[Psionics] Pulp Psi-Phi
A setting I might run a game in, if I find players in my area, and that I'm wondering if anyone else might want to use. I'll mostly work on this when I'm unable to focus on the Five Earths setting in my .sig, or the things I hope to make money from.
In 1921, the Society for Psychical Research had a breakthrough, with the help of a skilled hypnotist, and thus was able to prove the existance of at least some psychic phenomena. Since then, methods have been refined, and have spread to many universities and societies (the Stella Matutina, the Freemasons, and similar mystical groups show special interest) the world over, though few of the general public have studied these techniques. In 1923, Nationalsozialistische Deutsche Arbeiterpartei (National Socialist German Workers' Party) leader Adolph Hitler was killed in Munich during the failed Beer Hall Putsch. In the USA, stage magician and debunker Harry Houdini encountered one genuine psychic - who made use of photokinesis to help fake the spirits of his marks' dead loved ones. In 1924, the SPR was granted a royal charter, becoming the Royal Society for Psychical Research. The Society of Jesus began investigating hypnotically-induced psychics not long thereafter. In August of that year, Oxford student and newly-empowered psychic Kamidake Yoshiro returned to Japan to take his late father's place in the family business: oyabun of a minor 'chivalrous organization' (yakuza group). In 1925, fourteen-year-old silent film actress Lucille Ricksen recovered from a several month illness with the help of a group of empowered psychology students from the University of California Southern Branch. In October, Aleister Crowley published a monograph on a method of 'binding spirits' to objects, thus empowering them with related abilities. In 1927, the thirteen members of a secret society called the Brotherhood of the Dragon vanished while on a pilgrimage to the tomb of Prince Vlad Tepes. Rumour has it that they brought a significant quantity of blood with them, some of it human, but there is little evidence of this. In November, William Edward Hickman is killed by a psychic named Michael Sutton, who claims that Hickman would otherwise have murdered a child. Sutton is sentenced to a mental hospital. In 1929, the Thule Society bought their way back into favor with the NSDAP. In Romania, a charismatic man using the name Vlad Bassarab becomes an advisor to both the young King Michael, and the Romanian Prime Minister, Vintila Bratianu. In North Carolina, Dr. J. B. Rhine publishes A Survey on Methods of Psychical Attunement, in which he attempts to distinguish between trigger items (which have no power in themselves, but are used to activate a psychic's abilities), fetishes (to which astral entities have been bound or anchored by human efforts), haunts (to which an astral entity or entities have attached themselves without human action), and psychographs (which have been attuned to one or more psi abilities without the apparent involvement of any astral being). In 1930, Pope Pius XI promulgated a papal bull on the subject of psi powers, declaring that they are neither miraculous nor diabolical, but natural abilities of humanity. Sir Oliver Lodge and Sir Arthur Conan Doyle publish a paper entitled 'On Elementals,' describing spirits that seem to embody particular concepts: not only the traditional Western elements, but Eastern elements like Wood and Metal, alternative elements like Shadow, Lightning, or Sound, and more abstract concepts are mentioned - demons are described in the paper as 'creatures of elemental Evil,' and angels as 'beings of elemental Good.' It is now 1932. In Germany, the NSDAP is rising to power, and many prognosticators see doom in the eyes of their Vorsitzender (chairman), a Bavarian named Himmler. In Asia, the Empire of Japan expands its influence, to China's detriment. In the US, Senator Franklin Delano Roosevelt (D-N.Y.) is the favorite to win the Democratic nomination for President. All over the world, the new psychics, both private individuals and public servants, are becoming more and more common, and beginning to reshape the destiny of the world. Quote:
The frequency of (active) psis is currently around 1 per 100,000 people and gradually climbing, although the ratio of people with Talents and Psi Perks seems to be closer to 1 per 3,000 people. Everyone else is a 'latent', as per 'Universal Latency' (Psionic Campaigns, p8) and 'Weak Latency (Psi) [0]' (Psionic Powers, p19), having the potential for power, but no usable abilities. Prior to 1921, the proportion of active psis per capita was significantly less, believed to be on the order of one per ten million people. The percentage of people with Psi Talents and Perks, but no abilities above Perk level, was about the same as it is now, though. In terms of public awareness of psi (Psionic Campaigns, p16), by the 1930s this is a world transitioning between Suspected and Acknowledged: There are a lot of people who know for certain that psi powers exist, but these powers are still rare (and often subtle) enough that a lot of people still don't believe it - and many of those that do are eccentrics who believe they're doing magic, which doesn't help. What little 'psychotronic' equipment exists is experimental, but may sometimes have the sizes of emergent or mature psi-tech. While you can buy some in theory, it would more often be something you (or your ally, contact, or patron) commissioned, if you don't make it yourself. Devices created by mystics tend to be smaller, but quirkier, often with strange limitations. Psi drugs are likewise rare, and are mostly the result of examining old books on Herb-Lore, Alchemy, and so forth, and experimenting to separate the useful items from the myths and filler. 'Monsters' of various types do exist, but are far from common, and mostly consist of astral entities - adventurers in the Astral Plane, particularly the Inner Plane, might encounter practically anything. Corporeal monsters are generally manufactured by human psychics, though not always on purpose, or created by other 'monsters.' Some Cryptids are more likely to be animals, with normal animal abilities and motivations, rather than empowered monsters. (Search through books like Monster Hunters, Horror, and Creatures of the Night for anything that fits your game, adjust powers to be psionic, and add a Spirit meta-trait to anything too fantastic (e.g. all but the most limited shapeshifters) that you still want to use, or confine it to the Inner Astral Plane. You could also tone down some creatures to make more mundane cryptids. If you want to take the time to convert them, 3e GURPS had a few Bestiary books, as well.) Thoughts? |
Re: [Psionics] Pulp Psi-Phi
No replies? Oh, well. Have a bit more, which is also in the New Reality Seeds thread:
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Re: [Psionics] Pulp Psi-Phi
I know people are looking at this, I can see the Views rating, but some comments either way would be nice, please.
