Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   [Psionics/Infinite Worlds] The Psion skerry (https://forums.sjgames.com/showthread.php?t=188094)

Prince Charon 01-23-2023 02:45 PM

[Psionics/Infinite Worlds] The Psion skerry
 
(Expanded from this post.)

Psion-1 and Psion-2 are a pair of very similar worldlines (indeed, the date and time on each is nearly the same, save that Psion-2 is pi seconds ahead of Psion-1), that appear to have been historical echoes until local 1981, when people on both worlds who were born after the Trinity detonation in 1945 began to develop psi abilities (and various people on each began effective research into psi-tech). Often these were the same people on each world, and generally with similar powers to start with, if not the same ones (though they didn't necessarily activate in the same way). However, the way they deal with them is quite different:

On Psion-1 (local year 2019, discoverd by Infinity in local-2007), the vast majority of psis feel a strong compulsion to keep psi a secret from the public, mostly justifying it as a fear of persecution, though others do so out of a desire for power, wanting to become the secret masters of the world. This worldline has a number of conspiracies, both government and corporate, some hunting psis to control or destroy them, and some helping them hide, and/or fight the other conspiracies. There are many rumours of powers and conspiracies on this world, more than on most other parallels in the same era (which is how Infinity knew to send some of their own psis to check), but the public generally doesn't take them too seriously, despite the occasional blatantly weird event.

Knowledge of the paranormal community is covered by Hidden Lore (mainly 'Astral,' 'Paranormal,' or 'Conspiracies'). (Most psis on this Earth will have Compulsive Secrecy (Psi) or Vow (keep powers secret), as well as 'Secret (Psi) [-20]' and sometimes Paranoia. Psychic animals exist, but are very rare; psychic plants and fungi are even less common.)

Though psi is scientifically studied on this Earth, the need for secrecy limits how it can be applied. Psi-tech and related sciences are less advanced on Psion-1 than on Psion-2, and nearly all psychotronics should be treated as Experimental. None are mass-produced, apart from the P-Web and psychotronic Mind Shield devices (hats and hoods are more fashionable on this Earth than on Homeline in 2019). A few of the more well-funded conspiracies have experimented with the creation of Drones or Psiborgs; if discovered, the less-immoral psionic conspiracies tend to respond quite violently; drones are somewhat more common than psiborgs, being both easier (though slower) to create, and less obvious if witnessed. Psi-drugs exist, but are not mass-produced unless they have a useful mundane effect to justify it (e.g. Mind Hype is the street name for an experimental 'nootropic' drug developed by the Swiss conspiracy company Biotech Chulan; drug dealers near college campuses tend to stock up, and jack up the price, around exam time, though not all exams would benefit from it - often, the first thing the IQ bonus does is cause the user to think 'I really should have studied harder'); all are Experimental.


The psis of Psion-2 (local year 2019, first reached by Infinity in local-2009), in contrast, feel compelled to use their powers in a fairly public manner, specifically acting like comic-book characters (often complete with secret identity). Generally, the ones with stronger criminal tendencies will tend to be compelled to villainy, while the ones with stronger heroic tendencies will feel compelled to heroism. Those without much of either may get one or the other at random, or based on those around them when their power first manifest; alternatively, they have the urge to become entertainers, or they may have no compulsion at all (especially if their powers are relatively weak for the area, or they have something else that prevents them from being an adventurer). Powers are not a secret on this world, and skeptics are fairly rare, but rumours of conspiracies do still exist - it's just that they cannot simply 'disappear' a well-known super, which makes them less of a direct threat. OTOH, supers do still tend to get themselves killed fairly often, which means that most of the same people are alive, or dead, on each world.

Knowledge of the paranormal community is covered by Current Affairs (mostly 'Supers,' 'Science & Technology,' or 'Headline News'). (Most psis on this Earth will have something like Compulsive Costumed Heroism or Compulsive Costumed Villainy, and often the Secret Identity disadvantage. Psychic animals and such are quite rare, though not so rare as on Psion-1.)

The open nature of psi has allowed psi-tech and psi-related sciences to develop faster on Psion-2 than on Psion-1. A number of psychotronic devices are being mass-produced (but think of the tech as Emerging rather than Mature), and a wider range of psi-drugs are available, though in most cases a prescription is required. Books on maximizing the utility of your psi abilities are quite common, and some are useful (hence there are a wider range of known psi techniques here than on Psion-1). Mad scientists occasionally experiment with Drones or Psiborgs, both of which are quite illegal (Legality Class 0, or LC1 in especially bad governments) in most of the world; animal-derived psiborgs are sometimes legal (LC3 in a few nations, but LC2 or worse in most others). Psi-drugs are common enough to be considered Emerging, but often require a prescription.

One worry for Infinity is that the existence of Psion-1 has been public knowledge on Psion-2, though not vice-versa, since an inter-dimensional teleportation incident in 1997 (which also strained secrecy on Psion-1); other worldlines are also somewhat known to the public. Such 'crossover events' are not frequent, as they are difficult to achieve (though oddly less difficult to reverse - getting there is a possible-but-rare result of a critical failure, while returning to one's native worldline while still within the skerry simply requires concentrating on something familiar from that worldline and taking extra time before initiating an autoteleport or exoteleporting a traveler to their home timeline - the latter may require telepathy or retrocognition), save through the use of astral projection, which generally does not endanger the secrecy of psi on Psion-1.

Prince Charon 01-23-2023 02:46 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
There are an uncertain number of other worldlines in the Psion skerry, though all of them are accessible through teleportation accidents from other worldlines of the same skerry (or techniques defaulting to skill-10, specific to each Earth), or more easily though the Inner Astral Plane, and all have the same span of time between the local present and the apparent PoD. Infinity is aware of three others through research on the first two:

Psion-3 is unusual in that the dates did not match Psion-1 or 2 (the PoD is 1972, present is 2010). Bruce Lee is still alive, and it seems like all psis on this worldline have studied martial arts in some way, though whether they need to be martial artists in order to awaken their powers, or psis feel compelled to study these arts, is uncertain. Also, it appears that all psis on this Earth have some form of Code of Honor, though the codes do not necessarily overlap between different styles, or even different individuals, which has lead to some martial psis becoming enemies who otherwise would not. Psi is publicly known to exist on this worldline, but is generally believed to be less impressive than it actually is (partly due to 'flashy' powers being less common, at least at higher levels).

Knowledge of the paranormal community is generally covered by Current Affairs (Martial Arts) or Hidden Lore ('Psis' or 'Astral'). (The Code of Honor may be anywhere from a quirk to something very restrictive at -15, or it could be a related disad, like a Vow that the GM agrees is 'close enough in effect' to a CoH. A few psis have 'mystical' or otherwise 'spooky' limitations on their psi abilities, often accompanied by an occult-related Delusion. Psychics with similar issues can be found on the other Psion worldlines, but are much less common, save for on Psion-5, where they are the majority. Psychic animals and such are uncommon.)

Psychotronics exist, but are rare and Experimental; psi drugs are far more often found as herbal concoctions of variable quality than as anything coming out of a lab, though that has been changing recently.


Psion-4 has the same PoD and present, and counterparts of most of the same people, as 1 and 2. Their history seems to have been identical to Psion-1 from 1981 to 1985, when a group of psychic comicbook nerds attacked a white supremacist rally that was getting an unusual amount of news coverage (they were actually trying to embarrass the leaders of the rally without getting noticed, but things went wrong, not helped by some of the racists in attendance being psychic themselves). With so many witnesses (some of them credible) and cameras, covering it up was not an option, and certainly not for the still quite new conspiracies in this Earth. Their unfortunate introduction to the public, combined with their reflexive secrecy and various corporations and politicians spinning the news for various reasons, has lead natural psis to often be hunted, or at least viewed with suspicion. In much of the Western world, the Social Stigmas they face tend to be minor, while in much of the former Communist Bloc, any psi that isn't in government service is generally considered a criminal; in Russia specifically, non-government psis are hunted by the 'Genetic Security Police' (often translated as 'Eugenic Security Police' in English, both for the pun and because the reporter who originated it wanted to create an association in the readers' minds between the Russian government and the Nazis); a significant fraction of independent psis in Russia and the Eastern Bloc are members of the Phoenix Project, a highly optimistic movement to create world peace by joining all psis together into a 'benevolent world-mind.' Many who've heard of it and don't need the group's protection are highly dubious about the idea.

Knowledge of the paranormal community is covered by Hidden Lore (mainly 'Paranormal' or 'Conspiracies'), or Current Affairs ('Science & Technology,' or 'Regional' for local well-known psis). (Natural Psis on this worldline tend to have Compulsive Secrecy (Psi) or Vow (keep powers secret), and either 'Secret (Psi) [-20]' or some form of Social Stigma, varying by location, and some consequence of failing the Vow or making part of the Compulsion impossible. Psychic animals and such are quite rare, though not so rare as on Psion-1.)

Psychotronics and psi-drugs are Emerging and widely available, even more than on Psion-2. Psis with catalyzed powers, or who gained their abilities from psi boosters or exposure to experimental psi-tech, are not reflexively secretive, and may face less prejudice in some nations (though the more repressive nations still require them to be in government service); the same is largely true for other psitech-users.


Psion-5 is wildly divergent from the other known Psion worldlines, being a quite steampunk worldline with an apparent PoD of 1831, and the present being 1869. Further, nearly all natural psis on this worldline are animals that instinctively bond with other creatures (often including humans), cataylzing or otherwise granting psi abilities to them. These powers are seen as magic, and few have any reason to think otherwise (though some prefer to see their abilities as divine gifts). The fact that the psychic animals might bond with anyone created far greater stresses on the system of chattel slavery that the economy of the US southern states was so wrapped up in, triggering the US Civil War, which lasted from 1843-1849. The Dutch Empire, meanwhile, sought to embrace change by bringing the more obviously powerful toverdokters and duivelbanners into the upper classes, and the elites were effectively replaced by them (though partly by political marriages, so the old bloodlines survive, to the relief of those who care about them). Similar things occurred in many nations to various degrees, while many others persecuted the 'witches' harshly.

Knowledge of the paranormal community is covered by Current Affairs ('Magic'); Hidden Lore (Spirits) covers the Astral Planes. (Most human psis are catalyzed by their pets, have powers with the Granted by Familiar limitation, or otherwise have their abilities from an outside source. Many also have 'mystical' or otherwise 'spooky' limitations on their psi abilities, and complementary skills like Occultism or Religious Ritual that help them concentrate; see also the Old-Time Psi text box in GURPS Psionic Campaigns p5. Some psis, especially those who believe that their powers are divine, have Disciplines of Faith, Fanaticism, or Higher Purpose. Psychic animals tends to have Sense of Duty, Reprogrammable, Fanaticism, or other loyalty-related disadvantage relating to the creature they bond with.)

Technologically, this worldline is broadly TL(5+1)^, though they have quite advance analytical engines (mechanical and electromechanical), effectively bringing computation and electrostatics to TL(5+2)^. Psychotronics exist, but are rare, Experimental, bulky, & based largely on electrostatics. Even more than on Psion-3, psi drugs are most often available as herbal concoctions, rather than coming out of a pharmacist's laboratory.


Thoughts?

SilvercatMoonpaw 01-23-2023 03:28 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
The only things I can come up with are:

Psion-6 is like Psion-2, except all psions are something other than human. Something like DC's League of Super-pets is only the pets had powers.

Psion-7 is like Psion-1, but with the same limitation on who/what gets psi powers as Psion-5. Think of any animated animal show where the humans never find out.

Prince Charon 01-23-2023 08:23 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by SilvercatMoonpaw (Post 2467245)
The only things I can come up with are:

Psion-4 is like Psion-2, except all psions are something other than human. Something like DC's League of Super-pets is only the pets had powers.

OK, that's so far off from my intentions that I feel like I made a very large mistake while typing up Psion-4, and I'm not sure where.

SilvercatMoonpaw 01-23-2023 08:32 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2467278)
OK, that's so far off from my intentions that I feel like I made a very large mistake while typing up Psion-4, and I'm not sure where.

Oh, sorry! I meant those to be additonal Psion worldlines, but didn't pay attention to the numbers.

They should be Psion-6 and Psion-7.

Prince Charon 01-24-2023 10:25 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by SilvercatMoonpaw (Post 2467280)
Oh, sorry! I meant those to be additonal Psion worldlines, but didn't pay attention to the numbers.

They should be Psion-6 and Psion-7.

OK, then those could be interesting.


In case anyone was confused by Psion-4, it was an attempt to make an X-Men reference that makes sense: rather than Marvel's Voodoo Sharking an explanation after decades of using them as a metaphor for Every Minority Ever, their problem is that they're reflexively secretive (and often paranoid) people with strange powers, which makes just enough people suspicious and afraid to cause problems, which makes for a feedback loop. Meanwhile, the ones who get their powers through other means mostly don't act like creepy weirdos, so people make a distinction between them and the natural psis (which can add to the feedback loop).

SilvercatMoonpaw 01-24-2023 01:30 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2467352)
OK, then those could be interesting.

It's one of my minor peeves that in any setting that supposes an origin for superheroes that shouldn't logically affect only humans, still manages to mostly or totally affect only humans.

That's not criticism of your settings, Prince Cheron.

Prince Charon 01-24-2023 02:14 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by SilvercatMoonpaw (Post 2467397)
It's one of my minor peeves that in any setting that supposes an origin for superheroes that shouldn't logically affect only humans, still manages to mostly or totally affect only humans.

That's not criticism of your settings, Prince Cheron.

Imagine the effect of a chimpanzee with TK Bullet. That could happen in these settings. I probably did make psychic animals too rare in most of the Psion settings, though (since things like 'need to deal with trouble caused by a hydrokinetic elephant with a toothache' are plausible adventure seeds). Mind you, the number in Psion 1 and 4 is hard to determine, since they instinctively hide their powers.

Inky 01-24-2023 08:42 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by SilvercatMoonpaw (Post 2467397)
It's one of my minor peeves that in any setting that supposes an origin for superheroes that shouldn't logically affect only humans, still manages to mostly or totally affect only humans.

That's not criticism of your settings, Prince Cheron.

It might make more sense for psionics than for some other fictional superpowers, since it seems plausible to claim that a particular part of the brain is used for the psionic powers and that it just so happens to be one that's much more developed in humans than in most other species.

But it doesn't have to be. (Or it could even be the other way around, leading to things like 5, 6 and 7).

If it did work that way in a particular setting, then logically you might expect that other species that have the nearest to human-like types of intelligence would be more likely to show at least low-level psychic powers. So, among others, primates, parrots, corvids, pigeons (those two might be particularly disruptive, being small, numerous in urban areas, and able to fly), and, to the confusion of any storyline that's trying to be serious, yes, elephants.


(You might still have a typo in your other posting, SilvercatMoonpaw - possibly that's meant to be "as Psion-5", rather than "as Psion-4").

SilvercatMoonpaw 01-25-2023 04:22 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Inky (Post 2467474)
It might make more sense for psionics than for some other fictional superpowers, since it seems plausible to claim that a particular part of the brain is used for the psionic powers and that it just so happens to be one that's much more developed in humans than in most other species.

Oh, most definitely. The important thing is not to invoke human exceptionalism without a supernatural explanation; in your example it's the brain construction that's exceptional, not some concept of "human". The implication is that you could give a non-human animal psionics if you could alter its brain the right way.
Quote:

Originally Posted by Inky (Post 2467474)
(You might still have a typo in your other posting, SilvercatMoonpaw - possibly that's meant to be "as Psion-5", rather than "as Psion-4").

Yeah, you're right.

Prince Charon 02-07-2023 04:25 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
OK, this seems to be ready, apart from my inability to write a good 'Current Affairs' section. I thought about posting this with no Notes section at all, and let people speculate, and then decided that some notes were needed and may have gone both too far and not far enough:

Psion-1, 2019

Current Affairs
TBD <conspiracies make a mess>


Divergence Point
In 1981, people who were born after the Trinity detonation in 1945 begin to develop psi abilities.


Major Civilizations
Western (multipolar); Orthodox (empire with rivals); Islamic (multipolar); Chinese (empire); Japanese (unitary); Indic (empire).


Great Powers
United Kingdom (dictatorship, CR5 for most subjects, CR6 for the Irish); France (secret magiocracy, CR4); Germany (representative democracy, CR4); Japan (secret dictatorship, CR5); Soviet Union (oligarchy, CR5-6); United States of America (secret feudal oligarchy, CR4); China (anarchy/civil war, CR0 outside of small enclaves); Brazil (representative democracy, CR3); India (representative democracy bordering on oligarchy, CR4); Crowned Republic of Venice (representative democracy, CR3); Switzerland (secret oligarchy, CR4); Kingdom of Canada (representative democracy, CR4).


Worldline Data
TL: 8^; Mana level: None
Quantum: 6; Infinity Class: Z4; Centrum Zone: Undiscovered

Notes

Polities with 'secret' in the government type are those where a conspiracy or single person has successfully gained control (not just influence) over the government. The type of government that the people believe they have may be quite different. In the case of Japan, the Emperor has assumed direct control of the democratically-elected government (having previously assumed control of a secret cabal that were in control of the government, and then defanging that cabal - Japan from 1998 to 2011 was thus a 'secret oligarchy').

