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 10-07-2013, 08:51 AM   #1
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

This is still a work in progress, but I think I have enough to present the basics. I'll be posting each Power in a separate post. Please pick these apart.

Force Powers

Required Advantages
In order to learn any of the Powers or abilities below, a character must have the Force-Sensitive [5] advantage, which functions as the equivalent to Magery 0 (p. B66).

All Force Sensitives start play with 5 Light Side Points and 5 Dark Side Points (collectively, Force Points) with which to influence die rolls (as per Power-Ups 5: Impulse Buys). (Those without the Force Sensitive trait start play with 5 Action Points for the same purposes.) These reset at the start of every session, except when we pause during a fight. See also Dark Side Taint, below, for additional information.

Power Talents:
The following Power Talents are available. You may take any number of Talents, but the total bonus for an ability from a Talent may not exceed +4. For example, Pegali is a Sith Sorcerer, with a focus on Energy Control and Psychokinesis, but with a sizable number of abilities from all other Powers save Force Healing (the Dark Side is allegedly weak in the healing arts). She takes Force Talent 2, Energy Control Talent 2, and Psychokinesis Talent 2; this gives her Anti-Force, ESP, and Telepathy skills a +2 from talents, but her Energy Control and Psychokinesis skills gain a full +4.
Anti-Force Talent: Gives a bonus to the skills used in the Anti-Force Power. 5 points per level.
Energy Control Talent: Gives a bonus to the skills used in the Energy Control Power. 5 points per level.
ESP Talent: Gives a bonus to the skills used in the ESP Power. 5 points per level.
Force Talent: Gives a bonus to the skills of all Force abilities. 10 points per level.
Force Healing Talent: Gives a bonus to all the skills used in the Force Healing Power. 5 points per level.
Psychokinesis Talent: Gives a bonus to all the skills used in the Psychokinesis Power. 5 points per level.
Telepathy Talent: Gives a bonus to all the skills used in the Telepathy Power. 5 points per level.

Related Disadvantages:
Dark Side Taint (New!)
-3 points per level
Calling upon your darker emotions - anger, fear, hate, lust, vengefulness, etc - to give a boost to your use of the Force is the path to the Dark Side. Using the Dark Side for any purpose - even in the pursuit of noble ends! - means the Force user has to roll once that day verses his Will plus the highest of any of his Force Power Talents at a penalty equal to the number of Dark Side Points used that day to avoid accumulating Dark Side Taint. If a character uses Light Side Points to influence this roll, he permanently loses those Light Side Points. A Force User may gain up to 10 levels of Dark Side Taint; at that point, he should lose all virtuous disadvantages (possibly replacing them with less benevolent counterparts).

Please note that while it is possible to use earned XP to buy off the Taint, this should only be available following an extended period of not using the Dark Side for any reason, possibly only after using Light Side Points to influence rolls rather than Dark Side Points. It is always the GM's call as to whether a character can buy off any levels of Taint.

Power Modifiers
All Force Powers save Anti-Force are built from the following assumptions. The Force is an ambient energy that can be blocked (or occasionally enhanced) by "supernatural" (for lack of a better term) items or conditions (-5%). It is also subject to Anti-Force countermeasures (-5%).

A Note on Light/Dark Side Powers:
In the source materials, many powers are listed as relying on either the Light Side or the Dark Side of the Force. Yet other sects who do not ascribe a spiritual connection to the Force are able to use powers commonly associated with the Dark Side, including Force Lightning, without the traditional side effects of using the Dark Side.

Because of this (among other reasons), I've chosen to split the Force into six basic Powers. Rather than split across the canonical three - Sense, Control, and Alter - I have chosen to split the abilities into six Powers based on their effects and relationships. These Powers are as follows: Anti-Force, Energy Control, ESP, Force Healing, Psychokinesis, and Telepathy.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 06-28-2015 at 03:23 PM.
Phantasm is offline   Reply With Quote
Old 10-07-2013, 08:53 AM   #2
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Anti-Force

Power Modifier: Anti-Force (-5%). The Force is an ambient energy that can be blocked by supernatural items and conditions (-5%); Anti-Force abilities still draw upon the Force for their use, and cannot be used in areas "dead to the Force."

Power Talent: Anti-Force Talent. 5 points per level.