All psi abilities are learnable advantages (Basic Set p294), even for those who have not the slightest trace of power to start with. Generally, they are learned either through a teacher using Hypnotism, or through self-study, with the latent psi using Autohypnosis or Meditation, often with the help of a book. (Specific abilities may be chosen, but the GM is free to add or remove modifiers as appropriate - it's not an exact science, after all.) A few rare individuals who are the target of psionic effects may gain similar or opposing abilities, especially if the event is particularly traumatic, occurs often, or both. (Earned character points, as well as points from disadvantages gained due to exposure to psi abilities, may be spent on new psi abilities, so long as the GM agrees that they fit the experience. For example, a hostile telepath reads Dr. Peter Willoughby's darkest fears, and uses them to craft a horrifying illusion. He might develop Mind Shield to protect himself, Telepathy Sense or Psi Sense to warn him, Telerecieve and either Sensory Control or Reshape Dream to 'return the favor,' and/or Mental Blow, to lash out at future attackers!) Most psi abilities are activated by some form of post-hypnotic trigger, generally called mnemonic triggers by psychical researchers ('parapsychologist' as a term does not yet exist), and spells, incantations, arias, and so forth, by mystics. These may be chants, songs, movements (gestures, dance, martial arts), or artistic or intellectual processes, such as drawing, playing an instrument, meditation, mathematics, or alchemy (appropriate skills should be treated as Complementary), and might take anywhere from a second or two to several hours. (Represented by limitations like Nuisance Effect, Takes Extra Time, Preparation Required, or Immediate Preparation Required. Abilities that already have one of these limitations might have a more restrictive version, or simply have altered fluff - 'you sit there concentrating' is replaced by things like 'you lay out the tarot cards and study the result,' or 'you sing the Charm of Making,' but the time required remains the same; this may mean the addition of a -5% Nuisanse Effect, if that isn't the limitation you already have.) Some triggers are instead objects, like Dumbo's feather; these are called trigger items by scientists, while mystics call them talimans, amulets, foci (plural of focus), gris-gris, and a wide range of other names. It should be noted that just like Dumbo's feather, these items have no real power if their own, though a psi with Signature Sniffer or Retrocognition could eventually learn to use another psi's trigger item to perform the same effects, with the same modifiers. A tattoo, scar, or other special mark on the body may also serve as a trigger item. (Build as Gadgets with Can Be Stolen (Will not immediately work for thief); tattoos and similar fall under 'Must be forcefully removed.' Few are Unique, though many (especially if Unique) are Signature Gear. Some Gadgets of this type are single-use, adding the Preparation Required limitation to the ability. For items with real power, see Psychography and Astral Binding, below.) A few triggers, particularly among mystics, simply require the presense of an animal (Granted By Familiar limitation). These animals are not catalyst creatures, and have no powers of their own... usually. Some psychics, particularly animal telepaths (who are the ones most likely to have trigger animals, anyway), claim that at least a few of these creatures do have power. This remains to be seen. (As with trigger items, a psi with Signature Sniffer or Retrocognition could eventually learn to use another psi's 'familiar,' if they can get along with the creature. Likewise, a creature used as a trigger animal for long periods might eventually learn to use their owner's ability or abilities...) Psi abilities without a trigger condition are rare, and usually the result of long study and practice with that same ability (buying down the limitations, and then buying them off). It is possible to start with abilities that have no trigger conditions, but GMs may wish to require an Unusual Background for it. Available psi abilities include any of those in GURPS Psionic Powers that the GM or the setting does not forbid (see 'New, Modified, or Unavailable Abilities,' below), and any others that the player(s) and GM can agree on. On Talents Talents not only affect skills, they reduce the time required to learn abilities in that power (though not the point cost, unless the GM really wants to). Generally, time required for Improvement Through Study (Basic Set p292) should be reduced by 10% per level of Talent. Alternatively, Level 1 reduces the time by 20%, and subsequent levels divide the time by the bonus (id est, Telepathy Talent 2 would divide the time to learn Telepathy abilities in half, level 3 would reduce it to one third the normal time, and so forth). If you wish to have Talent levels reduce the point cost of abilities, I suggect a discount of 5% per level of Talent. You may buy an ability that you have no Talent for, it will just take longer (at least when not being bought with character points earned adventuring, as opposed to downtime spent learning). Untrained individuals with one or more levels of a Psi Talent (or multiple Talents) often have a Perk or two, sometimes more, from each Power or Powers they are Talented in. A Subtalent is a specialization of a Psi Power Talent. All abilities covered by the Subtalent are also enhanced by the Power Talent it's based on (so, if you have Telepathy Talent 3, and two levels of Animal Telepathy Talent, your effective bonus to Animal Telepathy is +5). If a Subtalent can be based on two Talents (e.g. Dream Control), choose which Talent it is based on when you buy the Subtalent. You may buy a Subtalent without buying the main Talent or Talents. Subtalents generally cost 3 points per level, though a Subtalent that is a large or essential part of the main Talent may cost 4 points, instead. Some Subtalents are more common than their base Talent. The power limitation is always that of the main Talent. Psi Talents and Subtalents (marked with *), in descending order of commonality: Requires no Unusual Background cost: ESP *Divination (Subtalent of ESP) Astral Projection *Dream Control (Subtalent of Astral Projection or Telepathy) Telepathy *Animal Telepathy (Subtalent of Telepathy) Probablility Alteration *Electrokinesis (Subtalent of Ergokinesis) *Photokinesis (Subtalent of Ergokinesis) Ergokinesis Requires a 5 point UB: Meta-Psi *Anti-Psi (Subtalent of Meta-Psi) *Sonokinesis (Subtalent of Psychokinesis) Psychic Vampirism Psychic Healing *Biokinesis (Subtalent of Psychic Healing) *Psychometabolism (Subtalent of Psychic Healing) Requires a 10 point UB: Psychokinesis Teleportation Due to the current level of development of electronics, Cyberpsi abilities do not yet exist. The Biokinesis and Psychometabolism Subtalents only cover the abilities listed for them (Psionic Powers pp72-73 and pp75-76, respectively) that are not also listed for the main Psychic Healing Talent (Psionic Powers pp46-49). Many believe that psychokinesis and teleportation are entirely fictional, or at best, exaggerated. |
Re: [Psionics] Pulp Psi-Phi
New, Modified, or Unavailable Abilities