Things started going especially badly in the UK starting in 1984, when a number of psychic conspiracies, some associated with factions who claim the legacy of the Irish Republican Army, began to seriously clash with the authorities and each other, and succeeded in a number of assassinations, the largest being at the State Opening of Parliament, where both the new king, Charles III, and his wife Queen Diana were among the two hundred thirty to be killed. Prince Andrew became Regent for the young King William V (William IV in Scotland and William III in Ireland), and effectively became dictator with Parliament mostly dead, and martial law having been declared. By the time the Prince-Regent had to call for new elections in 1986, his partisans had effective control over the people who counted the votes, and the Sycophantic Parliament (as they were called where the Boss couldn't hear) were either cowed, duped, too politically-weak to matter, or in on the conspiracy. Meanwhile, retaliation against Ireland was harsh, and not only in the North; the Irish Republic had de facto ceased to exist by 1987, though it was not dissolved de jure until the highly-dubious Treaty of Milan in 1993.

(Homeline analysts question whether Andrew of Windsor is intelligent or ruthless enough to accomplish all this, especially as there is no evidence that he has any psi abilities of his own. Some speculate that he may have been replaced, or be a puppet of some unknown group, though evidence suggested that he's mainly a lucky opportunist that has developed some skill at playing conspirators against each other. Whether he is as evil as he seems, or just got caught up in events and made bad decisions while desperately trying to survive, is likewise unknown.)

The king and his brother Henry (often called 'the Princes in the Tower' as a historical reference, despite not living in the Tower of London) were rarely seen in public between their parent's deaths and the boys vanishing and being declared dead in 1992, being taught by private tutors and attended by servants chosen by the Prince-Regent; that same year, two boys believed to be them appeared in Canada, and King William was then recognized as Head of the Commonwealth in opposition to King Andrew, who claims the title but is not recognized as holding it by most members. Canada voted to take the name 'the Kingdom of Canada' in 2003 (many claim that this was done to annoy King Andrew, still called 'Prince Andrew' in Canada, though the actual reasons are more complicated).

The Switzerland of this worldline has maintained its neutrality and remains a leader in finance, as well as more recently being significant in biotechnology (and secretly, biological psi-tech). The elected government is under the control of various conspiracies, with Biotech Chulan currently being primus-inter-pares.

China closed the Bamboo Curtain tight in the 1980s, but that couldn't last with a civil war going on. What Infinity and Homeline China believe happened is that too many conspiracies with psychic abilities formed from people who resented the government, but also hated each other. The result was a perfect storm of bad decisions and bad luck, leading to a new Warlord Era.

m_weh191 02-15-2023 06:23 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
These are interesting worldline ideas! In 2018 an article I wrote for Pyramid (3/117 "East Berlin") included a short description of a psychic worldline (Rejdák, named for Czech parapsychologist Zdeněk Rejdák) in which the Cold War never ended and the U.S. and USSR continue to fight a psionic arms race in 2009.

Prince Charon 02-28-2023 11:21 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Yamada Hanako, 2019 - Psion-1

Age: 15

Attributes

ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 10 [0]

Secondary Characteristics

HP 9; Will 12 [5]; Per 13 [10]; FP 10

Thrust: 1d-2; Swing: 1d-1

Basic Speed: 5; Move: 5; Dodge: 8

Social Background

Languages: Japanese (Native) [0]; English (Broken) [2].

TL: 8^

Cultural Familiarity: 21st Century East Asian [0].

Subtotal: 27


Advantages

Attractive [4]
Borrow Skill (Unconscious Only, -20%; Uncontrollable, -10%) 1 [5]
Gizmos 3 [15]
Mental Surgery (Remove 'Contact Agent,' 'Melee Attack, C,' and 'Slow and Sure,' +20%; Unconscious Only, -20%; Uncontrollable, -30%) [35]
Mind Clouding (Unconscious Only, -20%; Uncontrollable, -10%) 5 [21]
Pitiable [5]
Protected Power (Telepathy) [5]
Evil-spirit Sense (Psi Sense w/ Signature Sniffer) 2 [18]

Street Smart Talent +2 [10]
Telepathy Talent +3 [15]

Perks

Classic Features (Traditional Japanese). [1]
Deep Study. [1]
Honest Face. [1]
Improvised Tools (Lockpicking). [1]
SOP (Always checks for 'evil spirits' if she's going to be in one place for a while). [1]

Subtotal: 138


Disadvantages

Compulsive Secrecy ('Evil Spirits') (6) [-30]
Delusion (Major; 'An evil spirit is following me, and messing with people's minds!') [-10]
Paranoia [-10]
Phantom Voices [-5]
Secret (Psychic Mind-controller) [-30]

Wealth: Dead Broke [-25]

Quirks

Assumes any psychics she meets are hostile. [-1]
Likes dogs. [-1]
Nocturnal. [-1]
Thinks she speaks English well. [-1]
Uncomfortable with nature. [-1]

Subtotal: -115


Features


Skills

Animal Handling (Canines) [IQ/A] [2] 11
Area Knowledge (City) [IQ/E] [1] 11
Bicycling [DX/E] [1] 10
Borrow Skill [IQ/H] [1] 12**
Climbing [DX/A] [2] 10
Computer Operation/TL8 [IQ/E] [1] 11
Detect Lies [Per/H] [4] 13
Filch [DX/A] [8] 12
Hobby Skill (Shoujo Manga) [IQ/E] [1] 11
Holdout [IQ/A] [2] 11
Housekeeping [IQ/E] [1] 11
Jumping [DX/E] [2] 11
Lockpicking/TL8 [IQ/A] [2] 11
Mental Surgery [IQ/H] [2] 13**
Mind Clouding [IQ/H] [4] 14**
Merchant [IQ/A] [2] 13*
Psi Sense [Per/H] [2] 12
Running [HT/A] [4] 11
Scrounging [Per/E] [1] 15*
Shadowing [IQ/A] [1] 12*
Sports (Track & Field) [DX/A] [1] 9
Stealth [DX/A] [4] 11
Streetwise [IQ/A] [2] 13*
Throwing [DX/A] [2] 10
Urban Survival [Per/A] [2] 15*
Weather Sense [IQ/A] [2] 11

*Includes +2 from Street Smart Talent
**Includes +3 from Telepathy Talent

Techniques

Area Effect (H) Mental Surgery-5 [5] 12

Subtotal: 62

Total: 112


Equipment

Cheap clothes
Cheap shoes
Cheap bag of stuff

Notes

Hanako was built with some inspiration from the Unexpected Psi template from GURPS Psis, p19. She basically started as a thought experiment: 'What would a mind-controller with no control of their power be like?' The result, at least in this case, is a mentally-ill homeless girl in a generic Japanese city (who could be adjusted for cities in other countries with little effort beyond changing the languages, culture, and possibly her name and hobby). She could be a distraction, or a few kinds of adventure seed (e.g. 'the trouble her power periodically causes has been noticed,' or 'her family ask you to track her down'), but probably not a PC in most games.

Her Gizmos should always be small things that a homeless teenaged thief could plausibly have picked up at some point. Her Mental Surgery is unleveled because it's too different from the standard for an equivalent level to be accurate.

Hanako's variant of Compulsive Secrecy is due to her neither knowing nor believing that psi is real, and instead ascribing all such phenomena to the action of 'evil spirits' that interfere with humanity. This is also the reason for the alternate name of the only psi ability that she has conscious control over. When her unconscious uses a psi technique, she believes that the spirit drained her of energy. She likewise believes that the Phantom Voices are spirits trying to speak to her; the level of the disadvantage has more to do with how much it impedes her than what she thinks is happening.

A nearly identical version of Hanako exists on Psion-4, save that 'I am not a psychic' is added to her Delusion, since they're known to exist. The Delusion also allows her to have the same Compulsion there as here. The Hanako who exists on Psion-2 is quite different, but I don't have a write-up for her, yet.

mburr0003 03-01-2023 08:31 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2467401)
Imagine the effect of a chimpanzee with TK Bullet. That could happen in these settings. I probably did make psychic animals too rare in most of the Psion settings, though (since things like 'need to deal with trouble caused by a hydrokinetic elephant with a toothache' are plausible adventure seeds). Mind you, the number in Psion 1 and 4 is hard to determine, since they instinctively hide their powers.

In the one and only Supers campaign (International Super Teams based) I ran waaaaay back in the early 90s, roughly a third of the issues the party had to face were emergent groups of super-powered animals causing havoc and human deaths.

Sadly because none of the PCs had 'animal control powers', they often had to settle for putting down* the animals... which in hindsight probably led to the campaigns early retirement.


* When the animals either weren't uplifted in intelligence by their powers or inherently domesticated to start with, they simply often became very dangerous to most people.

Prince Charon 03-02-2023 07:08 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by mburr0003 (Post 2471963)
In the one and only Supers campaign (International Super Teams based) I ran waaaaay back in the early 90s, roughly a third of the issues the party had to face were emergent groups of super-powered animals causing havoc and human deaths.

Sadly because none of the PCs had 'animal control powers', they often had to settle for putting down* the animals... which in hindsight probably led to the campaigns early retirement.

Ouch! Lesson learned, though, and I hope I remember it if I do get to run a game in this setting.


Quote:

Originally Posted by mburr0003 (Post 2471963)
* When the animals either weren't uplifted in intelligence by their powers or inherently domesticated to start with, they simply often became very dangerous to most people.

Yeah, that fits. RL chimpanzees are a serious problem at zoos that still have them, and they don't have superpowers (beyond greater-than-human-average ST and DX). If a freaking-out chimp gets into the crowd, there are almost always serious injuries, and at least one death (the poor chimpanzee).

EDIT: More humourously, orang-utans are smart enough to teach themselves lockpicking, and at least one (I forget which zoo this was) concealed a wire under his upper lip, and got zookeepers in trouble for a while (until the senior zookeepers found out this was what happened) by unlocking his cage and various others.

dcarson 03-02-2023 08:24 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
I'm now imagining a version of Westlake's Help I'm Being Held Prisoner where a group of criminals plan a bank robbery where thye have the perfect alibi. They are in prison. Instead of escaping with the tunnel they've dug they're going to rob two banks and go back in. So a now intelligent group of orangutans escape the zoo and commit robberies and go back.

Prince Charon 03-14-2023 09:57 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
I do have some more Psion-1 characters and ideas, but they aren't ready for posting, while this is about as ready as it's likely to get any time soon:

Psion-2, 2019

Current Affairs
TBD <psychic 'superheroes' and 'supervillains'; moon colonies>


Divergence Point
In 1981, people who were born after the Trinity detonation in 1945 begin to develop psi abilities.


Major Civilizations
Western (multipolar); Orthodox (empire with rivals); Islamic (multipolar); Chinese (empire); Japanese (unitary); Indic (empire).


Great Powers
United Kingdom (representative democracy, CR3); China (oligarchy, CR5); European Union (representative democracies, CR3-4); Japan (representative democracy, CR4); Russian Commonwealth (near-feudal oligarchy, CR3-5); United States of America (representative democracy, CR3); Brazil (representative democracy, CR2), India (representative democracy, CR4); Egyptian Caliphate (magiocratic dictatorship, CR5); Kingdom of Joseon (magiocracy, CR3); Principality of Trieste (magiocratic dictatorship, CR4).


Worldline Data
TL: 8^; Mana level: None
Quantum: 7; Infinity Class: Z3; Centrum Zone: Undiscovered

Notes

The European Union here is both smaller and closer than that on Homeline or many close parallels; France, the Low Countries, Germany, Poland, the Czech Republic, Slovakia, Austria, Hungary, Romania, and the Ukraine have a single currency (the eurotaler), a unified monetary and fiscal policy, compatible laws, and a unified military. The ESA covers the EU and a number of other EEC countries, and has a moon base with the beginnings of a colony; other moon bases are owned by the USA, UK (jointly with Canada, Australia, New Zealand, & other British Commonwealth nations), China, and Japan, as well as a failed Russian base that they have vowed to rebuild, and under-construction Indian and Brazilian bases.

The Kingdom of Joseon was North Korea, until several groups of psychics (mostly local, but some from South Korea and nearby nations) took over. The new government is rather less hostile to South Korea than the Kim regime had been, but still holds itself as the legitimate government of the whole paeninsula.

The Principality of Trieste covers the territory that had previously been the Free Territory of Trieste, as well as much of the Gulf of Trieste, and parts of the former Yugoslavia. It is ruled by a supervillain who was called 'Gospodar Sudbine' (Croatian for 'Master of Fate') before he had fully seized control, with a high level of power in Probability Alteration, and somewhat less power in other areas. The Gospodar was born in the city of Kopar on February 10th, 1947, under the name Vitomir Novak, and for the first seven years of his life, was told by his parents that he was the symbol of their new nation... and then in 1954, not only did his nation functionally cease to exist, his city was handed over to the communists.

In 1977, the country that had been dead in fact became likewise dead in law, as the Treaty of Osimo came into effect; by that point, Vitomir was an electrical engineer and tinkerer (and a minor criminal, doing off-the-books repairs and other technical work for folks the police would not want him helping) with a wife and children of his own, but he'd never completely forgotten the dreams of his childhood, nor the anger when his nation was taken away. In the 1980s, things began to change, as Vitomir and his children were among those who gained power, and his criminal and anti-government contacts were soon brought in on his vision for the future. By the time Yugoslavia began to break up in 1989, the Master of Fate was the undisputed master of the revolutionary and criminal underworld in the region that he later ruled openly. By the end of 1991, he was the only de facto authority in the Croatian and Slovenian parts of his intended domain, but taking Trieste itself from Italy took until 1995, and he did not get international recognition from anyone other than the Egyptian Caliphate until 2000 (see below).

In modern times, the aging Prince Vitomir has begun to hand over the reins of power to his elder son, Grand Duke Radoslav, while his second son Grand Duke Dragutin, daughter Grand Duchess Zdenka, and son-in-law Duke Vittorio scheme to seize power once the old man is out of the way (and may perhaps seek to see him gone faster; nor do they all agree who should rule in place of Radoslav).

The Caliph had recognized Prince Vitomir's government as part of a multilateral trade agreement in 1993, before the Caliph himself had firm control of Egypt. He still doesn't control the Sinai, where the rump Egyptian state holds the Suez Canal, ironically supported by Israel, Britain, and (more reluctantly) the EU. The Caliph wants to control the Canal less for the money than for the ability to block the transit of ships from polities who strongly oppose him, and wants to expand his Caliphate as far as he can manage. Israel and the rump government of Egypt want to survive, and Britain and the EU want trade to flow freely through the canal.


Thoughts?

TGLS 03-15-2023 05:55 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
It's really odd to have Ukraine in the EU but none of the Baltic States, much less Scandinavia or the Med.

Prince Charon 03-15-2023 08:33 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by TGLS (Post 2473751)
It's really odd to have Ukraine in the EU but none of the Baltic States, much less Scandinavia or the Med.

Its an oddly small and close EU that's part of the EEC, rather than a successor to it. One of the fun things about alternate histories, for me at least, is finding out what things happened after the point of divergence, that might have been changed by it (admittedly, sometimes I miss important things, but such is life, and in finding out what I missed, I learn new things).

TGLS 03-15-2023 08:42 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2473828)
Its an oddly small and close EU that's part of the EEC, rather than a successor to it.

Yeah, and I still find the idea that Ukraine being part of it weird. Besides that part, reasonable enough. But if the Baltic States aren't pursuing European integration with gusto (which implies a more passive Russia on the world stage), then the question becomes why would Ukraine be so in favour? On top of that, what happened to Ukraine that got it up to speed with the necessary liberalizing reforms (probably to a higher standard than OTL, given how much tighter this EU is than ours).

Quote:

Originally Posted by Prince Charon (Post 2473828)
One of the fun things about alternate histories, for me at least, is finding out what things happened after the point of divergence, that might have been changed by it.

I agree, but for this difference, it comes off as a bit a propos of nothing to me.

Prince Charon 03-16-2023 07:08 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by TGLS (Post 2473829)
Yeah, and I still find the idea that Ukraine being part of it weird. Besides that part, reasonable enough. But if the Baltic States aren't pursuing European integration with gusto (which implies a more passive Russia on the world stage), then the question becomes why would Ukraine be so in favour? On top of that, what happened to Ukraine that got it up to speed with the necessary liberalizing reforms (probably to a higher standard than OTL, given how much tighter this EU is than ours).


I agree, but for this difference, it comes off as a bit a propos of nothing to me.

The idea in my mind is that Ukraine lucked out, both in the manner in which this Soviet Union broke up (crazy psychics acting openly was harder for them to handle than crazy psychics acting secretly), in the types of crazy psychics who happened to live in Ukraine, and in how the post-Soviet Ukrainian government handled the situation. It did take a fair bit of time for Ukraine to become a nation that would be able to join this closer EU, of course. Currently thinking that they're the most recent member.