Rebuke
43 points
Skill: Rebuke (Will/H).
This ability permits the Force-user to attempt to temporarily interrupt any Force ability being used against them. The skill uses the Power Block rules (Powers, p. 168) when used as an Active Defense, or a straight skill roll when used against an ongoing ability.
Statistics: Neutralize (Anti-Force, -5%; Interruption, -50%; Ranged, -40%) [43].



Sorry for the lack of breadth here. Other Anti-Force abilities would be appreciated.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 10-07-2013 at 09:05 AM.
Phantasm is offline   Reply With Quote
Old 10-07-2013, 09:00 AM   #3
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Energy Control

Power Modifier: Energy Control (-10%).

Power Talent: Energy Control Talent. 5 points per level.

Energy Absorption
7/13/20/26/33/39/etc points
Skill: Absorb Energy (IQ/H).
Some Force users are able to absorb Force lightning, blaster fire, and other energy attacks directed at them, enabling them to use the energy to power other Force abilities.
Known users: Yoda used this ability in both Attack of the Clones and Revenge of the Sith, absorbing the Force lightning from Dooku and Palpatine, respectively.
Statistics: Damage Resistance (Absorption, goes to FP/ER, +80%; Force Field, +20%; Limited Defense: Energy Attacks, -20%; Requires Active Defense, -40%; Energy Control, -10%) [6.5 per level]

Energy Deflection
6/11/17/22/28/33/etc points
Skill: Deflect Energy (IQ/H)
Some Force users are known to be able to deflect blaster fire and block lightsabers without a lightsaber of their own.
Known Users: Darth Vader used this ability in The Empire Strikes Back, deflecting Han's blaster fire with his gloved hand. Also, Satele Shan used this in the Battle of Alderaan during the Great Galactic War when she caught Darth Malgus's lightsaber in her bare hand, as seen in the SWTOR promotional trailer Hope.
Statistics: Damage Resistance (Force Field, +20%; Limited Defense: Tight-Beam Burning Attacks, -60%; Reflection, +100%; Requires Active Defense, -40%; Energy Control, -10%) [5.5 per level]

Force Cloak
58, 62, 74, or 94 points
Skill: Force Cloak (IQ/H)
This ability allows the Force user to wrap light around him, becoming invisible to the naked eye. As a result, the character is also invisible to droid optics and other cameras, though not invisible to radar, sonar, or motion sensors.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects: No Encumbrance, +10%; Requires Concentrate, -15%; Switchable, +10%; Energy Control, -10%) [58]. Each additional level of the ability increases the Encumbrance level you can carry, up to Heavy Encumbrance; Light is [62], Medium is [74], and Heavy is [94].

Force Lightning
5 points per die of damage
Skill: Lightning (IQ/H).
Force lightning is one of the most common abilities used by the Sith, used primarily to kill but occasionally used for torture.
Because of its very nature, those with bionic arms cannot use this ability without blowing out their bionics.
Known users: Count Dooku in Attack of the Clones, Emperor Palpatine in Revenge of the Sith and Return of the Jedi, the latter instance using the Torture technique, below.
Statistics: Burning Attack (Costs 2 ER/FP, -10%; Damage Modifier: Surge, +20%; Energy Control, -10%) [5 pts/level].

Torture (Tech/A)
Default: Lightning-3, cannot exceed Lightning.
This permits the character to reduce Force Lightning to 1 point of damage, while at the same time inducing the Agony condition, resisted at (HT - level of Force Lightning).

Lightning Storm
72 points; +3 points for every Range increase, +15 points for every increase in radius
Skill: Force Storm (IQ/H).
This is the ability to engulf a large area with lightning; the most powerful users have known to engulf continents if not entire planets in lightning. By default, the lightning storm has a radius of 4 yards/meters and can be produced up to 10 yards/meters away from the Force user generating it.
Statistics: Burning Attack 6d (Area Effect, 4 yd radius, +100%; Costs 6 ER/FP (Variable), -15%; Damage Modifier: Surge, +20%, Energy Control, -10%; Increased 1/2D Range x10, +15%; Overhead, +30%; Persistent, +40%; Reduced Range x1/10, -30%; Requires Concentrate, -10%; Variable, +5%).

