Psionics 4th ed Questions
Some of the powers in this pdf are mind boggling to me maybe i just haven't
digested it yet but i want to get a good handle on it before i try and use it. 1st Divination - combat sense It says that you're defense bonus is equal your success margin but then it says that further levels increase your defense bonus. I don't get it. Does the additional bonus add to your bonus after you make the roll, so if you suceed by 2 but you have combat sense 3 your total bonus is equal to 5? Statistics: Combat Reflexes (Active defense and “freeze” benefits only, -20%; ESP, -10%; Requires IQ Roll, -10%) [9] + Danger Sense (Only to detect surprise attacks, -20%; Based on IQ, +20%) [15]. Further levels add Defense Bonus (ESP, -10%; Requires IQ Roll, -10%) [24/level]. Defense Bonus is a metatrait from GURPS Supers (p. 34). 2nd Autoteleport Additional levels increase range but on the teleportation modifiers it lists all distances. I'm assuming that you have to buy the increased distance before you can teleport that far regardless of penalties and prep? 3rd General. Alot of techniques cost 2 FP. So i assume that using the base power w/o technique costs 0 FP? 4th Power design. How did the author use the GURPS powers rules to factor in skill penalties/modifiers to the total costs of powers? 5th I want to design a psionically manifested energy sword. I was surprised that psionic powers didn't cover it. there are the modifiers melee attack(p20) but that is touch only, and the limitation weaponized(p21) but that seems to only translate a ranged attack to a touch (C) attack. An energy sword would be a C,1 attack and i don't see anything like this. EDIT: Maybe something moderately based on Astral Sword? But Would it fall under psychokinesis? EDIT: What about the rules in powers for buying a power tree where you purchase one advantage and then get a discount on subsequent related advantages? Could a player purchase Divination Combat sense and then get disounts on purchasing prognostication and retrocognition claiming that they are all parts of the same identical power? |
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
Quote:
Quote:
pp. 162 and 172). Quote:
Quote:
Quote:
|
Re: Psionics 4th ed Questions
Quote:
Quote:
And the penalties don't change at all when your power level changes. If I buy my Autoteleport up to level 12, I'm still at the same -2 penalty to jump 80 yards. But now I have the option of taking a -8 penalty to jump from the USA to China -- something I couldn't do at power level 7. (This means that, as you raise your Autoteleport power level, it's just as important to improve your skill, since jumping farther distances means accepting greater skill penalties.) Quote:
Quote:
Quote:
Quote:
Psychic Sword (7 points/level)Note: The calculations here follow the rules in the box Innate Attacks and Partial Dice (p. 53). I specifically chose the modifiers to make Cutting Attack come to a nice, even 5 points/level (2.1 points * 2.35 from the +135% in enhancements), then I took those and added another +15% to Impaling Attack to make it come to an even 6 points/level (2.4 points * 2.5 from the +150%). Quote:
|
Re: Psionics 4th ed Questions
Quote:
The only reason I see to wanting skills is the access to Power Techniques. (While not explicitly stated anywhere, I suspect Power Techniques are not meant to be used with attributes, even though there are mundane technique precedents such as the ST-based Neck Snap.) |
Re: Psionics 4th ed Questions
Quote:
Quote:
things came to mind. 1stly it clarified some things in the characters book wherein it is said that psionics frequently required skill rolls and that the power talents effected skill rolls but very few advantages required skill rolls. 2ndly These core rules that you designed for psionic powers is a fantastic detailed system that makes things a bit more crunchy and usable and i realized that by taking a referenced ability and simply changing the power modifier ESP, PSI etc with something like Divine, MAgic, SPririt etc this basic system could be modified to suit a variety of campaigns and situations. But my question refers to the actual CP of the system's modifiers. For example i can understand psi-power 'X' - requires att/skill roll, but what about psi-power 'x' -requires att/skill roll -4? Like the techniques or the effect that psi abilities take a penalty during subsequent uses on the same target or after a failure. Is this just unpointed crunch that falls under the psi modifier or are their exact CP cost rulings somewhere that i am missing? Quote:
Quote:
It was mentioned in an earlier post the greatest draw back to using this would be that you could only have one active power at a time including 'passive' abilities so i think this would probably only be good for ESP or Telepathy and such. but good to know. |
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
EDIT: I found it powers pg 103, it says +100% why did you choose +80%? EDIT2: oh, i get it str based (+100%) is a modifier of melee attack (-20%) fora net of +80%. |
Re: Psionics 4th ed Questions
So i've been reading the book in more detail and i have to say i absolutely love the perks, they are very cool and very detailed minor abilities that i probably never would have thought of.
But here's something that i did think of What about using psychokinesis to effect guns/bows - bullet flight paths, ricochet shots, adding extra oomhp to a projectile, reloading a weapon using tk grab etc? Any thoughts? EDIT: I could probably stat this out on my own except for how to tag an innate attack as a piggy back modifier onto a gun/bullet/arrow, would it be a single manipulate object in flight with techniques modifiers similar to tk bullet? |
Re: Psionics 4th ed Questions
Quote:
Quote:
Quote:
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:
Quote:
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
Quote:
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:
|
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
Quote:
Quote:
|
Re: Psionics 4th ed Questions
Quote:
Quote:
|
Re: Psionics 4th ed Questions
Quote:
. . . 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
Quote:
Quote:
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
Quote:
|
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
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:
Quote:
|
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Strongpost, of course.
|
Re: Psionics 4th ed Questions
Quote:
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 ;) |
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
Cheers! |
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Nice thread! If you don't mind I will use it for a question regarding Psionic Powers. What do you guys think about using Imbuements as part of a Psionic Power as they are in the Psionic Powers? I have made a quick read in PP and I'm reading the Imbuements now. I would put the imbuement advantage in every psi power and limit the skills that wich one can buy with it?
|
Re: Psionics 4th ed Questions
Quote:
|
Re: Psionics 4th ed Questions
Quote:
Ooh... You've got your own tag! Shiny! 8) |
Re: Psionics 4th ed Questions
Quote:
|
| All times are GMT -6. The time now is 07:00 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.