Prince Charon 03-27-2023 04:42 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
The Breakfast Club of Heroes (Psion-2)

That's what they called themselves (though not in public), after a recent movie that resembled who they were, and to a lesser degree, how they met. Rather than the school library, they were brought to the chemistry lab, and told to clean it. Frank and Luke were goofing around with the chemicals, Gennyfer was reading Cosmopolitan, and Laurie and Ethan were half-heartedly trying to clean (and ignoring Luke and Frank), while Ethan made a rather sad attempt at flirting with Laurie. Then a bolt of lightning came in thought the window, exploding bottles and bathing the five students in electrified chemicals. When they woke up in the hospital, they had powers (which is not the usual way that powers awaken on this worldline, but neither is it truly unique to this group). (The Psion-1 versions of these kids gained their abilities in far less dramatic fashion, but also did so together, and formed a small, early conspiracy.)

The team's existence was quite brief, and indeed, so were their individual careers as heroes, with a couple of exceptions. In later years, they're mainly mentioned as a cautionary tale about kids doing things that they really are not ready for.

(I've had these characters in 'almost complete' states for years now, but only posted one of them and descriptions of the others, I think. Their counterparts on Psion-1 are mostly similar, but tend to have important changes, and not always limited to their disadvantages. I've only done a character sheet for one of the young conspirators so far, and am not sure how many I will. I'm currently thinking of posting them one-per-day (for ease of commenting), but if people prefer, I can just post the rest tomorrow.)

Prince Charon 03-27-2023 04:43 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Franklin Szustakowski, 'Kinetic Man,' 1985 - Psion-2

Age: 16

Attributes

ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 10 [0]

Secondary Characteristics

HP 11; Will 12 [10]; Per 10; FP 10

Thrust: 1d-1; Swing: 1d+1

Brawling Parry: 9
Telekinetic Control Parry: 8

Basic Speed: 5.5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 60


Advantages

Attractive [4]
Fearlessness 1 [2]
Fit [5]
Telekinetic Control 6 [48]

Perks

Chill Factor. [1]
Near-Death Projection. [1]
Skill Adaptation (Telekinetic Control is based on Will). [1]
Umbrella. [1]

Subtotal: 63


Disadvantages

Bad Temper (12) [-10]
Compulsive Costumed Heroism (12) [-15]
Overconfidence (12) [-5]
Pacifism (Reluctant Killer) [-5]
Sense of Duty (Friends) [-5]

Quirks

Always has to have pepperoni on his pizza. [-1]
Code of Honor (Good Sportsmanship). [-1]
Mild Lecherousness. [-1]
Proud. [-1]
Swears quietly. [-1]

Subtotal: -45


Skills

Armoury (Body Armor)/TL8 [IQ/A] [1] 9
Brawling [DX/E] [1] 12
Computer Operation/TL8 [IQ/E] [1] 10
Current Affairs (Sports)/TL8 [IQ/E] [1] 10
Driving (Automobile)/TL8 [DX/A] [1] 11
Explosives (Fireworks)/TL8 [IQ/A] [2] 10
First Aid/TL8 [IQ/E] [1] 10
Games (American Football) [IQ/E] [1] 10
Leadership [IQ/A] [1] 9
Running [HT/A] [2] 10
Sports (American Football) [DX/A] [2] 12
Telekinetic Control [Will/VH] [2] 10
Throwing [DX/A] [1] 11
Swimming [HT/E] [1] 10

Techniques

Mass Grab (H) Telekinetic Control-7 [2] 4
Silencer (H) Telekinetic Control-2 [2] 9

Subtotal: 22

Total: 100


Equipment

Anti-glare goggles
Cheap 'platemail' (DR 4/2)
Cheap gauntlets (DR 3)
Cheap used car
Football helmet
Footbal pads
Utility belt (composition varies)
-Radio
-Flares
-Flash-bangs
-Smoke bombs
-Zip-ties

Notes

This is Frank quite early in his heroic career, shortly before he dies and reinvents himself as a borderline-antihero called 'The Poltergeist' (who is rather more powerful, due to the cost of his Astral Entity template). His identity is an open secret (he doesn't really put that much effort into concealing it, but doesn't tell people his real name in costume, either), and so he lacks the Secret Identity disadvantage. He is technically the leader of the 'Breakfast Club of Heroes,' but only because no-one else tried, nor did the others have any skill at it.

The Unexpected Psi and Advanced Telekinesis templates (suitably modified) from GURPS Psis were used, here.

His 'platemail' consists of steel plates in sizes from around 3"x6"x1/8" to 1"x2"x1/16, attached to a grid of chains and wires, worn over a padded jacket and football pads. He originally wanted chainmail, but quickly realized it would take too long, and was told by Ethan about something in one of Ethan's fantasy games called 'platemail.' It's pretty similar to the armour Lindybeige talks about in this video (about 25 minutes long), but with rather less actual chainmail, and designed to be worn with football pads.


Thoughts?

Prince Charon 03-28-2023 05:16 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Laurie Wittermeyer, 'Gizmogirl,' 1985 - Psion-2

Age: 16

Attributes

ST 9 [-10]; DX 10 [0]; IQ 12 [40]; HT 11 [10]

Secondary Characteristics

HP 9; Will 12; Per 12; FP 11

Basic Speed: 5.25; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0]; German (Accented) [4].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 44


Advantages

Acute Hearing 2 [4]
Temperature Tolerance 1 [1]

Gizmos 3 (ESP, -10%) [13]
Quick Gadgeteer (ESP, -10%) [45]
Reawakened (ESP, -10%) [9]

Psychotronic Artificer Talent (ESP, -10%) 2 [9]

Perks

Dabbler (Beam Weapons (Beamer)/TL8^ 7, Beam Weapons (Pistol)/TL8^ 7, Beam Weapons (Projector)/TL8^ 7, Holdout 8, Observation 9, Shadowing 8, Stealth 8). [1]
Dirty Fighting. [1]
Exposition Sense. [1]
Insider Glance (Electronics Repair). [1]

Subtotal: 85


Disadvantages

Compulsive Costumed Crimefighting (12) [-15]
Compulsive Lying (12) [-15]
Pacifism (Reluctant Killer) [-5]
Secret Identity [-10]
Shyness (Mild) [-5]

Quirks

Always has something black on. [-1]
Dresses more warmly than the weather would require. [-1]
Nosy. [-1]
Odd sense of humour. [-1]

Subtotal: -54


Skills

Armoury (Psychotronics)/TL8^ [IQ/A] [1] 13*
Astronomy (Observational)/TL8 [IQ/H] [1] 10
Bicycling [DX/E] [1] 10
Brawling [DX/E] [1] 10
Computer Operation/TL8 [IQ/E] [1] 12
Electronics Operation (Psychotronics)TL/8^ [IQ/A] [2] 14*
Electronics Repair (Psychotronics)TL/8^ [IQ/A] [2] 14*
Engineer (Psychotronics)/TL8^ [IQ/H] [4] 14*
Expert Skill (Psionics) [IQ/H] [1] 12*
Mathematics (Applied)/TL8 [IQ/H] [1] 10
Pharmacy (Psi Drugs)TL/8^ [IQ/H] [2] 13*
Physics (Paraphysics)TL/8^ [IQ/VH] [1] 11*
Poetry [IQ/A] [2] 12
Running [HT/A] [1] 9

*Includes +2 from Psionic Artificer Talent

Subtotal: 21

Total: 96


Equipment

Durable clothes (mostly black)
Ski mask
Workboots
Utility belt (composition varies)
-Radio
-Zip-ties

Notes

Psionic Artificer Talent covers Armoury (Psychotronic), Electronics Repair (Psychotronics), Engineer (Psychotronics), Expert Skill (Psionics), Pharmacy (Psi Drugs), and Physics (Paraphysics). Grants a reaction bonus from anyone you do work for, and has an alternative cost of 6/level. Her Reawakened advantage does not seem to include any personal 'past life' memories, at least consciously, but she does have strange dreams related to the new skills she has been developing.

'Beam Weapons (Beamer)' comes from Pizard's Remote Electroshock Stun Guns page, defined as "a weapon without stock or pistol grip, like a flashlight or cutting tool." At this point in preparing for her heroic career, Laurie hasn't even tried to build a beam rifle, due to both limited materials, and the greater difficulty of concealing one.

The distinction between 'Compulsive Costumed Heroism' and 'Compulsive Costumed Crimefighting' is largely in how you feel the need to behave in costume - where you fall on the spectrum between 'Superman in the sunlight' and 'Batman in the shadows,' basically.

This is Gizmogirl at the very beginning of her career (and pretty close to the end, as well), before she even had a proper costume or permanent gadgets. The Unexpected Psi template from GURPS Psis was used (to a degree) in her creation.

The Laurie Wittermeyer of Psion-1 is almost identical, save for the lack of a nom du costume, and changes to disadvantages (she has 'Compulsive Secrecy (Psi) (9) [-22]' and 'Secret (Psi) [-20],' and she lacks Reluctant Killer - that last part is the change Gizmogirl would have found most disturbing, had they ever met) and equipment (the Laurie of Psion-1 has no desire to be a field agent for her little conspiracy - if anything, she feels more kinship to Q from the Jame Bond films).


Thoughts?

Prince Charon 03-29-2023 05:18 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Luke Henderson, 1985 - Psion-2

Age: 17

Attributes

ST 12 [20]; DX 12 [40]; IQ 10 [0]; HT 10 [0]

Secondary Characteristics

HP 12; Will 11 [5]; Per 10; FP 10

Thrust: 1d-1; Swing: 1d+2

Axe/Mace Parry: 9
Brawling Parry: 9
Knife Parry: 9
Two-Handed Axe/Mace Parry: 9

Basic Speed: 5.5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 65


Advantages

Contact (Father; Business Skill 15; appears on 15 or less; Completely Reliable) [18]
Pickaxe Penchant 1 [5]

Adjustment 6 [30]
Second Chance 1 [12]

Perks

Improvised Weapons (Axe/Mace) [1]
Loaded Dice. [1]
Skill Adaptation: Adjustment based on Will. [1]

Subtotal: 68


Disadvantages

Bad Temper (15) [-5]
Compulsive Costumed Heroism (15) [-7]
Pacifism (Cannot Harm Innocents) [-10]
Pacifism (Reluctant Killer) [-5]
Secret Identity [-10]
Weirdness Magnet (Probability Alteration, -10%) [-14]

Quirks

Always wears a leather jacket, if he can get away with it.[-1]
Hates anchovies. [-1]
Reads medical books, but doesn't like to admit it. [-1]
Thuggish appearance. [-1]

Subtotal: -55


Skills

Adjustment [Will/H] [4] 11
Area Knowledge (City) [IQ/E] [1] 10
Axe/Mace [DX/A] [1] 12*
Brawling [DX/E] [2] 13
Diagnosis/TL8 [IQ/H] [1] 8
Driving (Motorcycle)/TL8 [DX/A] [1] 11
First Aid/TL8 [IQ/E] [2] 11
Forced Entry [DX/E] [1] 13*
Games (Baseball) [IQ/E] [1] 10
Hobby Skill (Medical Facts)/TL8 [IQ/E] [1] 10
Intimidation [Will/A] [1] 10
Knife [DX/E] [1] 12
Second Chance [IQ/H] [2] 9
Sports (Baseball) [DX/A] [1] 11
Streetwise [IQ/A] [2] 10
Thrown Weapon (Axe/Mace) [DX/E] [1] 13*
Two-Handed Axe/Mace [DX/A] [1] 12*

Techniques

Elbow Strike (A) Brawling-2 [1] 12
Kicking (H) Brawling-2 [1] 11
Knee Strike (H) Brawling-1 [0] 12

*Includes +1 from Pickaxe Penchant.

Subtotal: 25

Total: 103


Equipment

Baseball bat
First Aid kit (fine)
Leather jacket, soft DR1
Motorcycle
Motorcycle helmet
Radio

Notes

One point in a Hard technique has no effect on skill, but it does mean that you are a step toward buying it properly.

Luke was built with three templates from GURPS Psis: Unexpected Psi (modified), Chess Master, and Situational Manipulator.

This is Luke at the beginning of his heroic career, before he came up with a name or costume. He does have a separate, more concealing helmet for his secret identity, though - he intends to decorate it thematically once he thinks of a name, and get his dad, who knows about his powers, to modify his bike with quick-swappable body panels. His father runs a local garage, but and is tied into the local business community to have an effective skill of 15 (he also has a better Streetwise skill than Luke, and some police and criminal contacts, but he'll mostly use those to try to keep his son from getting killed); in some ways, he's more like a Patron, but his point cost is probably a bit below Luke's.

Cannot Harm Innocents has a different story-effect from Reluctant Killer, and the combination is not the same as Self-Defence Only: Luke would really prefer never to kill anyone, but he isn't so restricted on the subject of kneecaps, as long as the target deserves it (which is harder to convince him of than it sounds, admittedly, since it runs up against his Compulsion).


Thoughts?

Prince Charon 03-30-2023 05:01 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Gennyfer Saunders, 1985 - Psion-2

Age: 15

Attributes

ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10]

Secondary Characteristics

HP 11; Will 10; Per 11 [5]; FP 11

Thrust: 1d-1; Swing: 1d+1

Judo Parry: 8
Karate Parry: 7

Basic Speed: 5.5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 45


Advantages

Attractive [4]
Fashion Sense [5]

Recovery (Psychic Healing, -10%) [9]
Regeneration (Slow; Psychic Healing, -10%) [9]
Unkillable (Psychic Healing, -10%) 1 [45]

Perks

Classic Features (Redhead) [1]
Style Familiarity (T'ai Chi Chuan) [1]

Subtotal: 74


Disadvantages

Chummy [-5]
Compulsive Costumed Heroism (9) [-22]
Jealousy [-10]

Quirks

Bullying tendencies. [-1]
Left-handed. [-1]
Scar under right eye (only scar on her body). [-1]
Vain. [-1]

Subtotal: -41


Skills

Area Knowledge (City)/TL8 [IQ/E] [1] 10
Bicycling [DX/E] [1] 11
Body Language [Per/A] [1] 10
Breath Control [HT/H] [1] 9
Current Affairs (Popular Culture)/TL8 [IQ/E] [1] 10
Dancing [DX/A] [2] 11
Detect Lies [Per/H] [2] 10
Judo [DX/H] [2] 10
Karate [DX/H] [1] 9
Makeup/TL8 [IQ/E] [2] 11
Meditation [Will/H] [1] 8
Sex Appeal [HT/A] [1] 10
Sumo Wrestling [DX/A] [1] 10
Swimming [HT/E] [1] 11

Techniques

Arm Lock (A) Judo [0] 10
Disarming (H) Judo [0] 10
Hammer Fist (A) Karate-1 [0] 8
Judo Art (A) Judo-3 [1] 8
Sweeping Kick (H) Karate-3 [0] 6

Subtotal: 19

Total: 97


Equipment

Civilian wear:
Fashionable clothes
Nice shoes
Cute purse
-Makeup kit
-Wallet, keys, et cetra

Costume:
Workout clothes
Nice tennis shoes
Headband
Sap gloves (DR2)
Belt bag
-Radio
-Smoke bombs
-Makeup kit
-Wallet, keys, et cetra

Notes

This is Gennyfer quite early in her heroic career, before she even picked a name. Later she would develop a wider range of mostly-passive Psychic Healing abilities (Longevity (and then Unaging), Resistance (Sickness and Poison, later Immunity to both), Regrowth, Damage Control, Damage Resistance), and higher levels of her existing abilities, including her Strength, which has already increased noticeably from before the accident that gave the group their powers.

She has no secret identity, because she's too vain to wear a mask. Her costume consists of fashionable (for the mid-1980s) workout clothes, a headband, a belt bag replacing her purse, and a pair of durable sap gloves. Straps added to the belt bag go around her upper thighs to keep it from bouncing around when she moves.

She originally started studying T'ai Chi Chuan for the health and fitness benefits (and because she liked the looks of some of the senior students), but has recently begun to take it rather more seriously. The kwoon she chose focuses on Combat skill first, Art second, and Sport not at all, though the sifu would not phrase it that way. Because it is at least partially a self-defence course, the sifu has included Disarming instruction in his teaching.

The Unexpected Psi template (modified) from GURPS Psis was used in her creation.


Thoughts?