Double Radius (Tech/H)
Default: Force Storn-5, cannot exceed Force Storm.
This technique permits the Force user to temporarily double the radius of his lightning storm. Each additional doubling of the radius is at an additional -5 to skill.

Shock
18 points
This is the basic short burst of lightning intended to damage the target. It has an effective range of 10 yards/meters, with a maximum range of 20 yards/meters.
Because of its very nature, those with bionic arms cannot use this ability without blowing out their bionics.
Statistics: Burning Attack 3d (Blockable, -10%; Costs 3 ER/FP (Variable), -10%; Damage Modifier: Surge, +20%; Energy Control, -10%; Increased 1/2D Range x5, +10%; Reduced Range x1/5, -20%; Variable, +10%) [18].

Stun Droid
6 points per level
Skill: Stun Droid (IQ/H)
This ability allows the Force user to momentarily stun a droid, rendering it immobile. This does no permanent damage to the droid.
Statistics: Affliction (Accessibility: Only on Droids, -20%; Energy Control, -10%; Increased 1/2D Range x5, +10%; Low Signature, +10%; Reduced Range x1/10, -30%) [6/level]

Scramble Computer (Tech/A)
Default: Stun Droid-3
This technique permits the Force user to disrupt any non-droid electronics.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Old 10-07-2013, 09:04 AM   #4
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

ESP

"I can sense everything going on in that room." - Anakin Skywalker, Attack of the Clones

"Your eyes can deceive you, don't trust them." - Ben Kenobi, Star Wars

Power Modifier: ESP (-10%).

Power Talent: ESP Talent. 5 points per level.
This Talent also applies to the Precognitive Parry skill.

Farsight
105 points
Skill: Farsight (Per/H).
As the above quote from Anakin indicates, this ability lets the Force user remotely sense an area outside his normal range of senses as if he was right there.
Statistics: Clairsentience (Aware, +50%; Second Nature, +70%; ESP, -10%) [105]

Force Empathy
14 points
Skill: Emotion Sense (IQ/H).
Statistics: Empathy (ESP, -10%) [14]

Force Quickness
80 points per level
Skill: Force Quickness (Per/H)
The Force not only lets you move faster, but also permits you to process information faster while doing so.
Statistics: Altered Time Rate (Costs 2 ER/FP per min, -10%; ESP, -10%) [80/level]

Force Sight
Skill: Force Sight (Per/H).
This ability lets someone see the flow of the Force around him. Because the Force is in all things, even those without life, this even works underground. This ability also lets someone "see" the "flavor" of the Force, Light or Dark, in a person or area.
Statistics: Detect (Force-Sensitives and Dark Side Taint) (ESP, -10%) [9] plus Penetrating Vision 2 (ESP, -10%) [18] plus See Invisible (Force Vision) (ESP, -10%) [14].

Precognition
23 points
Skill: Premonitions (Per/H).
Statistics: Precognition (ESP, -10%) [23].

Psychometry
30 points
Skill: Psychometry (Per/H).
Statistics: Psychometry (Active Only, -20%; Sensitive, +30%; Visions, +50%; ESP, -10%) [30]

Shatterpoint
24 points
Skill: Shatterpoint (Per/H).
The Force lets you know precisely where to strike. A success on the Shatterpoint skill gives a bonus to any attacks made against the target, up to half the margin of success.
Statistics: Detect Flaws (Analysis Only, -50%; Reflexive, +40%; ESP, -10%) [24].



This Power is admittedly incomplete; I'm still working on it. Suggestions on builds and phrasing are most welcome.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 06-28-2015 at 03:26 PM.
Phantasm is offline   Reply With Quote
Old 10-07-2013, 09:09 AM   #5
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Force Healing

Power Modifier: Force Healing (-10%).

Power Talent: Force Healing Talent. 5 points per level.

Detoxify Poison (Others)
15/29/44/58/73/etc. points
Skill: Detox (IQ/H).
This ability permits the Force user to force their patient's body to expel toxins and poisons from his body.
Statistics: Affliction (Advantage: Resistant to Poisons (+8), +80%; Force Healing, -10%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Concentrate, -15%) [14.5/level]. Normally, only one level is learned, for 15 points, as no one in their right mind would want to resist this affliction.

