| rcarter |
05-21-2009 07:26 PM |
Re: Psionics 4th ed Questions
Quote:
Originally Posted by Rev. Pee Kitty
(Post 793486)
Not really. They're just IQ/VH skills instead of IQ/H. (As written, they're DX skills, but the rules support moving 'em to IQ for psis, mages, etc.) So that's just -1 to skill for the same price. That leaves the Imbue advantage, which is comparatively priced to most psi abilities -- Imbue 2 (PK, -10%) is the same price as a few levels of TK Grab, and cheaper than Pyrokinesis 2.
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)
Skill: Special (see description).
You can learn certain Imbuement Skills (see GURPS Power-Ups 1: Imbuements for rules and details) that let you do impossible things with bullets. You may only learn the Arching Shot, Bank Shot, Far Shot, and Guided Weapon skills, and only for specialties of the Guns skill. For example, you could learn Bank Shot (Pistol) and Far Shot (Rifle), but not Scattershot (Pistol) or Bank Shot (Bow). This ability is thus unique in that, theoretically, it could have up to 36 associated skills instead of just one. In practice, since all Guns skills (and thus all Guns Imbuement Skills) default to each other, it generally makes sense to buy skills for one specialty and default the others.
All such skills are IQ/VH (not IQ/H, like most psionic skills, or DX/H, like non-psionic Imbuement Skills). If you have Psychic Gunslinging at level 2+, add your (level-1) to all skills, cumulative with Psychokinesis Talent. For example, if you have Psychokinesis Talent 3 and Psychic Gunslinging 5, you'd add +7 to all Psychic Gunslinging skills.
In some campaigns, Gunslinger (p. B58) may be a prerequisite for this ability; ask your GM.
Statistics: Imbue 2 (Accessibility, Gun specialties only, -10%; Limited Skill Access, Four Skills, -20%; Psychokinesis, -10%) [12]. Further levels add Imbuement Talent, one level at a time [+5/level]. That would cover adding extra damage to the attacks, sure. You'd use Followup, Any Attack (+50%, from PU2).
Not really. The techniques would only apply to the extra damage that you're adding, not to the basic damage. That's the whole problem -- GURPS breaks on this without Imbuements.
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Thank you, you are a wonderful wonderful person. This is perfect. And BTW thank you very much for writing the psionic powers in the first place, it's an excellent supplement. I am so amazed i can't even think of any more questions right now.
I think this thread should be stickied or the content you stat'ed out published in pyramid or something or at least added onto the full 300pg manuscript of psionics 4th ed when it gets published in hardback ;)
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