Anti-Psi (pp23-26) is a Subtalent of Meta-Psi, and all Anti-Psi abilities will have a limitation of 'Meta-Psi, -10%.' Meta-Psi is the power to modify other psi abilities, whether weakening or nullifying them, enhancing them, redirecting them, and so forth. Affliction (Advantage), sometimes with Modular Abilities (generally with something like 'Psi Abilities Only, -20%' or 'Existing Psi Abilities Only, -40%'), is a key ability. Adjustment (Psionic Powers p44) is a common advantage for martial artists, though it generally takes time and effort to bring it to a useful level. The usual variant lacks the 'Visualization (Blessing Only, +0%)' half of the ability, and has the limitation 'Cinematic Martial Arts Only, +0%.' Rather than giving a bonus, it simply allows some cinematic skills and techniques to work normally, that otherwise would only work by accident, if at all. The tenth level reduces time to effectively zero, and is only available in martial arts-heavy games (or other games where the GM considers it appropriate), if at all. 5/7/9/11/13/15/17/19/21/23 points for up to ten levels. Astral Hearing (under Astral Sight, p27) requires a small modification: as all spirits in this setting are astral entities, the limitation on Medium should be changed from 'Specialized, Astral, -50%' to 'Specialized, Human, -50%,' covering ghosts and Astral Travelers. Astral Travel works mostly as in Psionic Powers pp27-29, although the difficulty of entering and leaving the Outer and Inner Planes is somewhat variable. Mystics and psychical researchers acknowledge two 'barriers' or 'borders' in relation to astral projection: the Outer Barrier, which determines the difficulty of interaction between the physical world and the Outer Astral Plane, and the usually much 'harder' Inner Barrier, which limits travel between the Outer and Inner Astral Planes. In both cases, the average resistance is as per Psionic Powers, with fairly few locations varying by a noticeable amount. Spiritually significant places (crossroads, borders, holy sites, battlefiels, et cetra) and times (sunrise, sunset, the period from Midnight to just before First Light, astrological events, et cetra) might have 'stronger' or 'weaker' barriers than normal, though the strength of the Inner and Outer Barriers in the same location need not match. Outer Barrier strength varies between +10 and -10 (though the further you get from zero, the more rare it is), applied to the Astral Travel skill, and the techniques Barrier Breaking, Cross-World Communication, and Piggyback; in the particular case of Barrier Breaking, divide the given penalty by 3, before applying it to other abilities enabled by Barrier Breaking. Some places, called 'portals,' 'gateways,' or similar terms, allow travel or communication with no roll, although the psi must still have Astral Travel. Not all portals are open at all times. Example: Susan Foxe, the Grey Lady, has the abilities Astral Travel 3 (Nuisance Effect, Must burn special herbs, -5%) and Instill Fear (Only in Astral Form, -##%) 3, the skills Astral Travel 14 and Instill Fear 12, and the techniques Barrier Breaking 11 and Cross-World Communication 14. At 1:47am, late in the hour at which her husband Martin's prognostications determined the thief was most likely to strike, she is in the Outer Astral Plane, patrolling the chapel of Galston Manor, an old building with a comfortably weak barrier (especially so late at night), giving her a +4 to Astral Travel. Though her time is running down, she witnesses a man in black enter through a hidden passageway, and make his way to the valuable silver chalice on the altar. As the man places the chalice in a padded box, Susan moves in front of the passageway, activating Barrier Breaking as she drifts. A roll of 12 isn't great, but with the bonus, is successful. As the man approaches the passageway, she first uses Cross-World Communication (rolling another 12) becoming visible and audible, and then gives an angry scream, activating Instill Fear. She rolls a 9, just below her effective skill of 10 (+4 divided by 3, rounding down, is +1, reducing the penalty to use non-Astral powers to -2). The thief rolls a 15, failing his Fright Check, and runs toward the only other exit, the door where Martin and her brother George are waiting, already alerted by her scream. EDIT: Note that at the GM's option, intent can affect the barrier's strength. As the Grey Lady's intent in the example above was to the benefit of the old chapel, she might get a higher bonus, whereas an Astral Projector helping the thief for whatever reason would be penalized by around -4. Be sure to tell your players whether this optional rule is in effect in your campaigne. Inner Barrier strength varies from +2 to -18 (the default still being -8), applied to the Astral Crossing technique; portals between the Outer Plane and the Inner Plane do exist, but are even less common than Outer portals. It is especially rare for a portal to the Outer Plane to occupy the same place (or nearly the same place), as a portal to the Inner Plane, and for both to be open at the same time. When it does occur, it is often called an 'astral bridge.' There are probably no more than a dozen astral bridges in the entire world, and only three are all that well-known: one at Stonehenge, one between the paws of the Great Sphinx, and one in a location convenient for the GM. Another important house rule for Astral Travel is that travelers will not die from repeated failures of the Astral Crossing technique. Instead, when time runs out they snap back to their bodies with 0 FP, and must make a roll on HT+Astral Projection Talent. On a failure, they take 1d/2 toxic damage, or 1d+1 tox on a critical failure; on a success, they take no damage, while on a critical success, they take no damage, and regain 1d FP. Aura Reading (p46) may also be purchased as an ESP ability. Some psis use Aura Reading as a Complementary Skill for other psi-sensory abilities; this is a zero-point Feature. The Cure (p46) and Cure Injury (p47) powers are unavailable, being replaced by various types of Affliction (Rapid Healing, Regeneration, and/or Negate Slow Healing), which may use the techniques listed for Cure Injury, and tend to have some level of Extended Duration (100x duration (+80%) gives 1 hour, 40 minutes; 300x (+100%) gives 5 hours; and 1,000x (+120%) gives 16 hours, 40 minutes), at least at lower levels of Regeneration. Physical beings cannot recover hit points faster than one per minute (Fast Regeneration), but can regain fatigue at up to one per second (Very Fast Regeneration). Astral entities (including the astral bodies of psychics with Astral Travel) may have - or be Afflicted with - up to Extreme Regeneration for HP, FP, or both. Cure Disease (p47) is available, and works normally. Still hating the character limit. |
Re: [Psionics] Pulp Psi-Phi
The Cryokinesis (p55) and Pyrokinesis (p56) abilities are sometimes purchased as a single ability, called Thermokinesis, at 29 points per level (based on buying one level each of Cryokinesis and Pyrokinesis, both with 'Link, +10%' added). It is, literally, the movement of heat from one location to another. The Chill Factor and Ignition perks are occasioally part of this ability, making the cost instead '31 points for level 1, plus 29 points for each additional level.'