Detoxify Poison (Self)
8 points
Statistics: Resistant to Poisons (+8) [8]

Heal
50 points
Skill: Heal (IQ/H).
The quintessential Force Healing ability.
Statistics: Healing (Force Healing, -10%; Increased 1/2D Range x10, +15%; Injuries Only, -20%; Ranged, -50%; Reduced Range x1/10, -30%; Xenohealing: Anything Alive, +80%) [50].

Area Effect (Tech/H)
Default: Heal-2.
This technique allows the Force user to extend his Heal ability to cover a 2 yard radius. For each additional -2 to effective skill, the radius is doubled (4 yards for -4 to skill, 8 yards for -6 to skill, 16 yards for -8 to skill, etc.) This heals everyone in the affected radius, friend and foe alike.

Selective Area Effect (Tech/H)
Default: Area Effect-2 or Heal-4.
Building upon the Area Effect technique, this technique permits the Force user to heal - or not heal, as the case often is - selected people inside the radius selected radius.

Hibernation Trance
Statistics: Metabolism Control (Force Healing, -10%) [4.5/level]

Tapas
1 point per level
Statistics: Temperature Tolerance (Force Healing, -10%; Switchable, +10%) [1/level]



Another somewhat incomplete Power build. Help is appreciated.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Old 10-07-2013, 09:12 AM   #6
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Psychokinesis

Power Modifier: Psychokinetic (-10%).

Power Talent: Psychokinesis Talent. 5 points per level.

Force Barrier
Skill: Force Barrier (IQ/H)
Statistics:

Force Crush
As TK Crush in Psionic Powers.

Force Choke (Tech/H)
As Throat Squeeze in Psionic Powers.

Force Leap
8 points per level
Statistics: Super Jump (Costs 2 ER/FP, -10%; Psychokinetic, -10%) [8/level]

Force Push
8 points
This is the basic telekinetic attack; it has a range of 10 yards/meters, and while damaging is intended to knock someone back.
Statistics: Crushing Attack 2d (Blockable, -10%; Costs 1 ER/FP, -5%; Damage Modifier: Double Knockback, +20%; Increased 1/2D Range x10, +15%; Low Signature, +10%; Psychokinetic, -10%; Reduced Range x1/10, -30%; Requires Ready, -10%) [8]

Force Wave
14 points
Statistics: Crushing Attack 4d (Area Effect, 4 yds, +100%; Costs 2 ER/FP, -10%; Damage Modifier: Double Knockback, +20%; Emanation, -20%; Low Signature, +10%; Psychokinetic, -10%; Takes Recharge, 15 secs, -20%) [14].

Soft Landing
9 points
Statistics: Catfall (Psychokinetic, -10%) [9]

Speed Burst
33 points
Statistics: Enhanced Move (Ground) 2.5 (Move × 6; Costs 5 ER/FP/min, -25%; Psychokinetic, -10%) [33]

Telekinesis
4 points per level
Statistics: Telekinesis (Costs 4 ER/FP (Variable), -10%; Psychokinetic, -10%) [4 pts/level] - the FP spent is equal to the encumbrance level.




So, thoughts? Comments? Suggestions? Critiques?
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 10-08-2013 at 05:56 AM.
Phantasm is offline   Reply With Quote
Old 10-07-2013, 09:15 AM   #7
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

I don't typically play in established campaigns - but using this set-up I might consider running a star wars game. These fit perfectly. Very nice job, Brock. :-)
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 10-07-2013, 09:29 AM   #8
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Quote:
Originally Posted by tbrock1031 View Post
Anti-Force

Power Modifier: Anti-Force (-5%). The Force is an ambient energy that can be blocked by supernatural items and conditions (-5%); Anti-Force abilities still draw upon the Force for their use, and cannot be used in areas "dead to the Force."

Power Talent: Anti-Force Talent. 5 points per level.

Rebuke
43 points
Skill: Rebuke (Will/H).
This ability permits the Force-user to attempt to temporarily interrupt any Force ability being used against them. The skill uses the Power Block rules (Powers, p. 168) when used as an Active Defense, or a straight skill roll when used against an ongoing ability.
Statistics: Neutralize (Anti-Force, -5%; Interruption, -50%; Ranged, -40%) [43].



Sorry for the lack of breadth here. Other Anti-Force abilities would be appreciated.
Anti-Force creature from Star Wars lore. Even if a PC doesn't have the same power these do, they're still an excellent defense measure.

