12-22-2017, 04:32 PM | #11 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/110: Deep Space
Yeah I really did not want to give away some of the punch lines or more amusing backstories. My favorite was the first one, but they were all good.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
12-22-2017, 04:41 PM | #12 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/110: Deep Space
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On a side note, J and I have a LOT of material leftover. It's probably going to end up on my blog or Patreon at some point.
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12-22-2017, 08:03 PM | #13 |
Join Date: Jun 2008
Location: Lansing, MI
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Re: Pyramid #3/110: Deep Space
Thanks! Very high praise, PK.
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12-22-2017, 08:56 PM | #14 |
Join Date: May 2010
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Re: Pyramid #3/110: Deep Space
Some thoughts:
Yikes! The sample spaceships for the "Expanse" setting use awfully expensive fuel. Or is this intended to be one of those settings where antimatter is cheap? I like the section on "Intrusive Conversations" in "Alien Ways of Thinking", because it makes it practical to have multi-person conversations telepathically without needing expensive enhancements like Broadcast. However, I'm a little fuzzy on whether Channeling (Mind) is supposed to enable this, or whether the "conference room" effect is strictly limited to Jumper (Mind). Which is the intended interpretation? |
12-22-2017, 09:30 PM | #15 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/110: Deep Space
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I have been wanting to add some of my psychic stuff for awhile and this was a perfect opportunity. Originally it was going to be for an Alt GURPS issue and I was thrilled Steven let it in a more mainstream issue. Channeling allows Spirits into your mind in a limited form of Possession (without the Spirit needing that advantage) so this variation of Channeling is targeted to let Telepaths do that rather than Spirits. Those with Astral Form or any form of Telepathy can enter the Channelers mind if they are willing. The limitation here is your only a receiver so someone else has to initiate it. But it makes it a lot easier for them as they do not need Telesend and Mind Reading. It is separate from the Jumper (Mind) type of conference room but I would let someone with that power invite a Channeler (Mind) in. The inspiration for Channeling here is from the reference in GURPS Powers for using variations on Channeling and Medium for things like Cyberspace and Dreams. I have had some fun playing with those variations. EDIT: Wish I had thought to put Astral Form in there but it would have been too confusing, Is your Astral Form ESP or telepathy based? Magical? Only the telepath version should work here but it gets fuzzy how pscychic powers work in some settings.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 12-22-2017 at 09:34 PM. |
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12-22-2017, 10:37 PM | #16 | |
Join Date: May 2010
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Re: Pyramid #3/110: Deep Space
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12-22-2017, 11:28 PM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/110: Deep Space
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I would say no since I dont think it works for multiple spirits with default Channeling. However if the one with Channeling has Compartmentalized Mind I would say each instance allows another Spirit or in this case Telepath. I use CM (Controls) for some similar things. For example each instance of CM (Controls) on a computer allows a teleoperator. If someone wanted the ability you ask about I would allow CM (Dedicated Controls - Communication only) to offer extra seats at the table. But your more likely to have at least one full telepath in that sort of game and that could help. I also would certainly allow Jumper (Mind) as an Alternative Ability for creating a room in your own mind. I use that for Dreamers in my setting. EDIT: Personally I view Channeling as CM (Dedicated Controls) with the description a feature fluff of how it works, as opposed to say - car keys.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 12-22-2017 at 11:49 PM. |
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12-23-2017, 02:31 PM | #18 |
Join Date: Aug 2004
Location: In the UFO
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Re: Pyramid #3/110: Deep Space
Thanks! Glad you enjoyed them.
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12-24-2017, 01:16 PM | #19 |
Join Date: Dec 2013
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Re: Pyramid #3/110: Deep Space
But that is why space is the final frontier - without omniscience, you can spend the rest of forever exploring it. :) :p
OTOH, what about time and dimensions? |
12-24-2017, 02:27 PM | #20 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Pyramid #3/110: Deep Space
Space is unending as far as we can tell. Frontiers are edges of civilization. But it would be better to say "known space is the final frontier", because that edge changes but at least is always an edge of exploration and study.
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