Prince Charon 03-31-2023 07:41 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Ethan Mizner, 1985 - Psion-2

Age: 15

Attributes

ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0]

Secondary Characteristics

HP 9; Will 13; Per 13; FP 10

Basic Speed: 5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0]; thlIngan (Broken) [2]; Vulcan (Broken/Accented) [3].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 55


Advantages

Data Retrieval 1 [8]
I/O Tap 1 [6]
Photorefraction 3 [15]
- Hologram 3 (Alternate Ability of Photorefraction) [3]

Perks

Interface. [1]
Internal Memory. [1]
Near-Death Projection (Internet). [1]
Phreaker. [1]

Subtotal: 36


Disadvantages

Compulsive Costumed Crimefighting (12) [-15]
Compulsive Snooping (12) [-5]
Curious (9) [-7]
Overconfidence (12) [-5]
Secret Identity [-10]
Skinny [-5]

Quirks

Alcohol intolerance. [-1]
Big reader. [-1]
Imaginative. [-1]
Incompetence (Sex Appeal). [-1]
Trekker. [-1]

Subtotal: -52


Skills

Computer Operation/TL8 [IQ/E] [2] 14
Computer Programming/TL8 [IQ/H] [8] 14
Cryptography/TL8 [IQ/H] [4] 13
Data Retrieval [IQ/H] [4] 13
Electronics Operation (Communications)TL/8 [IQ/A] [1] 12
Electronics Operation (Surveillance)TL/8 [IQ/A] [1] 12
Electronics Repair (Computers)TL/8 [IQ/A] [2] 13
Fast-Talk [IQ/A] [1] 12
I/O Tap [IQ/H] [4] 13
Hobby Skill (Role-Playing Games) [IQ/E] [1] 13
Hobby Skill (Star Trek) [IQ/E] [1] 13
Hologram [IQ/H] [2] 12
Literature (Science Fiction) [IQ/A] [2] 13
Mathematics (Applied)/TL8 [IQ/H] [4] 13
Mathematics (Cryptology)/TL8 [IQ/H] [default] 8
Photography/TL8 [IQ/A] [1]
Photorefraction [IQ/H] [2] 12
Research/TL8 [IQ/A] [2] 13
Scrounging [Per/E] [1] 13
Skating (Skateboard) [HT/H] [2] 9
Stealth [DX/A] [1] 9

Techniques

Reactive Use (H) Photorefraction-4 [3] 10

Subtotal: 51

Total: 88


Equipment

Camera
Skateboard
Nerdy clothes
Velcro shoes
Radio

Notes

This Ethan was built with three templates from GURPS Psis: Unexpected Psi, Hacker's Touch, and Illusionist.

This is Ethan at the beginning of his heroic career, before he came up with a name or costume (which is tragically close to his death).

Near-Death Projection (Internet) is a Cyperpsi variant of Near-Death Projection, allowing the dying psi to project into Cyberspace rather than the Astral Plane.
__________________________________________________ __________________________________________________ ___________

Ethan Mizner, 1985 - Psion-1

Age: 15

Attributes

ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0]

Secondary Characteristics

HP 9; Will 13; Per 13; FP 10

Basic Speed: 5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 50


Advantages

Brain Hacking (See Notes) 1 [19]
Photorefraction 3 [15]
- Hologram 3 (Alternate Ability of Photorefraction) [3]

Perks

Avatar. [1]
Ignition. [1]
I Know What You Mean. [1]
Near-Death Projection (Internet). [1]
Power Source. [1]

Subtotal: 42


Disadvantages

Compulsive Secrecy (Psi) (12) [-15]
Curious (9) [-7]
Overconfidence (12) [-5]
Paranoia [-10]
Secret (Psi) [-20]
Skinny [-5]

Quirks

Alcohol intolerance. [-1]
Big reader. [-1]
Imaginative. [-1]
Incompetence (Sex Appeal). [-1]
Warsie. [-1]

Subtotal: -62


Features


Skills

Brain Hacking [IQ/VH] [8] 13
Computer Operation/TL8 [IQ/E] [2] 14
Computer Programming/TL8 [IQ/H] [8] 14
Conspiracy Lore [IQ/A] [1] 12
Cryptography/TL8 [IQ/H] [4] 13
Electronics Operation (Communications)TL/8 [IQ/A] [1] 12
Electronics Operation (Surveillance)TL/8 [IQ/A] [1] 12
Electronics Repair (Computers)TL/8 [IQ/A] [2] 13
Fast-Talk [IQ/A] [1] 12
Hobby Skill (Role-Playing Games) [IQ/E] [1] 13
Hobby Skill (Star Wars) [IQ/E] [1] 13
Hologram [IQ/H] [2] 12
Literature (Science Fiction) [IQ/A] [2] 13
Mathematics (Applied)/TL8 [IQ/H] [4] 13
Mathematics (Cryptology)/TL8 [IQ/H] [default] 8
Paranormal Lore [IQ/A] [2] 13
Photography/TL8 [IQ/A] [1]
Photorefraction [IQ/H] [2] 12
Research/TL8 [IQ/A] [2] 13
Scrounging [Per/E] [1] 13
Skating (Skateboard) [HT/H] [2] 9
Stealth [DX/A] [1] 9

Techniques

Reactive Use (H) Photorefraction-4 [3] 10

Subtotal: 52

Total: 82


Equipment

Camera
Skateboard
Nerdy clothes
Velcro shoes
Radio

Notes

Brain Hacking is a combination of Suggestion with 'Telepathy, -10%' replaced by 'Ergokinesis, -10%,' and Telerecieve (Shallow) with 'Telepathy, -10%' replaced by 'Ergokinesis, -10%.' The ability is affected by P-Webs, and is probably not the only EK ability in this setting that has effects similar to Telepathy. Mind Shield provides no defence, though Mind Block and Mental Strength do (as will appropriate Meta-Psi/Anti-Psi defences). EK Shield penalizes Brain Hacking exactly as Mind Shield does for Telepathic abilities. The versions of 'Avatar,' 'Ignition,' and 'I Know What You Mean' here are likewise based on Ergokinesis.

An older Ethan, if he lives that long, might develop a psi technique to use Brain Hacking on computers.

This Ethan was built with two templates from GURPS Psis: Unexpected Psi and Illusionist. In 1981, he and his counterpart were basically the same person, but they have developed in different directions.


Thoughts?

Prince Charon 04-10-2023 01:57 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Anne 'Althea' Williams, 2019 - Psion-1

Age: 34

Attributes

ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0]

Secondary Characteristics

HP 10; Will 11; Per 11; FP 10

Thrust: 1d-2; Swing: 1d

Basic Speed: 5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0]; Irish Gaelic (Native) [6].

TL: 8^ (also 5+1^)

Cultural Familiarity: 20th-21st century Western [0]; 19th century Western [1].

Subtotal: 27


Advantages

Contact (Detective Wallis; Police skill 15; 9 or less; Usually Reliable) [4]
Contact Group (Local psychics; Paranormal skills 12 (Special Abilities); 12 or less; Somewhat Reliable) [20]
Oracle (Astral Projection, -10%) [14]
Reawakened (Astral Projection, -10%) [9]
Wealth (Comfortable) [10]

Cunning Folk Talent 2 [10]

Perks

Astral Awareness. [1]
Classic Features (green-eyed redhead). [1]
Dabbler (Current Affairs/TL8^: Business 9, Headline News 9, Politics 8, Regional 9, Science & Technology 8). [1]
Honest Face. [1]

Subtotal: 71


Disadvantages

Code of Honor (Professional) [-5]
Compulsive Secrecy ('Magic') (12) [-15]
Delusion (Minor; 'I am a reincarnated witch.') [-5]
Sense of Duty (Friends) [-5]
Secret ('Witch') [-20]
Stubbornness [-5]

Quirks

Dislikes bras, but sometimes wears corsets or stays. [-1]
Humble. [-1]
Likes cats. [-1]
Flirts sarcastically, usually with Tim. [-1]
Visits her cousin's shooting range every weekend, rain or shine. [-1]

Subtotal: -60


Skills

Animal Handling (Felines) [IQ/A] [3] 13*
Area Knowledge (local) [IQ/E] [1] 11
Biochemistry (Psi)/TL8^ [IQ/H] [4] 11
Computer Operation/TL8^ [IQ/E] [1] 11
Diagnosis/TL(5+1)^ [IQ/H] [8] 12
Expert Skill (Psionics) [IQ/H] [4]
Fortune-Telling (Augury) [IQ/A] [2] 13*
Fortune-Telling (Dream Interpretation) [IQ/A] [1] 12*
Gardening [IQ/E] [1] 11
Guns (Shotgun) [DX/E] [4] 12
Herb Lore/TL(5+1)^ [IQ/VH] [12] 14*
Hidden Lore (Astral) [IQ/A] [1] 10
Hidden Lore (Paranormal) [IQ/A] [2] 11
Merchant [IQ/A] [2] 11
Naturalist [IQ/H] [2] 12*
Occultism [IQ/A] [4] 14*
Physician/TL(5+1)^ [IQ/H] [1] 8
Poisons/TL(5+1)^ [IQ/H] [2] 12*
Symbol Drawing (Ogham) [IQ/H] [4] 11
Veterinary/TL(5+1)^ [IQ/H] [2] 12*
Weather Sense [IQ/A] [1] 12*

* Includes +2 from Cunning Folk Talent.

Subtotal: 62

Total: 100


Equipment

'Hippie' clothes & jewelry
Sandals or workboots
Purse
- 'Potions' (psi drugs)
- Wallet, keys, etcetra

Under the counter at her shop:
Winchester Model 1887 (modern replica)
Box of 12 gauge ammo

Old VW bus (rigged to run on ethanol)


Notes

Herb Lore covers Psychobotanics in this setting (see GURPS Psionic Campaigns p5, in the Old Time Psi text box), and substitutes well for Pharmacy (Herbal) of the same TL. 'Althea' uses it to make psi drugs which she believes to be magical elixirs.

Anne Williams is one of a few similar women (visually and in personality) in the Psion skerry who have been unconsciously contacted by the 'ghost' (astral remnant) of a cunning woman from the Ireland of Psion-5, named Althea O'Brian, who died of a fever in 1860. Like most of them, the effect manifests in her as 'past-life memories' (she has begun to suspect that there's something off about that, though she hasn't recalled enough details about Psion-5 to make it obvious). Some, like Anne, had some active psi ability or abilities beforehand (Oracle, in Anne's case), while others did not. She runs a small New Age shop, as well as selling 'magic potions' (psi drugs) to those in the know. What potions she has on her person or in her shop should be worked out with the GM before game-start, since she hasn't got a Gizmos advantage.

(As you might suspect from her preferred weapon, Anne's interest in shooting came partly from Althea; the 12 gauge Winchester 1887 replica that she keeps under the counter at her store is the nearest equivalent on Psion-1 to the 13-bore Norton-Rigby 1852 that Althea favoured - Anne is actually somewhat better with it than the original Althea, who could not afford to practice as often.)

Anne uses Fortune-Telling (Augury) to interpret omens, which is why it's higher than Fortune-Telling (Dream Interpretation), which she got from Althea (who also had Visions (Dream) and Dreaming-based Astral Travel, both of which Anne needs psi boosters to use).

'Althea' was built partly using the Apothecary template from the 4e conversion of GURPS Historical Folks, p5.

Detective Timothy Wallis is a clued-in mundane (though since he was clued in by contact with Anne, what he thinks is going on is somewhat at odds with what the local psychics who don't share Anne's delusion think), having no psi abilities unless someone gives them to him. Being a fairly good cop, he is generally reluctant to consume weird herbal concoctions, but sometimes he needs to. The police department here is somewhat aware that weird things have been happening, but are generally unsure of the nature of the weirdness (Tim isn't the only one who thinks something like 'magic,' and there are several who think 'aliens live among us'), and tend to dump weird cases on a few specific cops, like Tim. If I were writing a character sheet for him, Anne would be a Completely Reliable Paranormal Contact (with Special Abilities) - the only reason Tim is only 'Usually Reliable' for Anne is that as a cop, he does sometimes need to avoid saying things, or to make statements that might be misleading; in-setting, she's a Confidential Informant that Tim uses.


Thoughts?

Prince Charon 04-12-2023 10:46 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Psion-3, 2010

Current Affairs
TBD <martial arts weirdness>


Divergence Point
In 1972, people who study or take a great interest in the martial arts begin to develop psi abilities.


Major Civilizations
Western (multipolar); Orthodox (empire with rivals); Islamic (multipolar); Chinese (empire); Japanese (unitary); Indic (empire).


Great Powers
United Kingdom (representative democracy, CR3); China (oligarchy, CR5); France (representative democracy, CR4); Germany (representative democracy, CR4); Japan (representative democracy, CR3); Soviet Russia (oligarchy, CR4-5); United States of America (representative democracy, CR3); Brazil (representative democracy, CR2); India (representative democracy, CR4); Alliance of Southeast Asian Nations (feudal representative democracies, CR3-4).


Worldline Data
TL: 8^; Mana level: None
Quantum: 5; Infinity Class: Z4; Centrum Zone: Inaccessible

Notes

ASEAN's charter was significantly amended over the late 1980s and early 1990s (though the socio-political changes that allowed it began in the mid-1970s, partly due to concerns about the Peoples Republic of China), resulting in a closer association and a new name.


The Soviet Union collapsed almost on-schedule relative to Homeline's history, being officially dissolved in 1993, as the last General Secretary, Andrei Gromyko, was unable to hold the union together (something his failing health did him no favors with). The Russian Soviet Federative Socialist Republic remains, lead from 1993 to present by Anatoly Lukyanov as both Chairman of the Supreme Soviet of the Russian SFSR and 'General Secretary of the International Communist Party' (a title disputed by most non-Russian communists). Notably, lower-population areas like Siberia have not only a de facto lower CR, but officially less strict laws outside of specific areas (like the gulags, which are of course CR6, and must strictly limit exercise to avoid secret martial arts training that may induce abilities the guards are not prepared for).


I feel like I should add more to this, but am blanking on what.

Thoughts?

Prince Charon 05-13-2023 08:00 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
The other character that I've been working on for Psion-3 has more complicated abilities, and remains stubbornly incomplete (and may end up split into two characters to simplify things), but then I got the idea for this guy, who was a lot easier:

Louis Couffignal, 2010 - Psion-3

Age: 26

Attributes

ST 10 [0]; DX 12 [40]; IQ 10 [0]; HT 11 [10]

Secondary Characteristics

HP 10; Will 12 [10]; Per 10; FP 11

Thrust: 1d-2; Swing: 1d

Karate Parry: 10
Knife Parry: 9
Wrestling Parry: 9

Basic Speed: 5.75; Move: 5; Dodge: 8

Social Background

Languages: French (Native) [0]; Occitan (Native) [4]; English (Accented) [4]; Italian (Broken) [2].

TL: 8^

Cultural Familiarity: 21st century Western [0].

Subtotal: 70


Advantages

Instill Fear 2 [21]
^Mental Blow 2 (Alternate Ability of Instill Fear) [4]
^Aspect 5 (AA of Instill Fear) [4]
Mind Shield 4 [16]

Combat Reflexes [15]
Fit [5]

Perks

Avatar. [1]
Dabbler (Dock Rat: Boating (Motorboat)/TL8^ 8, Boating (Unpowered)/TL8^ 8, Driving (Construction Equipment)/TL8^ 8, Mechanic (Diesel Engine)/TL8^ 6, Seamanship/TL8^ 7, Smuggling 8). [1]
Improvised Weapons (Karate). [1]
Style Familiarity (Savate). [1]
Technique Mastery (Kicking). [1]


Subtotal: 70


Disadvantages

Addiction (cigarettes) [-5]
Bully (12) [-10]
Callous [-5]
Code of Honour (Pirate's) [-5]
Enemy (One of the PCs, Rival; As powerful; 9 or less) [-5]
Greed (15) [-7]
Vow (Never harm a child.) [-5]

Quirks

Always wears a beret outside his home nation. [-1]
Dislikes 'raging imbeciles.' [-1]
French patriot. [-1]
Mild Lecherousness. [-1]
Well-cared-for moustache. [-1]

Subtotal: -47


Features

Intimidation is a complementary skill for all his psi skills. [0]


Skills

Area Knowledge (Marseilles docklands) [IQ/E] [1] 10
Current Affairs (Criminal)/TL8^ [IQ/E] [1] 10
Driving/TL8^ (Automobile) [DX/A] [1] 11
Games (Association Football) [IQ/E] [1] 10
Intimidation [Will/A] [2] 12
Merchant [IQ/A] [2] 10
Scrounging [Per/E] [1] 10
Streetwise [IQ/A] [4] 11
Swimming [HT/E] [1] 11
Urban Survival [Per/A] [2] 10

Fast Draw (Balisong) [DX/E] [1] 12
Karate [DX/H] [12] 14
Knife [DX/E] [1] 12
Wrestling [DX/A] [2] 12

Aspect [Will/H] [2] 11
Instill Fear [Will/H] [2] 11
Mental Blow [Will/H] [4] 12
Mind Shield [Will/H] [4] 12

Techniques

Back Kick (H) Karate-4 [2] 11
Drop Kick (H) Wrestling-2 [0] 10
Feint (Karate) (H) Karate-0 [0] 14
Hammer Fist (A) Karate-1 [1] 14
Head Butt (H) Karate-1 [0] 13
Jump Kick (H) Karate-4 [0] 10
Kicking (H) Karate-2 [3] 14
Spinning Kick (H) Karate-3 [2] 12

Neurological Damage (Unconsciousness) (H) Mental Blow-4 [5] 12

Subtotal: 57

Total: 150


Equipment

Clothes
Shoes
Beret
Balisong
Wallet, keys, etc.

Notes

Louis was built partly using the Unexpected Psi template from GURPS Psis, p19. His point value can and should be adjusted to fit the campaign.

Louis grew up around the docklands of Marseilles, though he learned little of the more legitimate occupations there. His time as a bully and an underage criminal got him the attention of a more experience thug, who taught him Savate, and opened his mind to a larger world (though he still isn't what people normally think of when they imagine a telepathic villain).