It was also demonstrated in a few books that a Force-user of high enough will could suppress other Force-users, at least in close proximity. This did, however, require some level of concentration.
Nereidalbel is offline   Reply With Quote
Old 06-28-2015, 03:34 PM   #9
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Because I missed this before... how I missed it, I don't know.

Telepathy

"These aren't the droids you're looking for." - Ben Kenobi, Star Wars.

"I'm a Toydarian! Mind tricks don't work on me, only money." - Watto, The Phantom Menace.


Power Modifier: Telepathic (-10%).

Power Talent: Telepathy Talent. 5 points per level.

Cloak From Minds
36 points
Skill:
Mental Cloak (IQ/H).
You have the ability to cloud the minds of others so as to be ignored by those around you. This does not prevent you from being recorded by optics, nor does it affect droids.
Statistics: Invisibility (Can Carry Objects: No Encumbrance, +10%; Glamour, vs Will-4, -5%; Requires Concentrate, -15%; Switchable, +10%; Telepathic, -10%) [36]

Selective Concealment (Tech/H)
Default:
Mental Cloak-2.
Using this technique, you essentially add the Selective Area enhancement onto your Cloak From Minds ability, which lets you specify who can see you while cloaking your presence from everyone else.

Force Concealment
38 points
Skill:
Conceal Aura (IQ/H).
This ability allows one to "hide" in the Force by hiding their Force signature completely. This prevents Force Sensitives from detecting the character with their Force hypersenses, but the person using this ability can still be discovered using more mundane senses.
Statistics: Obscure (Force) 10 (Stealthy, +100%; Telepathic, -10%) [38]

False Aura (Tech/H)
Default:
Conceal Aura-4.
Instead of masking your ability with the Force, this technique subtly changes your Force signature and aura to the opposing alignment; in essense, it masks any Dark Side Taint or gives anyone reading your aura the impression that you have a Dark Side Taint when you do not.

Selective Concealment (Tech/H)
Default:
Conceal Aura-2.
Using this technique, you essentially add the Selective Area enhancement onto your Force Concealment ability, which lets you specify who can see your Force signature while suppressing it for everyone else.

Mind Trick
28 points
Skill:
Mind Trick (IQ/H).
This is the ability to convince someone of anything the Force user wants them to believe. Most who use this ability tend to stick with plausible uses, although someone with a high enough skill could conceivably convince a weak-willed thug to essentially commit suicide.
Known users: Obi-Wan "Ben" Kenobi in Star Wars and Attack of the Clones, Luke Skywalker in Return of the Jedi, many more.
Statistics: Mind Control (Mind Tricks, -30%; Nuisance Effect: Must Wave Hand, -5%; Rationalization, +20%; Sense-Based (Hearing), -20%; Telepathic, -10%) [28]

Thought Projection
6 Points
Skill:
Telepathy (IQ/H)
This ability permits you to send a short telepathic message to anyone you know; distance is not a concern.
Known users: Luke Skywalker in The Empire Strikes Back.
Statistics: Telecommunications (Telesend) (Maximum Duration (Less Than 30 Seconds), -75%; Telepathic, -10%) [6]

Broadcast (Tech/H)
Default:
Telepathy-4, cannot exceed Telepathy.
This technique permits you to broadcast your thoughts to everyone in your immediate area.

Thought Scan
21 Points
Skill:
Telepathy (IQ/H)
This ability permits you to read the surface thoughts of those around you. Most Jedi and other benevolent Force users only use this to obtain the name of the person they're talking to and to figure out if anyone's hiding anything; those of a darker bent use it for more sinister purposes.
Statistics: Mind Reading (Short-Ranged 2, -20%; Telepathic, -10%) [21]
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Old 06-28-2015, 03:41 PM   #10
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment

Quote:
Originally Posted by tbrock1031 View Post
Invisibility (Can Carry Objects: No Encumbrance, +10%; Glamour, vs Will-4, -5%; Requires Concentrate, -15%; Switchable, +10%; Telepathic, -10%) [36]
Invisibility is switchable by default. I'd invest the points in allowing you to carry some encumbrance.
johndallman is offline   Reply With Quote
Reply

Tags
powers, psionic powers, star wars


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 04:15 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.