Skill: Thermokinesis (IQ/Hard). A cheaper (but less plausible in classical physics) variant treats Cryokinesis as an Alternative Ability of Pyrokinesis, giving a cost of 17 points per level, if the perks are left out, or 19 for the first level, and 17 from then on, if the perks are part of the ability. Many psychical researchers fail to properly distinguish these abilities, using Thermokinesis for both, as well as for Cryokinesis, Pyrokinesis, and all related Perks. For accounting purposes, the cheaper variant should be called 'Thermokinesis (Alternating),' and should use the normal skills. Domination, 18 points The psychic ability to impose a meta-trait on another. Based on Dominance (Basic Set p50). Statistics: Dominance (Meta-Psi, -10%) [18]. Some variants are based on Psychic Healing, Biokinesis, or Psychic Vampirism. A few require skill rolls to take effect. The Gadgeteer advantage (Basic Set p56) has four variants in this setting: Intuitive Engineer, 20 points A precognitive ability to 'see what will work.' Statistics: Gadgeteer (ESP, -10%; No superscience, -10%) [20] Lucky Inventor, 20 points You tend to accidentally stumble on the right ideas for your problem. Statistics: Gadgeteer (Probability Alteration, -10%; No superscience, -10%) [20] Neither of these allow Quick Gadgeteering, and both are limited to mundane technology no more than two TLs ahead of the user - no superscience tech. Outside of this, they are mechanically identical to normal Gadgeteering. Psychography, 14/28 Also called 'attunement,' this is the ability to create (what appears to be) superscience psi tech. Mechanically similar to standard Gadgeteering, save for the production phase. As all such items are psychically attuned, rather than creating or imitating psi effects through advanced circuitry (which would require TL12 in this setting), they cannot truly be mass-produced. Instead, treat 'production models' as prototypes, save that they are faster to produce, and have no bugs. Appropriate skills include Weird Science/TL6^, Ritual Magic, Symbol Drawing, Herb Lore/TL4^, or Alchemy/TL5^. Pharmacy (Psi)/TL6^ is slowly being developed from the latter two. Statistics: Gadgeteer (Meta-Psi, -10%; Focused, Psi-Tech, -20%; Limited mass-production, -15%) [14/level] Astral Binding, 5/10 Skill: Astral Binding (Will/Hard). This is the ability to create a charm or fetish, temporarily or permanently binding an astral entity to an item, and granting the item power as a result. The Concept roll would be based on Occultism (with double the penalty), Hidden Lore (generally Spirits but Faeries, Demons, Angels, or Ultraterrestrials may also be appropriate), or a similar skill to find an appropriate spirit, or Expert Skill (Psionics) and either Autohypnosis or Meditation, to create a thought-form (The Tulpa; Horror p81) for the purpose. If summoning the spirit, use Spirit Communication to call (or go find one, either through Astral Travel or physical travel while using Astral Sight), and social skills to negotiate. The construction skill is Astral Binding. There are no 'production models,' just similar prototypes. In general, charms, being temporary, are much faster to produce than fetishes (divide time by 1d+3), both because negotiations with the spirits (if you aren't simply creating a thought-form) are easier, and because the bindings need not be 'built' to last. A spirit may be forcibly imprisoned in a charm or fetish, which often leads to great resentment. Roll a Contest of the target's Will against Astral Binding, with the normal Construction penalty. Statistics: Gadgeteer (Astral Projection, -10%; Based on Will, +20%; Only for Astral Entity containment devices, -60%; Requires Will Roll, -5%; No mass-production, -30%) [5/level] (If you have a copy of Monster Hunters 2: The Mission, the Gadgeteering rules on pp24-25 will be useful for anyone with the second level of Psychography or Astral Binding. Just be sure to add a -1 penalty on the Gadgeteering Table on p24, if you don't have Versatile - see text on that page for details.) Harmony with the Way, 36 points An optional ability, for GMs that wish to have all Cinematic Martial Arts skills and techniques under a single enabling advantage (or a smaller number of them). This ability works by being in tune with the spirits (thoughtforms) of your martial arts style. Statistics: Trained by a Master (Astral Projection, -10%) [36]. Often has the Pact limitation, for -5% [34], -10% [32], -15%, [30], or -20% [28]. Trained by a Master may be replaced by Weapon Master, or a variant thereof, including Gunslinger or Heroic Archer; modify pricing accordingly. Pressure Point Manipulation, 10 points for level 1, plus 4 points for each additional level A suggested ability to allow the use of Pressure Points, Pressure Secrets, and the Pressure Point Strike technique (which should be treated as a normal technique, not an additional ability requiring FP to use). An alternative is to maintain a catalogue of Afflictions, with most being Alternative Attacks of the most expensive Affliction. Statistics: Modular Abilities (Slotted Cosmic Power; Physical, +50%; Only Afflictions with a biological effect, Melee Attack, C, and Contact Agent, -50%; Psychic Healing, -10%; Requires IQ Roll, -10%) [5.6 base] + [4/level]. Spirit Communication (p43) may also be purchased as an Astral Projection ability. Thoughts? |
Re: [Psionics] Pulp Psi-Phi
Paranormal disadvantages are psi-based in this setting (effectively being abilities that are harmful to the user, or permanent effects of abilities used against the user), and should usually have a limitation to reflect this, like 'Weirdness Magnet (Probability Alteration, -10%) [-14].' Lower point-cost disadvantages, like Infectious Attack, Supernatural Features, or Unnatural Features, may ignore this.
Any disadvantages I need to specifically write up will be posted here. Hopefully they won't exceed the character limit. So, any thoughts on this? |
Re: [Psionics] Pulp Psi-Phi
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Re: [Psionics] Pulp Psi-Phi
This setting sounds like it would go great with "Igor-1", the world of Mad Science from Pyramid Vol 3 issue 63. Maybe Ubercognitives represent the flipside of great mental power. You either become a Genius Scientist, or a Psychic prodigy.
