Psionics and Alchemy: Any help appreciated!
So I'm starting up a new game with a new group, and having discussed what we would like to do, we've decided to try going with Psionics and Alchemy as the main "extraordinary shticks" of the setting. I'm somewhat new with both, and have a few questions.
1. I own Powers and Psionic Powers already - are the rest of the Psionics books worth a look? 2. Interaction between the two systems. While generally quite distinct in terms of focus and effect, I still have a few worries. It is mainly about point cost-y side of things. Alchemists can build up a respectable repetoire relatively cheaply, while Powers (inc. Psionic powers) are generally somewhat costly. Should I then use Alternative Abilities, as described in Powers? Because then it seems to me that Powers get REALLY cheap... 3. Just continuing from above. I've decided to use the Skills for Everyone for Psionics, due to setting lore reasons. However, if I use Alternative Abilities, do all abilities coming from a given "core" ability use one skill? 4. Are there rules anywhere for the price and time to create acids and gunpowder? One of my players is interested in playing an alchemist specializing in throwing stuff, and especially acid and small bombs. If no rules exist for their cost and creation time, any ideas? (Also, I'm considering raising their market prices so things won't go out of control) 5. Kind of continued from number 2. I'm fiddling with idea of making some Psionics-related elixirs for the setting, as it would link the two together in a meaningful way. Any ideas on what such elixirs might do without being too unbalanced? Thanks in advance! |
Re: Psionics and Alchemy: Any help appreciated!
The other Psionics books:
Psi Tech: Technology related to psionics, from Kirlian photography to psi amplifying helmets. Psionic Campaigns: Guidelines on how psionics interact with a campaign (like which abilities derail what kinds of plots, and how the frequency of psionics affects the feel). Psis: Templates for common psi archetypes with lenses for individual power suites. Re: gunpowder. Low Tech and High Tech both have costs for gunpowder, and Low Tech Companion 3 has guidelines for production of anything (natually, somewhat focused more on low tech craftsmanship). |
Re: Psionics and Alchemy: Any help appreciated!
I've have gotten Psionic Powers and Psionic Campaigns, along wit LT Companion 3 - all good purchases, especially Psionic Powers!
However, regarding the acid and gunpowder thing - I can find the market price for finished gunpowder, yea, but I can't seem to find out what it would cost and how much time it would take to make it in a laboratory. The LT Companion 3 does not say a lot about chemistry, and chemical ingredients do not seem to be covered in the raw goods table. Am I overlooking something? |
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Call it 1/2 or 1/10th or anything you want. These sorts of things are likely to be hghly variable especialy at the low TL implied by home made black powder hand grenades. I'd actually adivise the PC to just buy his stuff instead of making it himself. Making black powder is a lot like a full time job and frequently both dull and dangerous. |
Re: Psionics and Alchemy: Any help appreciated!
First of all, what's TL of your campaign? What is alchemy serve and capable for?
You know, it's assumed supernatural so it's TL^ anyway and can vary from simple healing potions and oil flasks to homunculus, philosophers' stone and alkahest. Or all of the above. "Standard" GURPS Alchemy is described in Magic, so it's assumed magic connected art. There are also several paragraphes about Alchemy in Thaumathology. But anyway, it's your universe so Alchemy may be anything. You might as well be interested in DF 4 - Sages, particulary Artificier template. |
Re: Psionics and Alchemy: Any help appreciated!
With gunpowder, the charcoal is trivial to get, sulfur is mostly about location, and saltpeter is the lion's share of the cost and chemistry. From what little I know of course.
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I don't own DF 4, but is the Artificer template mostly a clockwork-ish gadgeteer-type thingie? |
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Rather brief, safe the history part. I always tend to write more lore than "rules crunch". Forgive me. Quote:
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I guess the next thing I want to know is: where does the psi come in, thematically? Often Psi seems to come in as a result of Lovecraftian horrors arriving, disturbing the universe, etc etc - but from your description it sounds as if in this game world Psi powers were already an accepted part of society before the coming of the Lovecraftian stuff: is that right? If so, how do you envision psionics fitting into the normal operations of medieval society? Just wondering. |
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I hope that made sense. :) |
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"anyone showing such talent is normally claimed by one of the organisations with the right to recruit and train psions. These tend to be either religious orders, or sponsored by local rulers, whose organisations may be military, or academies in a classical form." And at this point, you can use GURPS Locations: Worminghall as a outline for such an organisation, though it will need a bit of work. |
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Governments at that TL don't usually have the communication possibilities that Telepaths offer. I would be very careful in thinking that real world Renaissance governments would look similar to a government where you could literally communicate at the speed of thought no matter where you were.
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