Occitan is sufficiently similar to French that I think getting to Native fluency from one to the other should cost only 4 points rather than 6.

To Louis's thinking, 'raging imbeciles' covers those with Berserk, Bloodlust, and the more violent forms of Sadism - while he certainly isn't above hurting people for fun, once combat starts, you should be trying to make your side win, not going nuts and becoming a threat to everyone around you, nor wasting time focusing on hurting or killing one target while ignoring the others, or your friends who may need your help. He may even team up with the PCs to put down particularly nasty examples, especially if children are being threatened.

'Fast Draw (Balisong)' seems like the appropriate skill for rapidly opening and closing this form of knife, as well as performing tricks related to it. Such tricks can provide a bonus to Intimidation, helped by Louis generally looking and sounding like the violent thug he is (and that's even before getting into his mental abilities).

His counterparts on Psion-2 and Psion-4 are dead, and his counterpart on Psion-1 has no psi abilities.


Thoughts?

TGLS 05-13-2023 09:56 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2483558)

Occitan is sufficiently similar to French that I think getting to Native fluency from one to the other should cost only 4 points rather than 6.

There's about a million and a half Occitan speakers and apparently most of them speak French. I'm not sure it's worth more than a point, especially because written forms have standardization problems.

Prince Charon 05-14-2023 12:28 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by TGLS (Post 2483563)
There's about a million and a half Occitan speakers and apparently most of them speak French. I'm not sure it's worth more than a point, especially because written forms have standardization problems.

Possibly. I was erring on the side of caution, and may have erred too far that way.

Prince Charon 07-04-2023 06:32 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
A slightly older, more experienced version of one of the Breakfast Club of Heroes:

The Poltergeist (the late Franklin Szustakowski, aka 'Kinetic Man'), recently post-mortem, 1986 - Psion-2

Age: 17

Attributes

ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 10 [0]

Secondary Characteristics

HP 11; Will 12 [10]; Per 10; FP 10

Thrust: 1d-1; Swing: 1d

Brawling Parry: 9
Telekinetic Control Parry: 8

Basic Speed: 5.5; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0].

TL: early 8^

Cultural Familiarity: 20th Century Western [0].

Subtotal: 60


Advantages

Astral Body [80]
Attractive [4]
Fearlessness 1 [2]
Fit [5]
Telekinetic Control 6 [48]

Perks

Chill Factor. [1]
Dabbler (Crime-fighting: Criminology/TL8 7, Detect Lies 6, Interrogation 6, Law (American Vigilante) 5, Tactics 6). [1]
Skill Adaptation (Astral Travel is based on Will). [1]
Skill Adaptation (Telekinetic Control is based on Will). [1]
Umbrella. [1]

Subtotal: 144


Disadvantages

Bad Temper (12) [-10]
Compulsive Costumed Crimefighting (12) [-15]
Obsession (Justice) (12) [-10]
Overconfidence (12) [-5]
Pacifism (Reluctant Killer) [-5]
Sense of Duty (Friends) [-5]

Quirks

Complains that he can't have pizza anymore, even though no-one can hear him. [-1]
Code of Honor (Good Sportsmanship). [-1]
Mild Lecherousness. [-1]
Proud. [-1]
Swears quietly, even though no-one can hear him. [-1]

Subtotal: -55


Skills

Armoury (Body Armor)/TL8 [IQ/A] [2] 10
Astral Travel [Will/H] [4] 12
Brawling [DX/E] [2] 13
Computer Operation/TL8 [IQ/E] [1] 10
Current Affairs (Sports)/TL8 [IQ/E] [1] 10
Driving (Automobile)/TL8 [DX/A] [1] 11
Explosives (Fireworks)/TL8 [IQ/A] [2] 10
First Aid/TL8 [IQ/E] [1] 10
Games (American Football) [IQ/E] [1] 10
Leadership [IQ/A] [2] 10
Running [HT/A] [2] 10
Sports (American Football) [DX/A] [2] 12
Telekinetic Control [Will/VH] [4] 11
Throwing [DX/A] [1] 11
Swimming [HT/E] [1] 10

Techniques

Barrier Breaking (H) Astral Travel-6 [2] 7
Mass Grab (H) Telekinetic Control-7 [4] 6
Silencer (H) Telekinetic Control-2 [3] 10

Subtotal: 36

Total: 185


Equipment

Frank appears to be wearing the costume his body died in, though it provides no real utility.


Notes

This is Frank shortly after his death, as he's getting started as 'The Poltergeist.' As you can see, he lacks Cross-World Communication, having focused instead on Barrier Breaking. He had time to earn a little skill before dying, though.

Astral Body is Astral Travel 6 for those who have lost their physical body, and uses the same skill. Replace 'Projection, -50%' with 'Always On, -50%.'

The Unexpected Psi and Advanced Telekinesis templates (suitably modified) from GURPS Psis were used, here.


Thoughts?

Prince Charon 07-11-2023 06:01 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
An alternate of the first character posted in this thread.

Yamada Hanako, 2019 - Psion-2

Age: 15

Attributes

ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 10 [0]

Secondary Characteristics

HP 9; Will 12 [5]; Per 13 [10]; FP 10

Thrust: 1d-2; Swing: 1d-1

Brawling Parry: 9

Basic Speed: 5; Move: 5; Dodge: 8

Social Background

Languages: Japanese (Native) [0]; English (Broken) [2].

TL: 8^

Cultural Familiarity: 21st Century East Asian [0].

Subtotal: 27


Advantages

Attractive [4]
Borrow Skill (DX only, -30%; Uncontrollable, -10%) 2 (8, 4) [28]
Borrow Skill (Uncontrollable, -10%) 3 (4, 2, 1) [32]
Sleep 1 [25]
^Suggestion (Alternate Ability of Sleep) 2 [4]
Pitiable [5]
Protected Power (Telepathy) [5]
'Magic Sense' (Psi Sense w/ Signature Sniffer) 2 [18]

Street Smart Talent +2 [10]
Telepathy Talent +3 [15]

Perks

Classic Features (Traditional Japanese). [1]
Dabbler (Current Affairs: Headline News 8, Popular Culture 8, Regional: City 9, Science & Technology 8, Supers 10). [1]
Deep Study. [1]
Honest Face. [1]
SOP (Always checks for a good place to 'henshin'/hide her civilian clothes). [1]

Subtotal: 151


Disadvantages

Code of Honor (Hero's) [-10]
Compulsive Costumed Heroism (9) [-22]
Delusion (Minor; 'I am a magical girl.') [-5]
Phantom Voices [-5]
Secret ('Magical girl') [-10]

Quirks

Likes dogs. [-1]
Nocturnal. [-1]
Talks like an 'oujo-sama' (arrogant rich girl), but only in costume. [-1]
Thinks she speaks English well. [-1]
Uncomfortable with nature. [-1]

Subtotal: -57


Features


Skills

Acting [IQ/A] [2] 11
Animal Handling (Canines) [IQ/A] [2] 11
Area Knowledge (City) [IQ/E] [1] 11
Bicycling [DX/E] [1] 10
Borrow Skill [IQ/H] [2] 13**
Brawling [DX/E] [8] 13
Climbing [DX/A] [4] 11
Computer Operation/TL8 [IQ/E] [1] 11
Detect Lies [Per/H] [4] 13
Filch [DX/A] [8] 12
Hobby Skill (Shoujo Manga) [IQ/E] [1] 11
Holdout [IQ/A] [2] 11
Housekeeping [IQ/E] [1] 11
Jumping [DX/E] [2] 11
Merchant [IQ/A] [1] 12*
Psi Sense [Per/H] [2] 12
Running [HT/A] [4] 11
Savoir-Faire (High Society) [IQ/E] [1] 11
Scrounging [Per/E] [1] 15*
Shadowing [IQ/A] [2] 13*
Smuggling [IQ/A] [1] 10
Sports (Track & Field) [DX/A] [1] 9
Stealth [DX/A] [4] 11
Streetwise [IQ/A] [2] 13*
Suggestion [IQ/H] [4] 14**
Throwing [DX/A] [2] 10
Urban Survival [Per/A] [1] 14*
Weather Sense [IQ/A] [2] 11

*Includes +2 from Street Smart Talent
**Includes +3 from Telepathy Talent

Techniques

Kicking (H) Brawling-2 [3] 13

Subtotal: 79

Total: 200


Equipment

Nice clothes
Good shoes
Cloth mask
Purse


Notes

Like so many other psychics on this worldline, 'Mahou Shoujo Buraito Furaowaa' (Magical Girl Bright Flower) is not a shining example of sanity. Sadly, the fact that her 'henshin sequence' consists of finding some place to hide and switch clothes does nothing to reduce her 'magical girl' delusion. On the other hand, she's a bit less crazy and has more control over her power than the other Hanakos (which explains the higher point cost).

Sleep here uses the Suggestion skill, as it is fluffed as a more powerful but very limited version of Suggestion ('Go to sleep!'). Hanako sometimes applies it with a kiss.

Her high Brawling skill is there because despite what many Westerners might think, it is still the most common combat skill, even in Japan. She did have to practice a lot to make it her own, though.

Hanako was built with some inspiration from the Unexpected Psi template from GURPS Psis, p19. The Hanakos who exist on Psion-1 and Psion-4 are quite different (if this Hanako met either of them, each would assume the other is possessed by evil spirits). The one on Psion-3 is a small child with no apparent psi abilities.


Thoughts?

Prince Charon 10-28-2023 03:16 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
This seems to be ready, since I doubt that I'm going to be able to produce a CA section that doesn't suck (if someone wants to use the information here to make one, I might edit it in, though):

Psion-4, 2019

Current Affairs
TBD <Lunar colonies. Mars race. Phoenix Project.>


Divergence Point
In 1981, people who were born after the Trinity detonation in 1945 begin to develop psi abilities. In 1985, this worldline diverged from Psion-1 when a fight between psychic comicbook nerds and psychic white supremacists was televised.


Major Civilizations
Western (multipolar); Orthodox (empire with rivals); Islamic (multipolar); Chinese (empire); Japanese (unitary); Indic (empire).


Great Powers
United Kingdom (representative democracy, CR3); China (oligarchy, CR5); France (representative democracy bordering on oligarchy, CR4, CR5 for psis); Germany (representative democracy, CR3); Japan (representative democracy, CR4); United States of America (representative democracy, CR3, CR2 for weapons ownership); Brazil (representative democracy, CR3); Russia (oligarchy, CR5, CR6 for psis); India (representative democracy, CR4); Switzerland (plutocratic oligarchy bordering on representative democracy, CR4); Principality of Trieste (magiocratic oligarchy, CR4, CR3 for psis).


Worldline Data
TL: 8^-9^; Mana level: None
Quantum: 8; Infinity Class: Special; Centrum Zone: Undiscovered

Notes

Most of what Infinity knew about Psion-4 before reaching it, as with some of the other Psion worldlines, came from public information on Psion-2 (which is also how it came to be designated before Infinity knew what Quantum it was on). The fact that this worldline is on Quantum 8 is a matter of great interest to Infinity, even with the relative difficulty of getting there. It is also of great concern, since they can't be sure that Centrum would have as much difficulty using it as a bridge as Infinity has.

The Principality of Trieste here is oddly similar to the one on Psion-2, but instead of being ruled by a single very powerful psi, several less powerful psychics seized power after Vitomir was killed in the lead up to the Revolution, with the Prince being a first-among-equals position.

This Switzerland is similar to their Psion-1 counterparts, but the corporations rule almost openly. Biotech Chulan is clearly more advanced here than on the other worldline, though less advanced than it is on some worldlines outside of the skerry, like Lausanne-3.

Modern Russia is theoretically a loosely Westminster-style (though still largely communist) parliamentary democracy ruled by the Federal Duma, Premier, and President. They are also generally believed to be controlled by wealthy oligarchs. In reality, this Russia is ruled by the Permanent Secretaries and other bureaucrats; Georgii Apalkov is the Permanent Secretary for the Civil Service, and thus the de facto leader of Russia, though few know this, mainly believing that the Chairman of the dominant Marxist-Leninist Party of Russia is the real 'power behind the throne.' Their most dangerous internal problem right now is a group of unregistered or registered-and-escaped psychics called the 'Phoenix Project.' This is not because the Project particularly wants to fight the government - many of them are basically pacifists - but because they do not want to be controlled by the government, and are both willing and (often) able to resist, which is unacceptable to the people in charge.

A return of humans to the Moon by 1992 was announced by Nikolai Tikhonov in 1987: Salyut 9 was to take up a highly elliptical orbit around the Moon as the core component of a Lunar station which would both observe the Lunar surface and act as a waystation for vessels traveling to and from the eventual Lunar colonies. This didn't go exactly to plan, of course, with Salyut 9, by then called Gagarin, not being launched until 1994, by which point the Soviet Union was gone and Russia was ruled by a provisional government that nonetheless was absolutely determined to use space as a distraction from problems at home, and a promise that things will get better. The current Russian government has continued these plans.

President Regan was prompted by the announcement of this new five-year plan to authorize the conversion of some Shuttle Main Tanks into wet workshops in order to have larger space stations (the first being launched in January, 1989). Further, Space Shuttle Enterprise was to be retrofitted as the first Moon Shuttle: When not in use, she will be docked to Space Station Freedom. For Moon missions, she will have a Space Lab module, an Extended Lunar Module (ELM, nicknamed 'the Elm Street bus') or a Moonbase component, and possibly other equipment in her payload bay. These she will bring to the Moon with the help of smaller external tanks launched from Earth for each mission, and remain in orbit while the ELM lands. After collecting the ELM, she will then return to SS Freedom. Enterprise will not land; other vehicles will transport astronauts and equipment from Earth to the station and back. MS Enterprise docked with SS Freedom for the first time on March 17, 1991, after adding her main tank to the station. Delays and cost-overruns lead to humanity's return to the Moon not occurring until 1993, when Eileen Collins became the first woman on the Moon. By 1997, the American Lunar orbital station Grissom was commissioned, and the first international moonbase, called Moonbase Alpha, was established in 1999. Other moonbases have sprung up since then, including a Joint Forces moonbase nicknamed Fort Armstrong in 2005, shortly after the Russians announced their intention to establish a Russian Space Forces base on the Moon (for 'purely defensive purposes').

China was the third nation to put people on the Moon with their own rockets, with taikonauts planting the flag in 1997, and starting their own moonbase in 2001. The ESA started as part of Moonbase Alpha, and established their own base, Verne, in 2010.

The current big name competition between the Great Powers is the Mars race - while no humans have landed yet, there have been lots of probes, landing sites have been selected, and the various spacecraft are under construction.


Thoughts?

Prince Charon 11-01-2023 04:51 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Psi Drugs: Green Mace

'Green Mace' is the street name of a weird psi booster that has become somewhat common on Psion-4, and recently begun to appear on some of the other Psion worldlines, mostly Psion-2. It appears as a green powder or pill, and when taken, grants the ability to manifest a visible 'mace' or 'hammer' (not necessarily green) of psychokinetic force, with a variable length, as well as making the user talented at wielding it. The mace may be swung or thrown to attack, doing damage seemingly more due to the user's determination than their strength, and can likewise allow flight if the user 'holds on.' Unfortunately, it also induces a number of unpleasant personality traits for the duration, that can persist through withdrawal, and sometimes beyond. In pill form, it takes 3d minutes to take effect, or 20+HT seconds if inhaled or injected. Either way, the effect lasts for 60-HT minutes.

The drug is only mildly addictive physically, but the power and confidence it causes can make it rather more addictive psychologically. The template below is fairly common for an average first-time user. Repeated use has been known to cause the abilities (and sometimes the disadvantages) to become permanent, though how many uses are required is difficult to predict, and seems to depend on many factors (Doylistly, you have to spend points if you want to keep it).

There are many theories about why the 'weapon' created by this drug is always mace-shaped, the most common being that humans have been hitting each other with 'a weight on a stick' for just that long. A number of known variants exist, including 'Blue Mace,' which grants Ergokinesis (a Burning Attack with surge, and Confuse (with Blue Screen and Daze) as a linked or alternate ability; some users have demonstrated magnetic abilities), 'Grey Mace,' which allows Probability Alteration (a Will-based Affliction of Unluckiness or Weirdness Magnet, sometimes accompanied by a HT-based Affliction of Stunning and random sudden health problems), and 'Black Mace,' which uses Psychic Vampirism (Steal Energy and Steal Life; a few users have eventually learned Steal Power, though this is far more rare than the dealers claim).


'Green Mace' Template

Advantages

Two-Handed PK Mace (Crushing Attack, 1d+4; Link (Levitation), +10%; Melee Attack 1, 2, -20%; Psychokinesis, -10%; Feature: damage based on Will) [9]
^Thrown PK Mace (Alternate Ability of Two-Handed PK Mace; Crushing Attack, 1d+3; Psychokinesis, -10%; Feature: damage based on Will) [2]
^PK Mace (AA of Two-Handed PK Mace; Crushing Attack, 1d+3; Link (Levitation), +10%; Melee Attack C, 1, -20%; Psychokinesis, -10%; Feature: damage based on Will) [2]
Levitation (Link (PK Mace), +10%) 10 [35]
Pickaxe Penchant Talent +4 [20]

Perks

Dabbler (Axe/Mace DX-1*, Forced Entry DX*, Thrown Weapon (Axe/Mace) DX*, Two-Handed Axe/Mace DX-1*). [1]
Skill Adaptation (Levitation based on Will). [1]

*Includes +4 from Pickaxe Penchant Talent.