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Re: [Psionics] Pulp Psi-Phi
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EDIT: Of course, Himmler as the Power Behind the Throne would also fit. Quote:
On another note, edited in something that should have been in the Abilities section (under the example in Astral Travel), but wasn't: Note that at the GM's option, intent can affect the barrier's strength. As the Grey Lady's intent in the example above was to the benefit of the old chapel, she might get a higher bonus, whereas an Astral Projector helping the thief for whatever reason would be penalized by around -4. Be sure to tell your players whether this optional rule is in effect in your campaigne. |
Re: [Psionics] Pulp Psi-Phi
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However, if the occult will get him power or wealth, he'll be all over it. |
Re: [Psionics] Pulp Psi-Phi
Skills
Alchemy/TL5^ & Herb Lore/TL4^, in the absence of powers like Psychography and Astral Binding, above (or other abilities, triggered by using these skills, or by items created with them), provide a semi-reliable understanding of psychobotanics and similar psi-drugs (see 'Old Time Psi,' GURPS Psionic Campaigns, p5 boxed text). This is done at a penalty of -5 to find or invent a preparation that both works and is useful for your purpose (as opposed to poison or useless filler), in addition to other factors, like Complexity (if inventing) or working conditions. The penalty does not apply to recipes that have already been established to work, if you know of them. Poisons is a Complementary Skill. Area Knowledge (Astral) covers both the Inner Astral Plane, and interesting or dangerous locations in the Outer Astral Plane (areas of persistent Psi Static, places with strong or weak barriers (see Astral Travel under New, Modified, or Unavailable Abilities, above), haunted houses, homes of important or interesting Astral psis, et cetra). For individuals with Astral Sight or Astral Travel, and some with Spirit Communication, regional Area Knowledge includes knowledge of the Outer Astral Plane in that region. Autohypnosis & Meditation are nearly always Complementary Skills for psi abilities, even if not used as trigger skills. Being unable to use one or both as Complementary Skills for your psi abilities counts as a quirk if you have either or both skills, or a feature if you have neither. Current Affairs (Psionics) can be considered a combination of psi-specialized versions of CA (Headline News), CA (People), and CA (Science & Technology). You know about recent discoveries, Who's Who among the more powerful or effective psis and psychical researchers, and what major incidents are ongoing or recently occurred. Dreaming is used as a triggering skill for a number of abilities, primarily Dream Control (of course), Astral Projection, and Telepathy, and sometimes Psychic Healing or Probability Alteration; one fairly common ability triggered by Dreaming is Spirit Communication. Psychics who use Dreaming for active abilities often use Fortune-Telling (Oneiromancy) as a triggering skill for sensory and divinatory powers. Esoteric Medicine comes in a wide range of required specialties, any of which may be used as a triggering skill. In the absence of powers, these skills vary from 'not as good as Physician/TL6^, but noticeably better than First Aid' to 'about as good as First Aid in the short term, but detrimental to the medium- or long-term health of both the patient and the healer,' generally depending as much on what's being treated as on which tradition is being used. Unless the GM determines otherwise, Esoteric treatments should average to 'about as good as First Aid.' Fortune-Telling specialties make good trigger skills, not only for sensory and divinatory abilities, but for Probability Alteration and other powers, as well: though rather less common, it is certainly possible to use tools like tarot cards or sacred dice for active abilities. Generally, using Fortune-Telling to trigger an active ability involves working backwards, by choosing the cards, dice, or whichever for the intended result. Ritual Magic and Symbol Drawing are Complementary Skills for some specialties. Hidden Lore specialties include Psis, Spirits, Astral, Faeries, Demons, Angels, Ultraterrestrials, and specific conspiracies or practices, like Freemason Lore or Qabala Lore. While Faeries, Demons, Angels, and Ultraterrestrials are all spirits, and spirits are all astral entities, the various specializations do cover different areas: each group has its own society or societies, while Spirit Lore covers spirits in general, and especially those that do not fit in the other categories, and Astral Lore is more environmental, covering the secrets of the Astral Plane, not specifically its denizens. Note the distinction that Hidden Lore refers to matters that are obscure, as opposed to skills like History, Current Affairs, or Area Knowledge, which cover things that anyone may have access to. Pharmacy (Psi)/TL6^ is a skill in development, and is currently quite limited, only covering the small number of psi-drugs that have not only been found to work, but have been properly studied, refined, and synthesized in a laboratory. This is a new science, and is poorly understood. GMs may wish to set a maximum skill level, or number of points that can be spent on it (e.g. limiting it to skill 9, or to one point, or even to being part of a Dabbler perk). The GM should look through Psi-Tech (and perhaps Ultra-Tech & Bio-Tech), and make a list of which psi-drugs or other unusual chemicals are currently available. Ritual Magic and Symbol Drawing may be used as triggering skills, or to analyze the triggers or attuned items of those who use the same style or lexicon, but have no power on their own. They sometimes are used by stage magicians or con artists to assist them in faking powers, though. There is little point in purchasing specific symbols in this setting, but Paths and Books may be available if the GM wishes. If so, they should be treated as specialized social skills, with the rituals being fairly standard contracts that, depending on the spirit's Reaction Roll, may need a little negotiation (they should not be treated as spells, in other words). Weird Science/TL6^ covers a wide range of fringe theories in this setting, none of which are so developed as to require specialization. It works well as a triggering skill, and is the basis for most 'psychotronic' devices. In the absence of power, it may be completely useless beyond analyzing the works of other psychics who use Weird Science, or it might be of limited use on its own, if the GM feels that some fringe theories have a basis in (this) reality. Thoughts? |
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Martial Arts
