Re: Psionics 4th ed Questions
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Psi Techniques: See the box Under the Hood: Psi Techniques (p. 9) for details. The rules there are adapted from the rules for adding Temporary Enhancements in GURPS Powers (p. 172). Every +10% in enhancements being added is -1 to skill, and that's how I got the penalties for the psi techniques. For example, look at Telesend (p. 60). The Broadcast psi technique just adds the temporary enhancements Broadcast (+50%) and Selective Area (+20%). The total is +70%, so that's -7 to skill. Similarly, Full Communion just adds the new Full Communion enhancement (p. 17); that's a +20% enhancement, so that's -2 to skill, and so on. Now, a few psi techniques are actually more complicated than that (and a few of those are a lot more complicated!), but the rules above cover 95% of them. Penalties to skill for regular use: This just comes straight from the advantage rules. For example, look at Autoteleport (p. 68). It says that repeated attempts are at an extra -5 penalty. Where did I get that from? From the Warp advantage itself (p. B97), which says that on a failure, you're at -5 to try again right away. I didn't come up with any of these special penalties -- they're just straight out of the rules for each advantage or modifier. Quote:
Why Per+2? Because a normal vision roll to see something in the open is Per+10. The SM of a sword is -4 (so, Per+6), and then GURPS Powers introduces the guidelines that Low Signature translates (more or less) into a -4 penalty to detect something, so Per+2. Quote:
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That's why GURPS Power-Ups 1: Imbuements exists. It has new traits which let you apply effects like you want to any weapon of a given type. If you want this, I'd strongly recommend picking up that book, then you can make the Imbue advantage a psychokinetic one -- and instead of having one psionic skill, it can have whatever Imbuement skills are necessary to create the effect you want. |
Re: Psionics 4th ed Questions
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Anyway, in my mind, requiring a skill is a negative thing. It's one of the "bad things" about psi. However, the "good things" more than balance it out. You can't just look at the skill requirement in a vacuum -- it is one facet of How Psi Works. Quote:
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Re: Psionics 4th ed Questions
The problem with considering skills a Drawback - or whatever is the Powers name for it - is that, IIRC, it isn't listed as one.
Another thing to wonder about is that Reliable works as Talent for one ability, and Talent adds to Skill. I'm not sure, but even recall it being written rather explicitly. Sure, GPP outright says not to use the two together, but that is a GPP-specific case. . . . All of which boils it down to GM's decision. |
Re: Psionics 4th ed Questions
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Re: Psionics 4th ed Questions
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Re: Psionics 4th ed Questions
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. . . Hmmm, it also states that Power Techniques in general default to attributes. Which indeed once again makes Power Skills a drawback. I wonder what's wrong with the P162 box that it mis-explained skills. |
Re: Psionics 4th ed Questions
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Innate attack similar to PK Bullet with the modifier requires a focus/delivery object. like breakable and can be stolen but not a unique item just one item class - arrow, bullet, gun. (This would be creating psi-bullets/arrows and using a gun/bow as a delivery object to channel/deliver the psi-energy and removing the damage of the original object all together) Maybe a power structure more like your sword with incremental partial dice but instead of an innate attack it is a 'charge' attack that is temporarily passed onto an object - bullet, arrow and then delivered by the object when it hits it's target. (This would be using the original object, bullet/arrow damage and tacking on a limited 1pt/level damage modifier. Regardless of whether or not the rules cover it 1pt/level isn't going to break anyone's hearts.) so that would cover the basic damage portion and then enhancements like guided, homing, would be techniques that could be applied to either delivery method? I want to keep things a streamlined. EDIT: I am determined to create a NPC Psychokinetic gunslinger |
Re: Psionics 4th ed Questions
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Re: Psionics 4th ed Questions
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Re: Psionics 4th ed Questions
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Also, it seems like all of the skills that could simulate "psychokinetic control over the bullet" are part of Imbue 2, with the sole exception of Homing Weapon. Still, Guided Weapon is almost as good, and it fits psis better -- it makes sense that you'd have to concentrate to guide the bullet to its target. So I'd just include the Arching Shot, Bank Shot, Far Shot, and Guided Weapon skills, which keeps the price down even more. If you want to compensate for having to buy a bunch of skills, just bundle extra Imbuement Talent into the ability. If it only affects the Imbuement skills (no advantages), it's 5/level, and if you treat it as a special case and let it stack with PK Talent, you can achieve some large bonuses. (You could do the same by allowing lots of extra PK Talent, of course, but that opens the door for all psi -- bundling in Imbuement Talent lets you make it more of a "hidden exception" for Imbuement skills.) Like: Psychic Gunslinging (12/17/22/27/32 points for levels 1-5) Quote:
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