Psionic Powers modifiers & modifier costs
NOTE: new questions in this post.
Have some ideas and questions on modifiers for Astral Travel, and one for Telereceive. * In GURPS Monster Hunters 1, p23, there's an Accessibility limitation for Precognition called 'Only While Dreaming, -70%'. Would that limitation give the same cost-reduction to Astral Travel, or is it less inconvenient for the latter, since your body is mostly helpless, either way (something that's not as often a problem with Precognition)? * How large an enhancement is required to remove the need for Astral Crossing rolls to get in and out of the Inner Plane? Is +10% or +5% appropriate (reverse of the 'Requires (Attribute) Roll' limitation from Powers p112), or should it be a bit worse? Is it more something to handle with a perk? * In a fair number of settings that feature the Inner Astral Plane, there are many realms (or whichever term the author prefers) one can visit, and thus, some of the limitations for Jumper might be appropriate for Astral Travel. Infinite Worlds p174 offers the Limited Access limitation, with varying costs depending on how many worlds you can go to. I can't think of any reason why that couldn't be applied to Astral Travel, limiting the Traveler in the Inner Plane to one or more specific realms (plus the physical world), but are there any I haven't thought of? * In some settings, in general, and sometimes for some types of Telepaths, but not others in the same setting, Telereceive is Always On, and rarely do telepaths seem to have any more difficulty reading at least surface thoughts that a non-deaf person has of understanding someone nearby, talking in a language the listener knows at Native level (e. g. Betazoids in Star Trek, Human telepaths in Babylon 5). While this could simply be very high skill in the telepaths depicted, it's generally implied that this is just how their telepathy works. This doesn't seem to fit either Supersensitive, nor the Uncontrollable limitation; it seems more like Always On, plus a 'No Skill Roll Required for Surface Thoughts' enhancement or perk (which doesn't cover Mind Block or Mind Shield). Does this seem workable, and if so, at what costs? Should I just note it as a Feature, and assume the costs cancel each-other out? |
Re: Psionic Powers modifiers & modifier costs
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The 'your thoughts are voices in my head' scenario sounds a lot like mind reading with Reflexive at first glance. |
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If your modified skill level for this technique is 16+, you can just go for the "no nuissance rolls" perk. Quote:
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(Preparation Required (10 minutes ~ 1 hour ~ 8 hours) (Variable), (-45%; Weakened Without, *1/2; Immediate, *3/2) -33.75%); rounded down to -30% to account for various little factors and to satisfy the assumed GURPS pentaphilia. Quote:
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Frankly, I wouldn't give any point break for "Only While Dreaming" to Astral Travel. By definition, your body already has to fall completely unconscious -- it's inherently more limited than having to merely be asleep! Quote:
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What about just automatically returning to your body from the Inner Plane when the time is up: you have to roll to get there, but not to come home, as long as your body hasn't been killed while you were away. +40%? +50%? Quote:
I do need a better name than Realm, though, since that has a specific meaning in the crunch. Demesne, maybe? Domain? Subplane? Quote:
I'm guessing the box is the one on p27. Will probably use Always On with the -10% penalty of Uncontrollable, since the human telepaths in B5 and the Betazoids in Star Trek don't seem to so much 'lose control' as 'never stop hearing the thoughts of those in range (if they don't concentrate on ignoring them, which Lwaxana never seemed to both with)'. If I were doing straight B5, I'd probably have Easy to Read (Psychic Only) be the default state as suggested, but Five Earths has some people (>1% of the population) on the modern Earth getting powers based on things they're particularly interested in (generally at low levels, though the PCs may be exceptions to that), so you get multiple styles of telepathy, very many styles of 'magic', and so forth. Some of them will probably have the Cosmic Power (No Rule of 16) enhancement, though. Very useful idea, that. I feel like I'm forgetting something, but this will do. |
Re: Psionic Powers modifiers & modifier costs
A very simple (and obvious in hindsight) solution to one of the problems I created this thread for just recently fell into my eyes from this old thread (thanks, Fnordianslip!), which I found for other reasons: Since the visits to the Astral Domain of Hogwarts only occur for the purpose of study, it's really just the Reawakened advantage with an 'Astral Projection, -10%' limitation added, much the way a Jedi holocron would generally be Reawakened with Gadget limitations (though a Sith holocron is potentially something much nastier).
