Imbuements as Psionic Powers
I'm thinking of a campaign using GURPS: Psionic Powers and including a set of Imbuements as a new power.
What I'd like to do is modify the Imbuements to use the same or similar mechanics as the psionic powers while keeping it balanced. But how? I'm fine with one system using Hard skills and the other using VH skills. But what about, 1. FP use 2. Penalties for multiple uses 3. Gestalts 4. Getting tricky etc. |
Re: Imbuements as Psionic Powers
I don't think you can have Imbuements work the quite the same way Psionic Powers out of the supplement do. Consider that they all require concentration, but since Imbuement is intended for use as a part of physical combat, a concentration requirement means you'd need Compartmentalized Mind. The fatigue cost is a tradeoff for that.
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Re: Imbuements as Psionic Powers
Pyramid 3/12 has an article on Psi-Powered Imbuements. It categorizes the various skills from the imbuement supplement by the Psionic Power categories.
It details the cost differentials in the way Imbuements and Psionic Powers treats the abilities. |
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I'd be willing to require the Imbuements to take a second of concentration before the attack. But it seems like there should be a way to do it otherwise. A Reduced FP Cost +20% would probably be too much of a point crock. But how about giving it a Cosmic +50% (to account for not needing FP every time) and Psi -10% (to account for needing FP if you try after failing, penalties for multiple uses, countermeasures, etc.) for a net +40% on the Imbuement advantage. I'm not saying this is the way. But there has to be a way. Or if you built them up from the ground rather than modify the exiting advantage, maybe you could include Compartmentalized Mind (Imbuements only) in there somewhere. |
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As to "all psionic power require concentration to activate," that's not a part of the power modifier, that's just how some abilities work. There are passive psionic abilities that don't require any concentration or skill roll unless using the Getting Tricky rules. |
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Imbuement Talent 5 (Only to reduce FP cost, -40%) [15] That oughta do it. IMO, reducing the FP cost is a large part of why you buy high levels of Imbuement skill, so -40% is fair. Note that this assumes (A) that you're allowing this particular build as the GM, since it obviously breaks the normal Talent limits and (B) that it's only 5 points/level because, unlike the Imbuement Talent at the back of PU1, it only applies to Imbuements -- not to the various Afflictions and Innate Attacks that Imbuement Power allows you to buy. Quote:
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Re: Imbuements as Psionic Powers
Thanks guys.
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1. FP use (on a retry, Getting Tricky, etc.) 2. Penalties for multiple uses 3. Gestalts 4. Getting tricky (Extra Effort, Techniques, etc.) etc. |
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1. This is probably done most easily by further limiting that "Imbuement Talent 5" that I suggested, so that it doesn't work when retrying after a failed roll. (But before we discuss a fair value, we have to talk about #4.) 2. Imbuements only last for an instant. So the only time you'd have "multiple uses" is when you're using multiple skills on the same attack (e.g., using Burning Strike and Penetrating Strike together to do (2) burn damage). If you're just talking about -1 per stacked skill . . . man, I don't know if that's even worth -5% on Imbue. Normally each -5% is -3 to skill (Hard to Use), so it seems like this should be more like -2%. 3. How would a gestalt affect Imbuement Skills, specifically? 4. Extra Effort and Psi Techniques both use rules very specifically aimed at advantages. They don't really translate over to skills. So how would you interpret the various Getting Tricky bits over to skills, specifically? |
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Better Energy Use Tech/H Default: Prerequisite-5, can not exceed prerequisite Prerequisite: Any Imbuement Skill Using this technique removes the FP cost of this single Imbuement Skill. The existence of this technique means that for a 6 point surcharge, a single Imbuement Skill can cost no FP (Remember that Penetrating weapon (Guns(Pistol)) and Penetrating Weapon (broadsword) are different skills) It looks balanced, but perhaps it might be overpowered. |
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Second, I agree that this wouldn't reduce the FP cost of Imbuement skills, but I didn't read Edges "FP Costs" as "I want imbuement skills to cost nothing to use." I was assuming he was talking about FP for psionic techniques and whatnot. The other three members of his list are all components of How Psionics Works, so I assumed he meant FP Costs in the same vein. |
Re: Imbuements as Psionic Powers
Giving all of the Psionic Powers an extra "costs fatigue" (with resulting point cost reduction) would be a simple way to regularize them with Imbuement.
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Assuming we've integrated all the Psionic Powers rules for the Psionic Imbuement power, the apprentices could also contribute FP to reduce the master's penalties for a really effective Continuing Attack. Quote:
Furthermore, if the Extra Effort for Psis rule that gives +1 skill per 1FP was used, we could just say that if you want to use an Imbuement beyond the base level, the first -2 is automatically eaten up by 2FP. This mimics Getting Tricky. Since a lot of the Imbuements are kinda lame at the base level, maybe it could be ruled that it's only considered Getting Tricky if one uses them beyond a fixed penalty or beyond the level that they've been bought up as a Technique. |
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I think my players would like that better anyway. : ) Quote:
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But I'm not trying to make Psionics like Imbuements. I'm trying to make Imbuements like Psionics. |
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Otherwise I'm cool with doing it that way. I would also need to add the 15 point Talent from up-thread to remove the inherent FP cost of Imbuements, no? Anything else? |
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As for the Talent, the Rev's 15 point ability up-thread is priced as a Talent for balance only. I'm just going to roll in into the price of the Imbuement advantage. Not having it won't be an option for imbuers. Players will never even know that it is called "Talent" in my notes. And as a GM created advantage, I won't make it interfere with the 4 levels of Talent available to players. |
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But nowhere in "How Psionics Works" that I'm aware of does it explicitly state that psionic abilities don't cost FP to activate. That depends on the specific ability. |
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Even if I did want to change psionics (which I don't), just adding a point of FP to Psionics isn't going to make it cost the same as Imbuements. Getting Tricky would cost 3FP without getting a +2 skill, trying after a failure would cost 2FP and give a -1 (instead of a +1 that 2FP would usually get you with Imbuements), etc. ------------------------- My question is: How do I change Imbuements in a balanced way so that they follow the same rules as psionics from PP? So far it looks like the answer is: Apply a -10% power limitation to the Imbuement advantage and then add 15 points to the cost. I'm open to better answers. Otherwise, I'll go with this. Thanks. |
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