Disadvantages

Overconfidence or Megalomania
Up to -20 points taken from any of Bad Temper, Berserk, Gluttony, Impulsiveness, and Short Attention Span.


Skills

PK Mace [Will/E] [1] Will
Levitation [Will/H] [1] Will-2

Notes

Skills which normally have no default might have the normal default for the attribute and difficulty level if you have a Talent for it, or the GM decides that it is appropriate for use of a Dabbler perk.

GMs may adjust the above as needed for different NPCs, or by agreement with the player for a PC that uses it (deliberately or otherwise). The advantages and skills end when the duration runs out, though the disadvantages take longer to fade - (40-HT) minutes after the power goes away, the user may begin rolling the lower of Will or HT every minute; success ends any one of the imposed disadvantages, critical success ends all of them at once.

The listed damage assumes Swing damage based on Will instead of ST, in this case Will 10; the Levitation level is also equal to Will. The PK Mace skill is only for generating the mace, not using it, which does make it less streamlined than most abilities (and is why it's Easy difficulty rather than Hard); this is intentional, and consistent with some other weapon/tool-generating abilities in this setting. Psi techniques are still based on PK Mace, but tend to have a further -1 added; common techniques frequent users develop include Freezing (PK Mace-3), Incendiary (PK Mace-2), and Explosive (usually PK Mace-6, and usually applied to the Thrown Mace effect, or only done once); a few develop some form of PK Shield as a psi technique, but this remains rare due to the psychological effects of the drug.


Adventure Seed: Green Mace and/or variants thereof have begun appearing on Earths outside this skerry, including a former historical echo in 1934 Germany. The question is who is smuggling it, and why? What else do they have planned, and can the PCs stop them in time?


Thoughts?

Prince Charon 01-30-2024 09:41 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
This seems to be ready:

Psion-8 (present year 1982) is considered especially weird by outtimers, including those from Psion-2 (who also find the implications of this worldline somewhat frightening). The divergence started much like an earlier version of the latter: In 1944, people who were born after the Tunguska detonation in 1908 began to develop psi abilities, and often felt compelled to act like comic-books characters. The European theatre rapidly became a chaotic mess, not only because of the powers themselves, but because the compulsions and other mental issues generally do not change the new psychics' loyalties, though it could greatly change how they were expressed. The war in Europe was functionally over in 1946 (when the last significant group claiming to rule Germany surrendered to the Allies), though the German government had effectively collapsed well before. The war in the Pacific actually ended in May of 1945, as too many psychics had warned the Emperor and the military high commands of Japan that 'the war situation could no-longer be made to develop to Japan's advantage.'

Part of the reason the European war lasted as long as it did was the collapse of Soviet forces due to a civil war that occurred, as too many Russian 'supers' disagreed on how the country or the war should be run; Stalin is believed to have died at some point in the winter of 1944-'45, and Beria held power for less than a week in early 1945 before being eaten by wolves 'that should not have been there, and which vanished shortly after the deed was done.' This did not help Germany as much as you might expect, due to people in the Death Camps and occupied territories becoming empowered. The Russian civil war did not officially end until the 1950s, though the modern border between what became West Russia and Soviet Siberia (both of which still claim the whole of the former Russian Empire) was effectively established along the Ural Mountains in 1947. The Chinese civil war ended in 1949, with both sides exhausted, but the Communists being more thoroughly depleted, and the Nationalists having a more functional government under Chen Cheng as Premier and Yu Hung-chun as President.

One significant change that resulted from all this is that the first public use of an atomic bomb (there had been a number of secret tests, and a lot of rumours, but no proof) happened during the Suez Crisis in 1954, being detonated in the eastern Mediterranean to convince Egypt to back down (the French had wanted the bomb to be activated in the Egyptian desert, visible from a city like Cairo or Mansoura, but the British feared damaging or destroying whatever treasures might still lay hidden beneath the sand, and it was their bomb; thus a location that the Egyptian Navy could witness, and could be heard from Alexandria, was chosen). The USA performed a similar action late the same year, officially a test, in the Atlantic Ocean near Panama, as a warning to those Panamanians seeking to claim ownership of the Panama Canal. Other nations followed suit, but more slowly.

Where it starts to get really weird from an outside perspective is that between 1948 and 1953, psis started hiding, trying to operate covertly if at all, and continued this behavior until that compulsion began disappearing in the late 1970s, seeming to be fully gone circa ~1979. Due to the relative subtlety of many psi abilities, and advances in special effects, stage magic, and technology in general, psi was often thought to be fake by those who never knowingly encountered them (see below). By 1982, relatively few still deny that they abilities exist, but some who do are in positions of power, whether in academia, government, or business.

Most psychics in the early period had fairly subtle abilities (though 'most' does not mean 'all,' and 'more subtle' does not mean 'less dangerous'). Some of the psis with less subtle abilities had Gadget-based advantages, though the Gadgets were mostly psychological crutches, like Dumbo's feather. This made it easier to justify mundane excuses for the phenomena, or the belief that psi abilities weren't as powerful, dangerous, or strange as they actually were. A very few unsubtle psis had both great power and no apparent 'excuse' like a Gadget, but skeptics could still claim hidden equipment or other trickery. The first psychic 'superhero' that most Americans were aware of (there were probably others, but she was much more consistently reported) was Yankee Doodle Dandy (Danielle Dresden, born July 4th, 1928), a flying, bullet-resistant pyrokinetic who stopped a bank robbery on her sixteenth birthday. Her fame and the lack of subtlety in most of her powers meant that she was used most often as an example by believers, and was the subject of the loudest attempts at debunking by those who cared enough to try. In 1979, the now much older (but still looking about 25ish if she didn't bother with aging makeup) Dandy, then a high school teacher, was also the first really obvious super in the Americas in the new era, having revealed herself to save her students from kidnappers.

Knowledge of the paranormal community is covered by Current Affairs (mostly 'Supers,' 'Science & Technology,' or 'Headline News'). During the period when they are compelled to be covert, Hidden Lore ('Paranormal' or 'Conspiracies') would be more helpful; Hidden Lore ('Astral') is useful either way. Psychic animals and such are common, though not so common per capita as on Psion-5; during the period where human psis were hiding, the psychic animals were instinctively concealing their abilities as well, though with less intelligence, and thus more reports of cryptids, weird phenomena, and strange behavior. (Most psis on this Earth will have something like Compulsive Costumed Heroism or Compulsive Costumed Villainy, and often the Secret Identity disadvantage, though from 1953 to 1979, this tends to be 'Compulsive Secrecy (Psi)' or 'Vow (keep powers secret),' as well as 'Secret (Psi) [-10]' and often Paranoia (though a number of then also retained compulsions to crime or crime-fighting, just covert instead of overt).)

Psychotronics (under a variety of different names) has been an Emerging technology since the mid-1970s, being Experimental before that, with the first known examples being developed in about 1950-'51, as 'bio-electric circuitry.' Psi-drugs are Experimental, as of 1982, though a few were Secret before 1979, so exactly when they were invented is up for debate; the earliest example Infinity knows of, a form of Blue Fire, seems to have been used by Siberian suicide-agents around 1974, shortly before the development of Neurovine in France, in 1976.


Thoughts?

Prince Charon 04-27-2024 05:32 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
James Puketapu, 2019 - Psion-1

Age: 19

Attributes

ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0]

Secondary Characteristics

HP 10 [0]; Will 13 [5]; Per 12 [0]; FP 10 [0]

Thrust: 1d-2; Swing: 1d

Block: 8
Brawling Parry: 9

Basic Speed: 5.00; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0]; te reo Maori (Native) [6].

TL: 8^

Cultural Familiarity: 21st century Western [0]; 21st century Polynesian [1].

Subtotal: 72


Advantages

Charisma 1 [5]
Claim to Hospitality ('Tomorrow People') [3]
Combat Reflexes [15]
Conspiracy Rank 1 (with Courtesy Rank 1) [3]

Psychic Familiarity (Control Psi Energy (Only for effects conceptually-related to current Familiar, -40%; Meta-Psi, -10%) 4 [40] + Psi Sense 1 (with Signature Sniffer) [13] + Visions (Aspected: Psi activity related to current Familiar) [8] + Modular Abilities (Cosmic; Only for skills et al relating to current or previous Familiars, -30%; ESP, -10%; Requires IQ Roll, -10%) 2 [10] & (Cosmic; Only for skills et al relating to current Familiar, -40%; ESP, -10%; Requires IQ Roll, -10%) 4 [16] + Gestalt Familiarity [1]) [88]
^Modular Gadgetry (Alternate Ability of Psychic Familiarity; Modular Abilities (Cosmic; Only for Gadgets with 'Will not immediately work for thief,' that are conceptually-related to current Familiar, -55%; Nuisance Effect, requires suitable materials, -10%; Requires IQ Roll, -10%) 34 [17]
^Prognostication 6 (AA of Psychic Familiarity; Directed, +40%; Nuisance Effect, cannot lie about predictions, -5%) [10]

Psionic Artificer Talent 2 [10]

Perks

Dabbler (Agent-in-Training: Diplomacy 8, Hidden Lore (Astral) 9, Hidden Lore (Paranormal) 9, Pharmacy (Synthetic, Psi)/TL8^ 9*). [1]
Dabbler (Current Affairs: Headline News 9, Politics 10, Popular Culture 9, Regional 10, Science & Technology 10). [1]
Dirty Tricks. [1]
No Hangovers. [1]
Simple Defense. [1]

Subtotal: 156


Disadvantages

Compulsive Secrecy (Psi) (12) [-15]
Duty (9 or less) [-5]
Enemy (Hunter; Villain of the month; As powerful; 6 or less) [-10]
Pacifism (Cannot Harm Innocents) [-10]
Secret (Psi) [-20]

Quirks

Always has a bag of jelly-babies. [-1]
Collects thylacine pictures and other memorabilia. [-1]
Dislikes tea. [-1]
Mild Lecherousness. [-1]
Nerdy. [-1]

Subtotal: -65


Features


Skills

Area Knowledge (City) [IQ/E] [1] 12
Armoury (Psychotronics) [IQ/A] [2] 14*
Beam Weapons (Beamer)/TL8^ [DX/E] [1] 11
Brawling [DX/E] [4] 13
Computer Operation/TL8^ [IQ/E] [1] 12
Control (Psi Energy) [Will/VH] [4] 12
Driving (Automobile)/TL8^ [DX/A] [1] 9
Electronics Operation (Psychotronics)/TL8^ [IQ/A] [2] 12
Electronics Repair (Computers)/TL8^ [IQ/A] [1] 11
Electronics Repair (Psychotronics)/TL8^ [IQ/A] [2] 14*
Engineer (Psychotronics)/TL8^ [IQ/H] [4] 14*
Expert Skill (Psionics)/TL8^ [IQ/H] [2] 13*
Fast-Talk [IQ/A] [4] 13
First Aid/TL8^ [IQ/E] [1] 12
Hidden Lore (Conspiracies) [IQ/A] [2] 12
Hobby (Doctor Who & U.N.I.T.) [IQ/E] [2] 13
Hobby (Extinct Oceanian Creatures) [IQ/E] [1] 12
Holdout [IQ/A] [1] 11
Housekeeping [IQ/E] [1] 12
Literature (Maori) [IQ/H] [2] 11
Mathematics (Applied)/TL8^ [IQ/H] [2] 11
Physics (Paraphysics)/TL8^ [IQ/H] [2] 13*
Prognostication [IQ/H] [1] 10
Running [HT/A] [2] 10
Sex Appeal [HT/A] [2] 10
Shield (Force) [DX/E] [1] 11
Stealth [DX/A] [2] 11
Swimming [HT/E] [1] 10
Visions [IQ/H] [2] 11
Weather Sense [IQ/A] [1] 11

*Includes +2 from Psionic Artificer Talent.

Techniques

Distraction (A) Fast-Talk-0 [2] 16

Subtotal: 57

Total: 220


Equipment

Sturdy boots
Nerdy clothes
Cool hat (with P-web and mind shield)
Nice coat
Smartphone
Micro-Walkman
Toolkit
Assorted electronic spares

Prince Charon 04-27-2024 05:34 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Notes

James Puketapu was built starting with the Unexpected Psi template from GURPS Psis p19. James views himself as a New Zealander of Maori decent - that is, while he respects and likes his ancestors' culture, he doesn't see the Maori people as separate from the white New Zealanders, but as part of one modern nation, together.

In regards to his Prognostication, note that 'cannot lie' is not the same as 'must speak,' nor 'cannot mislead.' Also, in case it needs to be said, the limitation only affects his Prognostication, not other senses, including Visions.

Psionic Artificer Talent covers Armoury (Psychotronic), Electronics Repair (Psychotronics), Engineer (Psychotronics), Expert Skill (Psionics), Pharmacy (Psi Drugs, both Herbal and Synthetic), and Physics (Paraphysics). Grants a reaction bonus from anyone you do work for, and has an alternative cost of 6/level. His usual modus operandi is to try to find an object closely-enough associated with whomever the current enemy is that he can get useful information from it, and then make a gadget or gadgets that would be helpful (this needn't involve the Invention rules, since he's using his power to pull details from the collective unconscious, but might use the Quick Gadgeteer Complexity Penalties from those rules). Sometimes (especially for an enemy he's never encountered before), he'll be working with inadequate data due to asking the wrong questions or not enough questions, or because the item he used as a catalyst was too many steps removed from what he's facing, and he'll need to change his gadgets on the fly. It should be noted that the gadgets he makes are designed to work with his Psychic Familiarity, which is why they will not work for someone else, unless they have a basically-identical ability, or someone can modify the device sufficiently.

He doesn't have a permanent Force Shield or Force Buckler, but he uses them enough, with various properties, that it makes sense for him to have a point in the skill. When he makes Beam Weapons, they're almost never gun-shaped, so as to avoid attracting official attention, though they may have some built-in aiming assistance, allowing Acc better than 0. 'Beam Weapons (Beamer)' expresses the poor ergonomics ('beamer - a weapon without stock or pistol grip, like a flashlight or cutting tool'), and comes from various places on Pizard's Beam Weapons pages, such as this one.

The conspiracy he joined - privately they call themselves 'the Tomorrow People,' but officially they're a social club called something like 'Tomorrow's Promise' - appears to the public to be one of those social clubs that show up around universities, though it isn't a fraternity. James's official rank as far as people outside the conspiracy are concerned is just 'Member in Good Standing,' but his membership card has seemingly-innocuous decorations that show his true Conspiracy Rank (low cost due to it being a smallish group with no official backing nor authority outside of itself, and no exclusivity, but some resources): Special Field Technician. In reverse order, 'Technician' means his main job for the organization relates to his technical skills (the other two options that he's aware of are Operative, for combat-focused agents, and Agent, for everyone else), 'Field' means that he's useful enough in situations where he might encounter serious dangers to offset the risks of letting him do so (nearly all Operatives are Field Operatives, the exceptions having Administration or Training as prefixes instead), and 'Special' is a modifier that is mechanically represented by a level of Courtesy Rank, and means that he's quite powerful compared to the average for his conspiracy, with a job that synergises well with his power. Not all members of the conspiracy have significant powers, or powers at all, but James is at the high end.

The goal of the Tomorrow People is (probably) to protect the world - or at least the parts where the conspiracy is active - from evil psychics, mad scientists (who might be psis themselves), evil conspiracies (often run by evil psis), 'monsters' (which might be psychic animals, astral entities, the victims of mad scientists, or some combination thereof), and hostile aliens (whom they have little evidence of, beyond two groups: the first is a psychic conspiracy at the same campus who think that they're aliens or descended from aliens, aiming for world conquest, and the second were noticed briefly, but seem to have left in some sort of disguised transmat capsule and might not have been hostile).

Generally, if using James as a PC, the other PCs should all be part of the same conspiracy; on the other hand, having them all be part of different conspiracies (possibly with different beliefs about what is going on and what is or isn't real, like thinking that they're all wizards or aliens or demi-gods or whatever) could be interesting if you can pull it off. James is somewhat useful there, as he lacks paranoia.