Of course, I could be wrong about this being a workable set-up. Thoughts? |
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Concentrate for one second and roll a Quick Contest of IQ vs. the subject’s Will. Modify the roll for range penalties to the subject (see p. 550). Quote:
Adding Reliable +10, +50% [Total 57] 16 (IQ10+10-4) vs WILL 10 you have a 90.64% chance of winning. But if you try again after losing, your odds of winning are reduced. Adding Decreased Immunity 3, +150% [102] 16 vs WILL 10 you have a 90.64% chance of winning. And if you try again after losing, your odds of winning are not reduced and even on a Critical Failure the subject is not immune for a day. You can just hammer on their defences until you get through. Turns/Chance that you will be resisted (16 vs 10) Code:
1 9.3621399177%Finally, add Area Effect +50%/level, now you can simultaneously attempt to read the minds of everyone in you radius. |
Re: Psionic Powers modifiers & modifier costs
Meant to say this earlier, but apparently forgot, or post got eaten: Thank you, NineDaysDead. Interesting suggestions
Thought about starting a new thread for these, but they actually fit this thread quite well: If Psychic Armor is given the Absorption enhancement, and has 'Anti-Psi, -0%' swapped out for 'Psychic Vampirism, -10%', do any other changes need to be made for it to fit as a Psychic Vampirism ability? Can the Absorption enhancement, or something like it, be added to Psionic Shield? Might it instead be something like Steal Energy, Steal Power, or another such power, with a limitation of 'Must be on the receiving end of a succcessful psionic intrusion' (or 'failed psionic intrusion', which would have a different modifier cost); if so, how much would that limitation be worth? When Absorption heals each of FP and HP (or in setting where Energy Reserve exists, FP, HP, and ER), but does nothing else, it's worth +80%, but what is it worth when it only heals one of ER, FP, or HP? In setting with all three, what is is worth when it heals two of the three, but not the third? Is it different in setting where ER doesn't exist, abnd is only heals FP or HP? I'm sure I had questions unrelated to Absorption, but I'm drawing a blank on what they are. Maybe later. |
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I'm putting psi techniques under the heading of modifiers because that's basically what they are (and because I don't want to spam the list with new threads). Evil Eye Hard Default: Curse-4; cannot exceed Curse. Like a classic witch, you can curse someone with only eye contact, rather than by touch. (Replaces both 'Contact Agent, -30%' and 'Melee Attack, C, -30%' with 'Vision Based, -20%'. Unless I'm forgetting something, that's effectively a +40% enhancement.) Astral Bow Hard Default: Astral Sword-2; cannot exceed Astral Sword. You can now strike at range, rather than needing to close with your foe. As with the main ability, the weapon may take on any appearance the user wishes, even those that would normally not be ranged weapons. (Drops 'Melee Attack, C, 1, -20%' from the Statistics.) Changing Damage types on Astral Sword There are a number of Innate Attacks that cost more than Cutting, so I was wondering if altering the damage type could be treated as a modifier, and thus turned into a technique. Cutting Attack has a base cost of 7 points, so converting it to an Impaling or Huge Piercing Attack, both of which have a base cost of 8 points, would be a +14% enhancement (well, 14.2857%), and converting it to a Corrosion or Fatigue Attack would be a +43% (or 42.857%) enhancement. Changing it to a Fatigue Attack seems particularly useful against foes that use psi techniques, but would converting it to FP also allow changing Symptoms to work at 1/3 FP, instead of 1/3 HP (i.e. would there need to be an additional cost, and if so, how much)? As a technique (if this can be made into a technique, at all), am I correct in thinking that the cost would be rounded up, making imp and pi++ -2 to skill, and cor and fat -5 to skill? EDIT: Is it possible to use a technique to convert the damage to a less expensive damage type with a technique, and if so, how much is it worth (I was thinking it could be based on Variable, +5%, so -1, but it's a bit more complicated than Variable)? Astral Sword vs Possession If an Astral Entity or Astral Traveler with Barrier Breaking (and Retractable Cord, for the Astral Traveler) is possessing someone in the physical plane, can Astral Sword still banish them? If not, would working against Possession be a separate Symptoms enhancement (+300%, which if it were even allowed to be a technique, would require thirding or quartering the effective level, and would still be at -10 or -8 to skill), or would it be added to the same Symptoms enhancement, just using the more expensive of the two costs (effective increase of +100%, as the base enhancement is +200%)? The latter is more than a little munchkiny, IMHO, but maybe I'm wrong. |
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