In the default version of this setting, Cinematic skills and techniques are either replaced by appropriate psi abilities, or treat them as prerequisites (with the motions serving as triggers). Trained by a Master and Weapon Master are not available (unless the GM really wants them to be; see Harmony with the Way, above). Some Cinematic abilities, like Initial Carving, simply require Adjustment with the Cinematic Martial Arts Only limitation, above, while others require something more specific. Add Special Exercises perks to these styles, to learn the necessary abilities. Some skills and techniques below list specific abilities, while others only list powers. For the latter, choose the best fit, or create a new ability for the purpose. Not all styles will base the same skills or techniques on the same abilities (e.g one style might base Kiai off of Mental Blow, another off of Confuse, and a third off of a modified TK Crush). Skills Blind Fighting: ESP or Telepathy Body Control: Psychic Healing or Psychometabolism Breaking Blow: Adjustment, ESP, or PK Flying Leap: Levitation or new PK ability Hypnotic Hands: Suggestion or Emotion Control Invisibility Art: Photorefraction, Mind Clouding, or Sensory Control Kiai: Mental Blow, Confuse, or a similar Affliction or Innate Attack Light Walk: PK Lizard Climb: PK, Psychic Healing, or Psychometabolism Power Blow: PK, Psychic Healing, or Psychometabolism Precognitive Parry: Combat Sense Pressure Points & Pressure Secrets: Psychic Healing or Biokinesis Push: PK Sensitivity: ESP Throwing Art: Adjustment or PK Zen Archery: Adjustment or PK Techniques Backbreaker: Adjustment, Psychic Healing, or Biokinesis Binding: Adjustment or PK Dual-Weapon Attack: Adjustment Dual-Weapon Defense: Adjustment Fighting While Seated: Adjustment Flying Jump Kick or Flying Lunge: Adjustment or PK Grand Disarm: PK Hand Catch: Adjustment or PK Hand-Clap Parry: Adjustment or PK Initial Carving: Adjustment Lethal Kick or Lethal Strike: Adjustment, Psychic Healing, or Biokinesis Piledriver: Adjustment Pole-Vault Kick: Adjustment or PK Pressure-Point Strike: Psychic Healing or Biokinesis Roll with Blow: Adjustment or PK Snap Weapon: PK Springing Attack: PK Timed Defense: Combat Sense Whirlwind Attack: Adjustment or PK Thoughts? |
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As the architect and overseer of the death camps, the SS and Race and Resettlement office, I think Himmler would be a great leader of this timeline's Germany. The fact that his ideas were right, if based on psi instead of ... whatever he thought powered them... gives Himmler a huge boost of confidence. Not that he needed it. He is the evil mad scientist put in charge of everything. Goering et. al. might be working to get control out from under him, and that might lead to some unlikely allies for player characters. |
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https://images.search.yahoo.com/sear...Himmler&fr=w3i Sure I can buy him being the one really in charge. But the party needs a...different face when it's on the way up to deal with the public. |
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https://images.search.yahoo.com/sear...3i&fr2=piv-web I would steer clear of a man with those eyes. Himmler on the other hand, easy to underestimate. |
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For a cross-time adventure, Centrum would probably be interested in learning more from this timeline about psionics (something they can wrap their heads around, as opposed to magic). And they wouldn't have Homeline's natural aversion to working with Nazis.
This could set up the Centrum-Nazi team-up that Infinity has always feared. Or it could be a feint by Centrum, to play on the 'irrational' fear Secundus has of Nazis, while Centrum is actually learning from English and American psychics. |
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EDIT: Sorry about that. Actual new content in next post. |
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Psi-Tech
These lists cover items that I intend to be available at the start of the game, if I run it. Other GMs may have different lists. Psionic technologies not listed are either not invented yet, or are secret; only the GM knows which. Psychotronics Psi Amplifier Helmets (Psi-Tech p12) exist, but known examples provide only +2 or +3 to a single talent; in addition, fairly few are not dedicated to a single ability. They often require psychotronic batteries (see below). A few Psi Amplifier Thrones exist, granting +6 to a single power, or +8 to one or two abilities. Even fewer are able to boost multiple powers, but generally add +4 or +5 to each. Psychotronic Generators (p13) are possibly the most common form of psi-tech, even if 'form' is not the best term for something so variable in design (anywhere from 'helmet with Jacob's Ladder, and wires connecting it to a backpack full of vacuum tubes' to 'fancy wand or staff' to 'ordinary-looking item that does something extraordinary;' see also some specific examples from the text-box on p14, though the Psiberdeck would not exist, and the Psycho-Surgery would need a more era-appropriate user interface). Most psychotronic generators are fetishes made by mystics using Astral Binding, and look and act like magic items, sometimes with apparent personalities of their own (which means they may be bought as an Ally, rather than as equipment or a Gadget). Psychographs may also be made by mystics, just as some scientifically-oriented psychics have made fetish-based psionic devices. In general, specific powers are about as common as seen in the list in On Talents, above. Many require psychotronic batteries (see below). Psychotronic Batteries (p14) exist, but take in energy more slowly, requiring around half an hour to take in one FP; rather than preventing the target from regaining Fatigue, they double the time required. Most are dedicated, and storage capacity is variable (use characteristics other than price from the Batteries and Power Cells Table, p8, and see the Psychotronic Battery Table, below). It is not unusual for a device to require psychotronic batteries, with or without also needing electricity. Devices created by mystics are normally powered either internally, or by the user. Code:
Psychotronic Battery TableOverload-Field Generators & Psi Impeders (p17) are rumoured to exist. Any further detail is up to the GM. Astral Barrier-Field Generators (p18) are believed to exist - or at least, the mirror-surfaced bubbles that have started appearing around various locations since mid-1929 are believed to be artificial. Astral Duplicators (p18) are somewhat available, though most are mystical items incorporating mirrors - a mirror must be able to reflect the whole object or creature at close range, to create a duplicate. P-Web Shields (p20) are one of the few examples of commercial psi-tech, though this is mainly due to the mistaken belief that they can provide any protection at all against Telepathy, which is very rarely the case. (The normal version disrupts the Confuse ability, and possibly other Ergokinetic attacks that the GM decides use a sufficiently similar vector, because of its structure, and requires little or no attunement. P-Webs that shield againse Telepathy must be attuned, or have a bound spirit, in order to provide this defence. Some individual Telepaths are unable to work through P-Webs, because they believe that they cannot; this is a -5% limitation on (normally all of) their telepathic abilities.) Psi Scanners (p22) tend to resemble crystal-radio sets with a few dials on one side, and various rheostats and buttons or switches. Earlier models will generally be bigger. Karmic Collectors (p23) may exist, but are so far only rumours. Aura Enhancers & Biointensifiers (p23) work pretty much as seen in the book, though the latter are somewhat rare. All known biointensifiers require psychotronic batteries. Psychospectral Cameras (p24, under Psychospectral Imaging System) are found at some universities and occasionally in private hands, but are film cameras (still or movie, usually still), not video. They tend to weigh about 15% more than a normal camera of the same type. Thanatos-Field Generators (p25) appear in rumour and urban legend. Fear Extractors (p26) have been used by a number of villains over the past few years. The devices keep getting destroyed, but someone always makes another (depending on the GM, this may be a single mad scientist, in which case they may be fairly standardized). Power is provided by a medium psychotronic battery. Mind Disruptors (p27) tend to be bulky, fragile, and unreliable. The smallest known Mind Disruptor weapon is a dazer in the form of an awkward pistol weighing around 3 lbs (and having a Bulk of -3), and being about as effective (including number of shots) as a Holdout