The Doctor Who series was affected on this Earth in ways that it wasn't on others: The coup in 1984 took some time to ramp up, both in becoming obviously tyrannical outside of Ireland, and in controlling transportation, which meant that a number of people with the means to do so had left before the year was out. This caused problems in a number of places, but the part eventually relevant to James was that it left a bunch of BBC programmes with missing cast and crew, up to sometimes even directors and producers. The Prince-Regent was asked about these programmes, including Who, and is said to have told the busybody to 'just continue on as normal; you've replaced people before, haven't you?' The administrator took him at his word, and by March, a version of Doctor Who staffed with 'politically reliable' people was on the air; this was derided as 'Dictator Who' by the fans, and was generally unpopular outside of The Party. Meanwhile, John-Nathan Turner had convinced Nicola Bryant and Colin Baker to come to the CBC offices in Canada, to pitch a DW series made in Toronto, since the Canadian government was already declaring the British government to be illegitimate (but not doing much else about it). They were at first only permitted to film a Special of a few episodes (basically 'Attack of the Cybermen,' but made in Canada, and with the city scenes explicitly in Toronto), but the unpopularity of 'Dictator Who' lead to a full series being authorized. This created a trend of other mostly-Anglophone nations who wanted to tweak the dictatorship in Britain without taking any serious risks creating their own versions of various BBC programmes, many of them tied to the Canadian DW series. James follows several of these, but mostly a New Zealand U.N.I.T. show that was spun off both the Canadian DW, and a less enduring Australian U.N.I.T. show starring Janet Fielding. Much of this did not happen on Psion-4, as the Prince Regent's regime, and his life, did not outlast the early parts of 1985 (the public revelation of people with strange powers occurred at a critical time for him). Doctor Who's twenty-second season was delayed, but little else changed.

'Villain of the <time period>' is a variant of Unknown Enemy that I've seen discussed on occasion. The usual name is 'Villain of the week,' but I felt that for a 6 or less FoA, 'month' was more fitting.

'Distraction' is basically what it says on the tin: using Fast-Talk (or another Influence skill) to get the mark to pay attention to something other than whatever you're trying to distract them from. The penalty is prerequisite skill-0, and the skill cap for the technique is prerequisite skill+5.

A micro-walkman is a lot like an iPod, but made by Sony, and following a slightly different tech progression.

The James Puketapu of Psion-3 is a child with no apparent psi abilities. The ones on Psion-2 and Psion-4 have Psychic Familiarity like this James, but nerded out on different things, resulting in rather different expressions of the ability (including differences in the component advantages and alternate abilities). The James of Psion-2 specifically is very different from this one, being a superhero who thinks he's a reincarnated sorceror; he's also the version that I started out creating, before deciding that he was too complicated and working on this version instead. The one on Psion-4, on the other hand, is a big fan of a Star Wars anime setting that doesn't seem to exist on most other Earths, but while that shaped how he uses his powers, he knows that he's not a real Jedi.


Thought?

Mysterious Dark Lord v3.2 04-30-2024 02:00 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Psion-9 "Slenderworld"

Psion-9 is a confirmed psionic-active world. it is also considered a Creepypasta world. Another popular nickname for this world is "The Slenderman Empire".

When the first televisions were experimented with in the 1920's and 30's, an occasional image was alleged to be seen on "empty" channels and in late-night static - the iconic Slenderman. But the image was never recorded clearly and not reproducible, so it became relegated to urban myth. But it did inspire some pulp-era science fiction.

When the first TV networks became popular, the sightings increased and a popular series of pulp serial novels popularized the Slenderman name and mythos. As public tv was entering it's 1950's glory days, the first indications of cultic activity popped up. But the incidences were widely scattered, many were hushed up as local scandals, and the various national security agencies lacked the analytic ability to connect the dots.

Then October 1962 hit and the Cuban Missle Crisis panicked the entire world. The fear and anxiety supercharged the psionic atmosphere of Earth, and the Slendermen exploded in power. The resulting two weeks was called by future generations "Atomic Halloween".

What exactly happened in that period is a matter of speculation. What was important was that in the Industrialized world (with the TV sets), half the population was dead and the survivors hunting each other.

After a couple of generations, the survivors and their descendants were gathered into four groups ...

The Quick, who were "Quickened" and developed psionic powers. These gathered into tribes (eventually clans) and small fortress-colonies. (This also includes chi-wielding martial artists.)

The Dead, who have no powers and are mostly insane. They tend to babble and interpret the world though internal delusions. They gather in small tribes and villages, usually with some mutually-agreeable nonsense theme.

The People, who are largely unaffected survivors, keeping technology and civilization alive in a variety of ways, from maintaining small cities to attempts to "recolonize" (some of these are hard to distinguish from the Dead).

And the Proxies, small city-states that grow up around Slenderman worship. The inhabitants tend to breed young, die young, and engage in a lifestyle one Infinity Agent described as "Children-of-the-Corn-y with a dash of Hannibal Lector". Psionic powers and odd mutations are commonplace. A Slenderman usually has a dark haunted building in the community from where it directs it's worshippers. Non-proxies are easily spotted and if they fail to escape ... well ...

The Proxies are in a state of eternal wars with everyone, and often themselves (it seems Slendermen are territorial). The People are ambivalent-but-bigoted towards the Quick (seeing little difference between Quick and Proxy powers). The Dead, being crazy, are almost true neutral, with various groups changing how they see the world on an irregular basis.

In the year 1999, this can be considered a post-apocalyptic Atomic Horror world, starting at TL 5 or 6 and going downhill. Enclaves of technology and the occasional Mad Science Lair exist in widely-scattered areas. Knowledge of the general state of the world is patchy at best, with a few ham-radio sets and limited safe travel options.

Other monster types, some traditional and some creepypasta-derived, are rumored to exist. If so, they appear to adhere to isolationist policies like the human populations.

Infinity Agents get special training and surgically-implanted psi-shields before being assigned to Slenderworld.

Prince Charon 04-30-2024 10:46 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Mysterious Dark Lord v3.2 (Post 2523523)
Psion-9 "Slenderworld"

OK, you've shown or reminded me that there are things that I needed to outright state, that I only implied, due to thinking that they were obvious (because I already knew them, and kept forgetting to say anything).

Things that the Psion worldlines all have in common:

* All of them have a point of divergence 'thirty-eight years ago,' where psychics manifested in large numbers, while being absent or incredibly rare before that. This is to say, with Homeline's present being 2027, the Psion worlds all got psis in Homeline's 1989. This is broadly believed to be when the skerry formed, though there are other possibilities (researchers on Psion-1, 2, and 4 long believed that the atomic bomb was responsible, or the Tunguska blast on Psion-8, but Psion-3 breaks that pattern, and they aren't sure about Psion-5; all of the known points took place thirty-six years before the Psi Point, which has lead them to speculate that the Wold Newton meteorite caused it to happen on Psion-5; also, all of them took place on Homeline and did not, as best we can tell, cause psychics to appear). Before the Psi Point thirty-eight years ago, each of these worlds appeared to be an historical echo of Homeline.

* The other thing that they all have is that an overwhelming majority of the 'natural' psis (as opposed to the ones getting their powers from drugs, psychotronics, familiars, and so on, or that came from offworld) have some form of mental distortion common to the setting. The psychic animals on Psion-5 have a need to bond with other creatures (mostly humans) in a way that grants psi abilities to the bondmate, the natural psis on Psion-1, 4, and the psychic animals on 7 are instinctively secretive and often paranoid, the ones on Psion-3 need to be martial artists and have a Code of Honor (though not all the same one), et cetra.


Your idea seems to break both of these to some degree if I'm reading it correctly, though it could probably be adjusted to fit if you want, since it's mostly rather close. (It could also be that I'm reading things into it that you aren't, or that I missed something important.)

Mysterious Dark Lord v3.2 05-01-2024 04:17 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2523672)
(It could also be that I'm reading things into it that you aren't, or that I missed something important.)

Nope - this one's on me. Sorry. I'll redo this one in another category. But should it be Sci-Fi or Fantasy? (or both?)

Prince Charon 05-02-2024 08:37 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Mysterious Dark Lord v3.2 (Post 2523800)
Nope - this one's on me. Sorry. I'll redo this one in another category. But should it be Sci-Fi or Fantasy? (or both?)

To me, it looks like Horror, which can be both, but it could be a non-horror combination of the two. There's a lot of genre overlap going on, but Horror is a mood or a viewpoint, IMHO - it's e.g. how doomed the characters that we're supposed to sympathise with are.

Prince Charon 06-08-2024 03:57 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Psychic Warrior perk

On Psion-3 (and perhaps other worldlines), there are a number of martial-arts-related psi perks, one of the more interesting categories being the 'Psychic Warrior' perks; this is a variant of Unusual Training, but with the circumstance being 'you have a very limited psi ability (a perk) that just allows this cinematic skill or technique to work consistently when psi abilities do.' The perk will often need to specify which psi power it works under, where that isn't obvious, or more than one is an option (e.g. Push might be listed as 'Psychokinetic Warrior (Push)' or 'Psychic Warrior (Biokinesis: Push)'). Some cinematic skills or techniques may require a full advantage rather than just a perk, such as Precognitive Parry; in such cases this perk is not needed, though depending on the character, a Special Exercises perk for that psi ability might be recommended.


Thoughts?

Prince Charon 07-28-2024 10:08 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
A pair of characters showing a common sort of master-familiar relationship for their worldline (though originally I'd planned on the human being a sidekick to the animal; I'll probably try again with another pair):

Silberbolzen, 1869 - Psion-5

Age: 2

Attributes

ST 23 [52]; DX 10 [0]; IQ 5 [-100]; HT 10 [0]

Secondary Characteristics

HP 23; Will 11 [30]; Per 11 [30]; FP 13 [9]; SM+2

Thrust: 2d+1; Swing: 4d+1

Brawling Parry: 9

Basic Speed: 5; Move: 6 [10]; Dodge: 9
Air Move: 9; Air Dodge: 12

Subtotal: 31


Advantages

Damage Resistance (Tough Skin, -40%) 1 [3]
Enhanced Move 1 (ground) [20]
Hooves [3]
Levitation 9 [30]
Lifting ST +3 [8]
Longevity [2]
Night Vision 4 [4]
Panic Reflexes [10]
Parabolic Hearing 2 [8]
Peripheral Vision [15]
PK Shield 10 [40]
Ultrahearing [5]

Psychokinesis Talent 4 [20]

Perks

Fur. [1]
Skill Adaptation (Levitation based on HT). [1]
Skill Adaptation (PK Shield based on HT). [1]

Subtotal: 171


Disadvantages

Bad Sight 4 (Motion Sensitive) [-4]
Bad Temper (12) [-10]
Domestic Animal [-30]
Panic (12-) [-10]
Quadruped [-35]
Restricted Diet (herbivore) [-10]
Short Lifespan 1 [-10]
Weak Bite [-2]

Duty (9 or less) [-5]
Sense of Duty (Hans) [-2]

Quirks

Careful. [-1]
Chummy. [-1]
Makes 'swimming' motions while flying. [-1]
Red-Green Colorblindness. [-1]

Subtotal: -115


Features


Skills

Brawling [DX/E] [4] 12
Intimidation [Will/A] [2] 11
Levitation [HT/H] [4] 14*
Mount [DX/A] [4] 11
PK Shield [HT/H] [4] 14*
Running [HT/A] [8] 12

*Includes +4 from Psychokinesis Talent.

Techniques

Kicking (H) Brawling-2 [3] 12
Rapid Launch (H) Levitation-4 [5] 14

Subtotal: 34

Total: 121


Equipment

Bridle
Saddle & Tack
^Saddlebags
Horseshoes

Notes

Silberbolzen (Silverbolt) was built using the Destrier template from Pizard's Equines in GURPS page, though he's an unusually smart and agile war-horse, along with his psi abilities. His tack is modified for use by a flying horse.

Prince Charon 07-28-2024 10:09 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Hauptmann Hans Wolfgang von Schwartzwald zu Rennsteig Freiherr auf Badenburg, 1869 - Psion-5

Age: 21

Attributes

ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10]

Secondary Characteristics

HP 11; Will 11 [5]; Per 12 [10]; FP 11

Thrust: 1d-1; Swing: 1d+1

Cloak Block: 8
Boxing Parry: 9
Sabre Parry: 9

Basic Speed: 5.25; Move: 5; Dodge: 8

Social Background

Languages: 19th century German (Native) [0]; 19th century English (Native) [6]; 19th century French (Accented) [4].

TL: (5+1)^

Cultural Familiarity: 19th century Western [0].

Subtotal: 65


Advantages

Ally (Silberbolzen, Familiar; <50% of points; 15 or less) [6]
PK Shield (Granted by familiar, -40%) 10 [24]
PK Awareness 10 (Increased Range 50x, +50%; Extended Arc, 360°, +125%; Granted by familiar, -40%; Nuisance Effect, sensed by touch at Per-7, -5%; Psychokinesis, -10%; Requires Per Roll, -5%) [43]
^TK Grab (AA of PK Awareness; Granted by familiar, -40%) 10 [8]

Danger Sense [15]
Handsome [12]
Military Rank 3 [15]
Status 3 [15]
Wealth (Wealthy) [20]

Perks

Alcohol Tolerance. [1]
Classic Features (Dashing Cavalier). [1]
Dabbler (Amateur Mystic: Current Affairs ('Magic')/TL(5+1)^ 7, Expert Skill (Psionics) 6, Hidden Lore (Spirits) 7, Mind Block 8, Occultism 6). [1]
Skill Adaptation (PK Shield based on Will). [1]
Visions (Aspected Dream: Tactical disasters). [1]
Weapon Bond (Sauer & Sohn M1865). [1]

Subtotal: 164


Disadvantages

Chummy [-5]
Code of Honor (Gentleman's) [-10]
Delusion (Minor: 'Donar grants this power through my steed.') [-5]
Duty (9 or less) [-5]
Overconfident (12) [-5]
Secret (Pagan) [-10]

Quirks

Beer snob. [-1]
Distinctive feature: Dueling scar on right cheek. [-1]
Fakes being a devout Lutheran. [-1]
Mild Lecherousness. [-1]
Pretends his English isn't that good. [-1]

Subtotal: -45


Features


Skills

Animal Handling (Equines) [IQ/A] [2] 10
Armoury (Small Arms)/TL(5+1)^ [IQ/A] [2] 10
Awareness [Per/H] [4] 12
Boxing [DX/A] [4] 12
Cloak [DX/A] [2] 11
Dancing [DX/A] [2] 11
Dropping [DX/A] [2] 11
Fast-Draw (Ammo) [DX/E] [1] 11
Fast-Draw (Pistol) [DX/E] [1] 11
Fast-Draw (Sabre) [DX/E] [2] 12
First Aid/TL(5+1)^ [IQ/E] [1] 10
Guns (Pistol)/TL(5+1)^ [DX/E] [2] 12
Herb-Lore/TL(5+1)^ [IQ/VH] [1] 8
Leadership [IQ/A] [2] 10
PK Shield [Will/H] [4] 11
Politics [IQ/A] [1] 9
Religious Ritual (Lutheran) [IQ/H] [1] 8
Religious Ritual (Germanic Pagan) [IQ/H] [4] 10
Riding (Flying Horse) [DX/A] [4] 12
Sabre [DX/A] [4] 12
Savoir-Faire (High Society) [IQ/E] [1] 10
Savoir-Faire (Military) [IQ/E] [1] 10
Sex Appeal [HT/A] [4] 12
Soldier [IQ/A] [4] 11
Survival (Woodlands) [Per/A] [2] 12
Tactics [IQ/H] [4] 10
Theology (Lutheran) [IQ/H] [2] 9
Theology (Germanic Pagan) [IQ/H] [2] 9
TK Grab [IQ/H] [4] 10
Visions [IQ/H] [4] 10
Weather Sense [IQ/A] [2] 10

Subtotal: 76

Techniques

Cavalry Training (H) Sabre-2 [3] 12
Combat Riding (H) Riding (Flying Horse)-0 [2] 13
Hands-Free Riding (H) Riding (Flying Horse)-3 [4] 12
Mounted Shooting (Pistol/Flying Horse) (H) Guns (Pistol)-4 [5] 12
Quick Mount (A) Riding (Flying Horse)-3 [2] 11
Retain Weapon (Pistol) (H) Guns (Pistol)-0 [2] 13
Retain Weapon (Sabre) (H) Sabre-0 [2] 13
Staying Seated (A) Riding (Flying Horse)-0 [4] 16

Deep Scan (H) Awareness-5 [2] 8
Targeting (H) Awareness-2 [3] 12

Subtotal: 29

Total: 289


Equipment

Sharp uniform
Nice jackboots (DR1, DR2 for toes, heels, & soles)
Fancy steel corslet (DR6)
Fancy steel helmet (DR4)
Money
Pouch of sugar cubes
Weapon-belt
^Sauer & Sohn M1865 lever-action pistol, .38 cal, and holster
^4x .38 cal 8-round stripper clips
^Pouch of loose rounds, .38 cal
^Small gun repair/cleaning kit
^Cavalry sabre and scabbard
^Survival knife and sheathe
6x Grenades (in saddlebag)
16x Plumbata (on saddle)

Notes

Hans was built using the Soldier template (with the 'Light Cavalry' and 'Noble' lenses) from the 4e conversion of GURPS Historical Folks (pp43-44), hosted at RPK's MyGURPS.com.

