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Old 10-07-2013, 08:51 AM   #1
Phantasm
 
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Join Date: Jun 2006
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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.
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Last edited by Phantasm; 06-28-2015 at 03:23 PM.
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