. Also, I was referring to the Gurps Basic Psionics, because, I know you buy Magic spells as IQ/Hard skills unless stated otherwise, but, if I 'm reading you right, you buy whatever advantage, Flight, Mind Control, etc, and you get it cheaper by assigning it the Psionic Limitation, then you would buy, say, Psychokinesis at level 2 (10) pts, and if you had Int at 12, would give you Flight Psionic at 14?
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11-16-2016, 10:56 AM | #24 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Parry
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The GM can call for skill rolls to use your ability with more finesse - if you needed to roll against the Flying skill to fly for a long distance, or Aerobatics to do fancy maneuvers while in flight, you'd roll them at whatever level you had bought those skills at (and they'd be based on the normal attributes, HT and DX respectively, as well). If you had bought some level of Telekinesis Talent, you could add that level to the skill rolls to use the ability. |
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11-16-2016, 11:06 AM | #25 |
Join Date: Nov 2016
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Re: Parry
I was verifying that they aren't skills like magic spells are, they're ONLY powers, and you would roll against the power, which, depending on talent level, you roll against IQ plus whatever the level of talent was that you purchased, i.e. IQ of 12, but you bought Telepathy at 2, you would roll 14 or less to use the Psionic ability related to Telepathy, unless you bought the power advantage also for said ability
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11-16-2016, 11:21 AM | #26 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Parry
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But no you don't buy a generic "power skill" like Telepathy, what you buy as Advtages, Like Telecomuncation(Telesend), Mind Reading and mind Probe and put the in the Telepathy power group which allows you to by a Telepathy Talent that adds to the rolls described in the advantages. There ARE optional rules in GURPS Powers "called skills for every one" that can add such skills to the system, and rule for "defualting" to other adantage in the power group, but they don't work like you describe |
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11-16-2016, 11:31 AM | #27 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Parry
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11-16-2016, 11:51 AM | #28 |
Join Date: Nov 2016
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Re: Parry
Right, Flight as a skill would only be for doing things other than just flyilng in an essentially straight line, Acrobatics and things of that nature would be for doing fancy things or evasive maneuvers. Thanks everyone for everything so far, it helps to illuminate some of the things that I'm finding murky.
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11-16-2016, 12:28 PM | #29 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Parry
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11-16-2016, 03:15 PM | #30 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Parry
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@Redbeard78: For instance "Fencing! 14" (note the exclamation mark "!") would mean that you really have a skill level of 14 for _every_ kind of fencing weapon, saber, rapier and what have you... Moreover your character would _know_ everything about fencing weapons, e.g. where in the town can you get the best rapiers at a fair price etc. Or you could easily identify the fencing style of that strange saber fighter to know where he comes from... and things like that. But wildcard skills ( or bang! skills as they are also called) are a very expensive special thing, not often used in common games more typical for supers, high powered cinematic campaigns etc. If you're interested, they are described in the Basic Set, too. Last edited by OldSam; 11-16-2016 at 03:20 PM. |
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parry, rules |
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