Hans is a member of the Confederation's experimental flying cavalry, and is also a Königlich Sächsische Armee Hexenmeister - a 'magician' officer in a Hexenregiment (regiment made up mostly or totally of spellcasters) of the Army of the Kingdom of Saxony (in this case Hexenkavalrie); a cadet magician officer would be a Hexenkadett, and an enlisted or NCO magician would be a Hexensoldat or Hexenunteroffizier. The saddle Hans uses is very clearly intended for flying cavalry, having belts on it to help the rider avoid falling out of the seat while maneouvering, as well as straps to retain other equipment in air combat.

Hans has been warned on a few occasions that his great fondness for female company will get him in trouble, one day. Sure, he isn't an obvious lecher, and he hasn't gotten anyone pregnant yet, but he is young, vigorous, and foolish, and it is more by luck than ethics that he hasn't gotten involved with a married woman.

Herb Lore covers Psychobotanics in this setting (see GURPS Psionic Campaigns p5, in the Old Time Psi text box), and substitutes well for Pharmacy (Herbal) of the same TL. Hans mostly uses it (with whatever bonuses he can get) to know what herbs to gather if he notices them, and to understand what the more fully-trained herbalists are talking about. Expert Skill (Psionics) would not be called that in-setting, rather being seen as 'Thaumatological Studies' or a branch of Occultism, but the skill is the same, even if the terminology is weird to those from the other Psion worldlines (and if Hans needs to use this skill outside of studying it, he's in real trouble).

PK Awareness is a Scanning Sense that's basically Extra-Sensory Awareness using psychokinetic feedback (which is to say, a very low psychokinetic pressure is cast over a wide area around him, and his mind builds a three-dimensional map of areas of resistance). Beings with a sense of touch in the area of effect can perceive a slight pressure (Per-7), and may be able to realize what's going on from that, or even locate him.

Hans's Dream-Visions won't warn him if a skirmish or battle (or a duel) is merely going to be less than ideal, only if things are quite likely to go badly wrong for him (or if a combat will be horrifically embarrassing for him in a military context).


Sauer & Sohn M1865 .38 lever-action pistol
TL: (5+1)^; Damage: 2d-1; Acc: 2; 1/2D: 130; Max: 1,600; Weight: 2.1; RoF: 3; Shots: 8+1; ST: 8; Bulk: -2; Rcl: 2; Cost $650; LC: 3

Notes
The M1865 isn't significantly better than revolvers of the period in most aspects, but it is slightly lighter, slightly flatter (and thus looks nicer in the holster, is a little easier to conceal, and is a fraction of a second faster to draw - none of which rises to the level of GURPS's resolution, but was enough to help it win the Saxon pistol trials), and has a few more shots between reloads (which may have been a bigger factor in the trials). The 'lever' in this case is the trigger, which appears to be a ring-shaped trigger-guard which is swung back and forth by the user's trigger finger, and has a notably stronger pull right before firing, for safety reasons. As a military pistol, it also has a lanyard loop so that the user can retrieve it if dropped (especially important for cavalry, and even more so for flying cavalry). The one Hans bought is a bit more expensive than shown above ($800), since he spent extra to make it prettier, and to customize the sights and grip (Weight is 2.2 lbs, Acc is 4, and the balance feels better to him; the barrel is also a little longer than usual, but not enough to change Bulk; people who care about a nice-looking pistol react at +1).

Prince Charon 09-10-2024 04:33 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
A Dog...

Byron the Wonder Dog, 1869 - Psion-5

Age: 3

Attributes

ST 10 [0]; DX 12 [24]; IQ 8 [-40]; HT 12 [20]

Secondary Characteristics

HP 10; Will 11 [15]; Per 12 [20]; FP 15 [9]

Thrust: 1d-2; Swing: 1d

Brawling Parry: 10

Basic Speed: 6; Move: 10 [20] (Land Move 15); Dodge: 9

Social Background

Languages: Dog (Native) [0]; English (Accented) [4].

TL: (5+1)^

Cultural Familiarity: 19th century Western [0].

Subtotal: 72


Advantages

Acute Smell 3 [6]
Damage Resistance (Tough Skin, -40%) 1 [3]
Discriminatory Smell [15]
Enhanced Move 1/2 (land) [10]
High Pain Threshold [10]
Night Vision 4 [4]
Parabolic Hearing 2 [8]
Reduced Consumption 2 (Cast Iron Stomach -50%) [2]
Sharp Teeth [1]
^ Striker (Alternate Attack (Sharp Teeth); bite; crushing; cannot parry -40%; clumsy, -4 to hit -80%) [1]
Temperature Tolerance 1 (cold) [1]
Ultrahearing [5]
Vibration Sense (air; based on hearing) [10]

Ally/Dependent (Tommy Atkins, best friend; built on less than 50% of points; appears on 15 or less as Ally, 9 or less as Dependent) [1]

Subtotal: 77

Hard to Kill (Psychic Healing, -10%) 10 [18]
Hard to Subdue (Psychic Healing, -10%) 10 [18]
^ Regeneration (Slow; Alternate Ability of Hard to Subdue; Psychic Healing, -10%) [2]
Negate Short Lifespan (Psychic Healing, -10%) [18]
Protected Power (Psychic Healing, -10%) [5]

Spirit Communication (ESP changed to Astral Projection; Only under a Full Moon, -40%) 4 [24]
^ Spirit Communication (AA of Spirit Communication 4; ESP changed to Astral Projection) 1 [2]
^ True Sight (AA of Spirit Communication 4; ESP changed to Astral Projection) 2 [4]

Perks

Barks in Morse Code. [1]
Fast eater. [1]
Fur. [1]
Penetrating voice. [1]
Spirit Communication based on Per. [1]
True Sight based on Per. [1]

Subtotal: 97


Disadvantages

Bad Sight 2 (Motion Sensitive) [-2]
Bloodlust (12-) [-10]
Chummy [-5]
Domestic Animal [-30]
Gluttony (12-) [-10]
Overconfidence [-10]
Quadruped [-35]
Sense of Duty (pack) [-5]
Short Lifespan 2 [-20]

Quirks

Affectionate with children. [-1]
Chases his tail when bored. [-1]
Red-Green Colorblindness. [-1]
Suspicious of cats. [-1]

Subtotal: -136


Features

Born Biter 2; Tail; shaggy fur. [0]


Skills

Area Knowledge (Wallaceton) [IQ/E] [2] 9
Brawling [DX/E] [4] 14
Climbing [DX/A] [4] 13
Electronics Operation (Telegraphy)/TL(5+1)^ [IQ/A] [4] 9
Intimidation [Will/A] [4] 12
Jumping [DX/E] [1] 12
Running [HT/A] [12] 14
Survival (Mountains) [Per/A] [2] 12
Swimming [HT/E] [1] 12
Spirit Communication [Per/H] [1] 10
Tracking [Per/A] [1] 15*
True Sight [Per/H] [2] 11
Wrestling [DX/A] [2] 12

*Includes +4 from Discriminatory Smell.

Techniques

Subtotal: 40

Total: 150


Equipment

Harness with messenger bags

Notes

Byron is an unusually intelligent (and psychic) Rottweiler, built using the Guard Dog template from Pizard's Canids in GURPS page. This often provides bonuses to his Intimidation skill.

The Short Lifespan disad plus a Negate Short Lifespan advantage looks odd, but the negation is limited by being psionic; otherwise I'd've given him Early Maturation, as Negate pretty much just covers aging rolls in this context. It's also consistent with the sort of character he is.

Wallaceton, California was settled by the Spanish in the late 18th century under the name San Lesmes de Burgos, but was found mysteriously abandoned in 1846, the buildings being mostly intact save for the church, which had somehow vanished, leaving a muddy hole behind. The USA resettled and renamed the town in 1861 (by which time many of the buildings were decayed and overgrown as if several decades had passed, but the local grandee's mansion was oddly pristine, and has gained a reputation for being haunted), due to it being on a good route to the newly-discovered gold mines. The New Church, a Protestant building, was sited on the opposite side of town from the place where the Old Church was, and the mansion was converted into the town hall. The local tribes avoid the area whenever possible, saying that it is a bad place.

Prince Charon 09-10-2024 04:34 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
...and his Boy

Tommy Anderson, 1869 - Psion-5

Age: 10

Attributes

ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 11 [10]

Secondary Characteristics

HP 9; Will 12 [5]; Per 11; FP 11; SM-1

Thrust: 1d-2; Swing: 1d-1

Block: 8
Brawling Parry: 8
Knife Parry: 8

Basic Speed: 5.25; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0];

TL: (5+1)^

Cultural Familiarity: 19th century Western [0].

Subtotal: 25


Advantages

Hard to Kill (Granted by Familiar, -40%; Psychic Healing, -10%) 10 [10]
Recovery (Granted by Familiar, -40%; Psychic Healing, -10%) [5]
Affliction (Advantage: Channeling (Grants Possession, +100%; Astral Projection, -10%), +190%; Astral Projection, -10%; Emergencies Only, -30%; Granted by Familiar, -40%; Objects Only, -20%) [19]
^ True Sight (Alternate Ability of Affliction; ESP changed to Astral Projection; Granted by Familiar, -40%; Only through shadows and reflections, -20%) 2 [2]
^ Visions (Full) (Alternate Ability of Affliction; ESP changed to Astral Projection; Granted by Familiar, -40%) [2]
Spirit Empathy (Astral Projection, -10%) [9]

Perks

Astral Awareness. [1]
Dabbler (Hidden Lore (Spirits) 8, History (19th century USA) 6, Knot-Tying 7, Literature 6, Mathematics (Applied)/TL(5+1)^ 6, Occultism 7, Theology (Methodist) 6). [1]
Improvised Weapons (Shield). [1]

Subtotal: 50


Disadvantages

Charitable (15) [-7]
Curious (12) [-5]
Duty (telegraph messenger; 9 or less) [-5]
Impulsiveness (12) [-10]
Sense of Duty (Family and friends) [-5]
Social Stigma (Minor) [-5]

Quirks

Always seems to find holes to fall into. [-1]
Dislikes cooked vegetables, especially Brussel sprouts. [-1]
Imaginative. [-1]
Minor Code of Honor: Them telegrams must get deliver'd! [-1]

Subtotal: -41


Features


Skills

Affliction (Channeling) [Will/H] [4] 12
Area Knowledge (Wallaceton) [IQ/E] [2] 12
Bow (Slingshot) [DX/A] [2] 10
Brawling [DX/E] [1] 10
Climbing [DX/A] [1] 9
Current Affairs (Headline News) [IQ/E] [1] 11
Electronics Operation (Telegraphy)/TL(5+1)^ [IQ/A] [2] 11
Fishing [Per/E] [1] 11
First Aid/TL(5+1)^ [IQ/E] [1] 11
Games (Base Ball) [IQ/E] [1] 11
Gesture [IQ/E] [1] 11
Guns (Shotgun)/TL(5+1)^ [DX/E] [1] 10
Hiking [HT/A] [1] 10
Jumping [DX/E] [1] 10
Knife [DX/E] [1] 10
Riding (Horse) [DX/A] [1] 9
Running [HT/A] [4] 12
Shield (Buckler) [DX/E] [1] 10
Sports (Base Ball) [DX/A] [2] 10
Survival (Mountains) [Per/A] [2] 11
Swimming [HT/E] [1] 11
True Sight [IQ/H] [2] 10
Visions [IQ/H] [1] 9
Weather Sense [IQ/A] [1] 10

Techniques

Subtotal: 36

Total: 70


Equipment

Clothes
Boots
Straw hat
Telegraph messenger bag
Pocket knife
Slingshot
Fishing pole (often left at home or in papa's office if he's not expecting to use it)

At home unless out huntin':
Grampa's old shotgun (12 gauge flintlock converted to caplock)
Powder horn
Gun kit
Camping basics

Notes

Tommy was built partly using the Unexpected Psi template from GURPS Psi p19. Being the son of the local telegraph clerk, he can be found all over the place delivering messages, or returning from same.

Visions under astral projection is justified in much the same was as Second Sight in GURPS Horror: The spirits (astral entities) trying to show him information. The same for his True Sight. 'Grants Possession' as an enhancement means that an astral entity that lacks the Possession advantage can still fully possess the item that the Channeling advantage has been afflicted on; most such items cannot resist. If Tommy is stressed enough for it to work, he tends to target an object nearest to a spirit he knows, or that looks friendly, which isn't necessarily the item that would be most practical at the time (nor the best spirit, though Spirit Empathy helps him, there). Remember, Tommy can't talk to the spirits without either a Channeling item, or Byron playing interpreter, though he has some success with Gesture.

His Dabbler perk covers things that he's paid enough attention to that he should pick up the skills later. Hidden Lore and Knot-Tying he's mostly learning in the field as it were, and Theology mostly in church, but the rest are school subjects - in a society that has had spooky stuff going on openly for a while, the local form of Occultism tends to be mostly correct, enough that in many places it's more like a shallower form of Expert Skill (Psionics), though using mystical names for things; unless otherwise noted, assume that Expert Skill (Psionics) defaults from Occultism-4.

The spelling of 'Base Ball' instead of 'Baseball' is intentional, I'm not sure when it changed in our history, but it was two words for at least part of the early 19th century.


Thoughts?

TGLS 09-11-2024 08:17 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2536887)
Sharp Teeth [1]
^ Striker (Alternate Attack (Sharp Teeth); bite; crushing; cannot parry -40%; clumsy, -4 to hit -80%) [1]

Why both of these?

Prince Charon 09-11-2024 08:20 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by TGLS (Post 2536920)
Why both of these?

I used Pizard's template (link to the page in the Notes for Byron's sheet), which does have both of those. I don't know why it does, and the way he wrote it I'm not totally sure which one was supposed to be the main and which the alternate, but I assume Pizard (IIRC called lwcamp on this forum) knows what he's doing.

Ramidel 09-14-2024 06:10 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2528363)
Psychic Warrior perk

On Psion-3 (and perhaps other worldlines), there are a number of martial-arts-related psi perks, one of the more interesting categories being the 'Psychic Warrior' perks; this is a variant of Unusual Training, but with the circumstance being 'you have a very limited psi ability (a perk) that just allows this cinematic skill or technique to work consistently when psi abilities do.' The perk will often need to specify which psi power it works under, where that isn't obvious, or more than one is an option (e.g. Push might be listed as 'Psychokinetic Warrior (Push)' or 'Psychic Warrior (Biokinesis: Push)'). Some cinematic skills or techniques may require a full advantage rather than just a perk, such as Precognitive Parry; in such cases this perk is not needed, though depending on the character, a Special Exercises perk for that psi ability might be recommended.


Thoughts?

There's already a perk for this - Supernatural Warrior from Martial Arts: Yrth Fighting Styles. It allows Trained by a Master et al through a power source, but you only need one perk for all cinematic skills or techniques that can be justified by the power source. Different skills would still fall under different psi powers for purpose of talent bonuses.

Prince Charon 09-14-2024 05:09 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Ramidel (Post 2537177)
There's already a perk for this - Supernatural Warrior from Martial Arts: Yrth Fighting Styles. It allows Trained by a Master et al through a power source, but you only need one perk for all cinematic skills or techniques that can be justified by the power source. Different skills would still fall under different psi powers for purpose of talent bonuses.

I'm aware of that, it was the inspiration for this perk, but I felt the changes I made fit the setting better.

Thökk 11-16-2024 07:52 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Would it be interesting to consider a world, where psychics are compelled in a public or semi-public manner, but not in a way consistent with comic books with a broad range of possible roles and public responses, from psychokinetic street artists to telepathic burglars, from biokinetic wellness inluencers to ESP politicians, electrokinetic cops and cyberpsi DJs.

Or a worldline where psychics run their own conspiracies and wage secret wars against each other, hidden messages, propaganda, psionic memetics, but non-psychics tend to uncharacteristically dismiss and explain away even the most blatant uses of psionic power, while some skeptics actively making such displays hard and unreliable, latent psychics being on the fence about it until exposed.

Prince Charon 11-16-2024 05:14 PM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Thökk (Post 2542635)
Would it be interesting to consider a world, where psychics are compelled in a public or semi-public manner, but not in a way consistent with comic books with a broad range of possible roles and public responses, from psychokinetic street artists to telepathic burglars, from biokinetic wellness inluencers to ESP politicians, electrokinetic cops and cyberpsi DJs.

Interesting idea. I'd need to think more on how it would work, though.


Quote:

Originally Posted by Thökk (Post 2542635)
Or a worldline where psychics run their own conspiracies and wage secret wars against each other, hidden messages, propaganda, psionic memetics, but non-psychics tend to uncharacteristically dismiss and explain away even the most blatant uses of psionic power, while some skeptics actively making such displays hard and unreliable, latent psychics being on the fence about it until exposed.

Huh. So, Compulsive Behaviors for both psychics and mundanes, then? Also interesting.

Thökk 11-17-2024 04:49 AM

Re: [Psionics/Infinite Worlds] The Psion skerry
 
Quote:

Originally Posted by Prince Charon (Post 2542676)
Interesting idea. I'd need to think more on how it would work, though.

Huh. So, Compulsive Behaviors for both psychics and mundanes, then? Also interesting.

Feel free to tag me if you would Wish to discuss these world ideas or if you'll flesh them out more on your own. I would be interested in discussing the worldbuilding.


All times are GMT -6. The time now is 01:16 PM.

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