Mind Disruptor from Psi-Tech. Likewise, MD Rifles tend to be as effective as the book's MD Pistols, Heavy MDs as book MD Rifiles, and Tactical MDs, if available at all, as Heavy MDs from the book; likewise, add -1 to Bulk for all but the highest-quality units. The smallest Neutralizer Rays and Death Rays are rifle-sized (Bulk of -4). Most versions require psychotronic batteries, though some can be powered by the user, at approximately 2 FP per shot. Mind-Transfer Machines (p27) are always rumoured, but there is no proof that they exist, as yet. Mindscanners (p28) are readily available. Triple the weight of the Handheld Mindscanner, and add about 5-10 lbs to the Large Mindscanner. Like Psi Scanners, above, they resemble crystal sets (or tabletop vacuum-tube radioes, in the case of Large Mindscanners). Psi Bombs (p28) can be found in hand grenade size and larger. They are somewhat unstable - two or more points of direct psi-based damage can set one off on a roll of 16 or greater. Telepathic Switches (p30) have occasionally been built, although Secure Teleswitches are only theoretical... probably. Putting enough Basic Teleswitches together leads to a crude Telepathic Control Panel. Necrophones (GURPS Horror p48) have been available from the Edison Company since 1930, as mentioned in the timeline. They aren't quite mass-produced, of course, and cost $2,100 per unit. Electric Pentacles (Horror p48), inspired by those described in William Hope Hodgson's Thomas Carnacki stories, are available from several sources. The most reliable are made by Morgan-Tesla Ltd. |
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Psi Drugs
Unless otherwise noted, these drugs require no attunement, instead affecting the target's psi powers by modifying the brain's biochemistry. Blocker (Psi-Tech p33) is available in refined form, as of 1928. Blue Fire (p33) is available as an herbal preparation from Japan, Korea, and eastern China ('blue fire' is a translation of the Japanese name, 'aoikasai'), but is only known as a deadly poison - if anyone is aware of its effect on psi abilities, they aren't talking. Brainstorm (p33) is available as an alchemic preparation, usually in drinkable form, but takes 1d*5 minutes to take effect, and requires the user to fail a HT-2 roll. As usual, duration does not start until the effect begins. Neurovine (p33) was patented in 1931, and is known to be an antidote for Blue Fire, among other poisons. Cost is $150/dose. Psi-Boosters (p34) are found in a variety of forms, both alchemic and herbal, but must be attuned to the ability they are designed to induce, or anchor an astral entity with that ability (they are charms or single-use psychographs, in other words). Those who take Psi Boosters for the same ability multiple times may eventually gain that ability, as the elixir trains the mind for it. Normally found as incense, tea, or powder. Shatter (p34) is available in hypo form only, and was refined in 1929. As everyone is a latent, it is not useful in detecting psis. Being new and fairly expensive, few police departments have access to it, though the FBI does. Cost is $90/dose. Trance (p35) is available as a wide range of herbal and alchemic preparations, with varying abilities and prices. Traditionally, it was most often taken in the form of incense or tea, though nowadays you can put it in your pipe and smoke it (or roll it into a cigarette). Window (p35) is available as an alchemic preparation, though several companies claim they'll have a refined version Real Soon, Now. Quality is somewhat variable. Available as a powder or potion. Genetics of Psi While genetic engineering is currently unknown, eugenics is not only known, but quite popular (prizes were given for the most 'scientific' or 'eugenic' baby at some state fairs, for example). While still too early to tell, attempts to breed more Talented psis are being made all over the world, but particularly in Germany and America. Cloning is not yet possible, and neither are the Proteus Virus or Null Virus (indeed, they might never be possible). Psibernetics and Surgery Brain-tissue grafts are being experimented with, mostly on people who aren't part of the 'favored' race locally, but rarely have much, if any, effect on psi abilities. Most work is being done in Japan and the United States. Drones are rumoured to exist, but there is no proof as yet. Psiborgs do not exist at this time, but there are many rumours about them, and a sufficiently skilled psychographer or astral binder may be able to create them. So, thoughts? |
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Just so you know, the above is all that I have, so far. I've been thinking of writing up some templates, or trying to do a stat-block for this worldline's Dracula, but if anyone has suggestions of things it would be useful to include (not limited to templates or stat-blocks), I'm open to them. I don't promise to be fast, though.
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I hate to resurrect a thread, but this setting is really interesting to me. I wonder if you, or anyone else, has used it or done any more work on it. Not to say that there isn't a ton of material here already.
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I agree this looks like it would be fun to play in.
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Uk should be CR3 but not the empire. Canada, Australia and New Zealand maybe better.
UK economy was below 1913 production from 1918 to 1932. Moreover it was Hindemburg's decision to keep Germany safe from the SPD and KPD. So who is the Leader of the Nazis? Streicher, Borman because you need someone 'sensible' at the top. Do the psi stuff play into the ubermensch trope? Or are there dissenters and unionised psis of the various communist parties around the world? Ok, I am running away with this. |
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To a lesser extreme you can get union psis from around the world to concentrate on certain abilities, so you get schools or teams. Say pyro squads, or a telepathy trio. They could make a good villain of the week sort of enemy, or contact group. |
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I tend to agree with Drifter that psi could go both ways. Gestalts are possible, but so are small numbers of powerful individual psis. Which one the PCs are is another matter, of course. Going to do another post in a bit for Dracula, basing his powers, to start with, on Bram Stoker's novel. |
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Quotes from Dracula, Chapter 18, by Bram Stoker:
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Not mentioned above, but obviously he has Domination. New vampires are going to be quite a bit weaker than this, of course, as most of the powers above are probably learned. Note that Dracula would not be an exact match for the Count Dracula of the book; rather, he is the ghost of Vlad the Impaler, empowered by the myths and the popular perception of him, and given flesh by foolish humans who wished to pay him tribute... well, unless your GM has a different idea. The character sheet (or sheets) that's going to develop from this discussion is one of many options, and may not even be the one I use, if I use him in the game (after all, my hypothetical players might read this thread). So, any suggestions? |
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According to the preview, Vlad the Impaler is in GURPS Who's Who 1. I either don't have a copy, or do, but can't find it (not sure, but it's been out long enough that I could have bought it, put it in my room somewhere, and forgotten it years ago). It's for 3e, but someone who has a copy should be ale to help develop the character sheet of this Dracula, without violating copyright or forum rules, I'm pretty sure.
