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 10-07-2009, 11:13 PM   #1
The Sundered Sky
 
Join Date: Nov 2008
Default GURPS Psionic Powers

So, if you've got a copy, what do you think?

I noticed on another thread there seemed to be some confusion or inconsistency as to where to buy it...I got mine from Ebay.

I've got a question already..Psionic Powers has rules for probability alteration, is this the only place in 4th(or 3rd, for that matter) which presents rules for this?
__________________
Sigils and Servitors, coming to a fantasy role playing game near you!
The Sundered Sky is offline   Reply With Quote
Old 10-08-2009, 07:21 AM   #2
aesir23
 
aesir23's Avatar
 
Join Date: Oct 2007
Location: Vermont
Default Re: GURPS Psionic Powers

IDHMBWM, but I seem to remember Probability Alteration as one of the listed power examples in Powers.
aesir23 is offline   Reply With Quote
Old 10-08-2009, 07:48 AM   #3
Dragyn
 
Dragyn's Avatar
 
Join Date: Apr 2008
Location: New Hampshire
Default Re: GURPS Psionic Powers

Quote:
Originally Posted by aesir23 View Post
IDHMBWM, but I seem to remember Probability Alteration as one of the listed power examples in Powers.
Yes, on p 132.
__________________
Kevin's Outdoor, my online store.

<><
Dragyn is offline   Reply With Quote
Old 10-08-2009, 01:58 PM   #4
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: GURPS Psionic Powers

Probability Alteration definitely was in Uplift for 3e, and I think the rules there were reprinted from another worldbook (Wildcards?)
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 10-09-2009, 10:15 AM   #5
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: GURPS Psionic Powers

Quote:
Originally Posted by Bruno View Post
Probability Alteration definitely was in Uplift for 3e, and I think the rules there were reprinted from another worldbook (Wildcards?)
Isn't it just some kind of Enhancement to various luck-type Advantages, to make them active-use? Wishing ot something?
Peter Knutsen is offline   Reply With Quote
Old 10-09-2009, 10:26 AM   #6
Shrale
 
Shrale's Avatar
 
Join Date: Jan 2007
Default Re: GURPS Psionic Powers

Does Lucky Break involve dropping a die roll by 1 pt (or 3%) ?

If so then I'd probably just make it go "inactive" after a successful use,
then assuming 3% of 365 days is ~10; wait 350 or so days before it
can be used again.

Seems pretty weak though, especially if it's a cinematic style game...
probably relegate that to every 100+ days or so; depending on how
many Perk Points were spent up-front...(assuming one is allowed to
do that).

>
__________________
"Now you see me, now you don't, woof" -- The Invisible Vargr
.
.
There are 10 types of people in the world. Those who understand binary, and those who don't.
Shrale is offline   Reply With Quote
Old 10-09-2009, 11:15 AM   #7
Dragyn
 
Dragyn's Avatar
 
Join Date: Apr 2008
Location: New Hampshire
Default Re: GURPS Psionic Powers

Um... no?

Quote:
Lucky Break: Once ever, you can move any success roll up
one step, where the steps are critical failure, failure, success,
and critical success. Then this perk (and the character point
spent on it) disappears! This can be cheaper than Influencing
Success Rolls (p. B347), but it must be bought in advance
and only psis with Probability Alteration abilities or Talent
can do so. It can be bought multiple times.
Emphasis mine..
__________________
Kevin's Outdoor, my online store.

<><
Dragyn is offline   Reply With Quote
Old 10-09-2009, 12:59 PM   #8
Shrale
 
Shrale's Avatar
 
Join Date: Jan 2007
Default Re: GURPS Psionic Powers

Sorry, I meant the range of the dice-roll, so rolling a 10 (say = success)
means you can turn that into a 3 or 4 (critical success) so it's not a
numbers-driven dealy.

That's quite a hand-wave.

As a player I'd ask the GM for a break on a power that I can use more
often that's not quite as over-the-top :)

>
__________________
"Now you see me, now you don't, woof" -- The Invisible Vargr
.
.
There are 10 types of people in the world. Those who understand binary, and those who don't.
Shrale is offline   Reply With Quote
Old 10-09-2009, 01:30 PM   #9
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: GURPS Psionic Powers

Quote:
Originally Posted by Peter Knutsen View Post
Isn't it just some kind of Enhancement to various luck-type Advantages, to make them active-use? Wishing ot something?
No, it was a full leveled Powers based system with i think two or three main powers (the 3e kind of Psionic Powers, not the 4e type).
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 10-09-2009, 03:37 PM   #10
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: GURPS Psionic Powers

Quote:
Originally Posted by Peter Knutsen View Post
Isn't it just some kind of Enhancement to various luck-type Advantages, to make them active-use? Wishing ot something?
No, it was a leveled power, but done really strangely. Basically, if you had bought enough levels to cover the cost of (say) Ridiculous Luck, then you had Ridiculous Luck. On top of that, you could pay 1d FP and roll skill, if successful you got to use it even if it wasn't recharged. It was a very odd system compared to both other 3e psi and 4e psi.

Quote:
Originally Posted by Shrale View Post
Sorry, I meant the range of the dice-roll, so rolling a 10 (say = success) means you can turn that into a 3 or 4 (critical success) so it's not a numbers-driven dealy.

That's quite a hand-wave.
Note that it was derived almost verbatim from Influencing Success Rolls (p. B347), an existing (optional) part of the rules.

Quote:
As a player I'd ask the GM for a break on a power that I can use more often that's not quite as over-the-top :)
That'd be Second Chance, unless you wanted a perk that gave you a very slim bonus to be used very rarely. The fact that it goes away is the only reason it's balanced. Something like this might be fair:

Perk: Just Made It

You can retroactively alter any roll you make (for success or damage) by 1. After using this perk, it becomes inactive for the remainder of this game session and the next one.

Example: Jeff games once a week. This week, he rolls a 12 against a Diagnosis skill of 11. He uses this perk to change the roll to an 11, turning failure into success. He cannot use this perk again this game session, or next week's' game session, but it becomes available for the session the week after.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}

Last edited by PK; 10-11-2009 at 02:53 PM. Reason: Oh my god I made a typo lord come take me away... :)
PK is offline   Reply With Quote
Reply

Tags
psionic powers, q&a


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 01:24 PM.


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