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Per wikipedia "Vlad is believed to have learned combat skills, geography, mathematics, science, languages (Old Church Slavonic, German, Latin), and the classical arts and philosophy." Does that match up with what you see in WW1? |
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Of course, in the 15th century, 'science' would be mostly covered under Expert Skill (Natural Philosophy)/TL4, but could include a few other skills. The version of Dracula that will be developed here will have Alchemy/TL4^, for example. Stat-wise, outside of ST, Dracula was probably fairly agile, robust, and smart. Based on that: ST 15/45 DX 13 IQ 14 HT 12 Does that look good? |
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Incidentally, how would one describe his Cultural Familiarities? 15th Century Eastern Europe and 15th Century Ottoman Empire? |
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Here's a very preliminary attempt at Dracula's character sheet:
Dracula Attributes ST 15/45 [??]; DX 13 [60]; IQ 14 [80]; HT 12 [20] Secondary Characteristics HP 15; Will 14; Per 14; FP 12 Social Background Languages: Wallachian (Native) [0]; Old Church Slavonic [?]; German [?]; Magyar [?]; Latin (Native) [6]; Turkish (Native) [6] TL: 4^/(6+1)^ Cultural Familiarity: 15th Century Eastern Europe [0]; 15th Century Ottoman Empire [1] Subtotal: Advantages Animal Empathy Animal Speech Beast Control Charisma 5 [25] Domination [18] Hard to Kill 4 Hard to Subdue 4 Necromancy (Modular Abilities (Allies with Summonable and a Ghost meta-trait Only)[]) Suggestion 3 [30] Unaging Unkillable 3 Weather Control 5? Born War-Leader [?] Telepathy Talent 4 [20] Animal Telepathy Talent 2 (+6) [6] Perks Subtotal: Disadvantages Code of Honor Quirks Deeply Conservative. [-1] Subtotal: - Skills Alchemy/TL4^ Expert Skill (Natural Philosophy)/TL4 Geography/TL4 [IQ/H] Mathematics/TL4 Philosophy Theology (Catholic) Theology (Islamic) Subtotal: Total: Equipment Notes As you can see, still needs a lot of work. Thoughts? |
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If you can, subscribe to the HP Lovercraft Literary Podcast, if you don't already. They did a 4 part examination of Stoker's Dracula last March. Funny and informative, you might pick out some abilities of Dracula.
For example, Dracula apparently could change his appearance at will, to the extent he could have a beard or not. This lead to a funny exchange on exactly how he did that, imaging Dracula grunting and straining and then a *pop* as he shouted "Goatee!", to make a goatee appear. So in short Dracula could at least have some form of Disguise, if of a supernatural sort. Vlad Tepes certainly had Callous, and I'd guess Dracula should have that as well, but that gets into the territory of any creature that feeds on intelligent beings is going to have Callous. I would think his language ability in Old Church Slavonic would be low, if he learned it only for Church. Great start! |
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I just want to say that I love the misspelling "HP Lovercraft". Apparently he was quite the stallion... :)
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I've been thinking about the Gadgeteer variants in this setting.
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EDIT: If I didn't want super gadgeteers to be able to change the world, I wouldn't have made those two abilities available at all, so I'm confused as to why you're saying that. |
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OK, unless I get an answer that I can understand (e.g. one that doesn't make me feel like I'm really bad at explaining myself), I'm going to guess that 'Limited mass-production' is -15%, and 'No mass-production' is -30% (I kind of wonder if that works, since that lead to fudging the result for Astral Binding):
Intuitive Engineer, 20 points A precognitive ability to 'see what will work.' Statistics: Gadgeteer (ESP, -10%; No superscience, -10%) [20] Lucky Inventor, 20 points You tend to accidentally stumble on the right ideas for your problem. Statistics: Gadgeteer (Probability Alteration, -10%; No superscience, -10%) [20] Neither of these allow Quick Gadgeteering, and both are limited to mundane technology no more than two TLs ahead of the user - no superscience tech. Outside of this, they are mechanically identical to normal Gadgeteering. Psychography, 14/28 Also called 'attunement,' this is the ability to create (what appears to be) superscience psi tech. Mechanically similar to standard Gadgeteering, save for the production phase. As all such items are psychically attuned, rather than creating or imitating psi effects through advanced circuitry (which would require TL12 in this setting), they cannot truly be mass-produced. Instead, treat 'production models' as prototypes, save that they are faster to produce, and have no bugs. Appropriate skills include Weird Science/TL6^, Ritual Magic, Symbol Drawing, Herb Lore/TL4^, or Alchemy/TL5^. Pharmacy (Psi)/TL6^ is slowly being developed from the latter two. Statistics: Gadgeteer (Meta-Psi, -10%; Focused, Psi-Tech, -20%; Limited mass-production, -15%) [14/level] Astral Binding, 5/10 Skill: Astral Binding (Will/Hard). This is the ability to create a charm or fetish, temporarily or permanently binding an astral entity to an item, and granting the item power as a result. The Concept roll would be based on Occultism (with double the penalty), Hidden Lore (generally Spirits but Faeries, Demons, Angels, or Ultraterrestrials may also be appropriate), or a similar skill to find an appropriate spirit, or Expert Skill (Psionics) and either Autohypnosis or Meditation, to create a thought-form (The Tulpa; Horror p81) for the purpose. If summoning the spirit, use Spirit Communication to call (or go find one, either through Astral Travel or physical travel while using Astral Sight), and social skills to negotiate. The construction skill is Astral Binding. There are no 'production models,' just similar prototypes. In general, charms, being temporary, are much faster to produce than fetishes (divide time by 1d+3), both because negotiations with the spirits (if you aren't simply creating a thought-form) are easier, and because the bindings need not be 'built' to last. A spirit may be forcibly imprisoned in a charm or fetish, which often leads to great resentment. Roll a Contest of the target's Will against Astral Binding, with the normal Construction penalty. Statistics: Gadgeteer (Astral Projection, -10%; Based on Will, +20%; Only for Astral Entity containment devices, -60%; Requires Will Roll, -5%; No mass-production, -30%) [5/level] Thoughts? EDIT: Before anyone suggests that I should PM PK, I did. That's why I'm sure that I'm explaining myself very badly, but I'm still not clear on how. |
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I'm not sure how you want me to explain my answers. As I said, I don't think that "no mass production" is a valid limitation. Speaking as a GM, I'd treat it as a feature or setting switch.
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