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Old 11-15-2012, 11:33 AM   #1
kdarc
 
Join Date: Dec 2009
Location: Aarhus, Denmark
Default Psionics and Alchemy: Any help appreciated!

So I'm starting up a new game with a new group, and having discussed what we would like to do, we've decided to try going with Psionics and Alchemy as the main "extraordinary shticks" of the setting. I'm somewhat new with both, and have a few questions.

1. I own Powers and Psionic Powers already - are the rest of the Psionics books worth a look?

2. Interaction between the two systems. While generally quite distinct in terms of focus and effect, I still have a few worries. It is mainly about point cost-y side of things. Alchemists can build up a respectable repetoire relatively cheaply, while Powers (inc. Psionic powers) are generally somewhat costly. Should I then use Alternative Abilities, as described in Powers? Because then it seems to me that Powers get REALLY cheap...

3. Just continuing from above. I've decided to use the Skills for Everyone for Psionics, due to setting lore reasons. However, if I use Alternative Abilities, do all abilities coming from a given "core" ability use one skill?

4. Are there rules anywhere for the price and time to create acids and gunpowder? One of my players is interested in playing an alchemist specializing in throwing stuff, and especially acid and small bombs. If no rules exist for their cost and creation time, any ideas? (Also, I'm considering raising their market prices so things won't go out of control)

5. Kind of continued from number 2. I'm fiddling with idea of making some Psionics-related elixirs for the setting, as it would link the two together in a meaningful way. Any ideas on what such elixirs might do without being too unbalanced?

Thanks in advance!
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Old 11-15-2012, 12:09 PM   #2
RyanW
 
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Default Re: Psionics and Alchemy: Any help appreciated!

The other Psionics books:

Psi Tech: Technology related to psionics, from Kirlian photography to psi amplifying helmets.
Psionic Campaigns: Guidelines on how psionics interact with a campaign (like which abilities derail what kinds of plots, and how the frequency of psionics affects the feel).
Psis: Templates for common psi archetypes with lenses for individual power suites.

Re: gunpowder. Low Tech and High Tech both have costs for gunpowder, and Low Tech Companion 3 has guidelines for production of anything (natually, somewhat focused more on low tech craftsmanship).
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Old 11-18-2012, 08:56 AM   #3
kdarc
 
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Default Re: Psionics and Alchemy: Any help appreciated!

I've have gotten Psionic Powers and Psionic Campaigns, along wit LT Companion 3 - all good purchases, especially Psionic Powers!

However, regarding the acid and gunpowder thing - I can find the market price for finished gunpowder, yea, but I can't seem to find out what it would cost and how much time it would take to make it in a laboratory. The LT Companion 3 does not say a lot about chemistry, and chemical ingredients do not seem to be covered in the raw goods table. Am I overlooking something?
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Old 11-18-2012, 10:00 AM   #4
Fred Brackin
 
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Default Re: Psionics and Alchemy: Any help appreciated!

Quote:
Originally Posted by kdarc View Post
However, regarding the acid and gunpowder thing - I can find the market price for finished gunpowder, yea, but I can't seem to find out what it would cost and how much time it would take to make it in a laboratory. The LT Companion 3 does not say a lot about chemistry, and chemical ingredients do not seem to be covered in the raw goods table. Am I overlooking something?
Perhaps only that wholesale cost (including materials and labor) should average about 1/2 retail price with materals obviously being only a part of wholesale cost.

Call it 1/2 or 1/10th or anything you want. These sorts of things are likely to be hghly variable especialy at the low TL implied by home made black powder hand grenades.

I'd actually adivise the PC to just buy his stuff instead of making it himself. Making black powder is a lot like a full time job and frequently both dull and dangerous.
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Old 11-18-2012, 01:37 PM   #5
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Default Re: Psionics and Alchemy: Any help appreciated!

First of all, what's TL of your campaign? What is alchemy serve and capable for?
You know, it's assumed supernatural so it's TL^ anyway and can vary from simple healing potions and oil flasks to homunculus, philosophers' stone and alkahest. Or all of the above.

"Standard" GURPS Alchemy is described in Magic, so it's assumed magic connected art. There are also several paragraphes about Alchemy in Thaumathology. But anyway, it's your universe so Alchemy may be anything.

You might as well be interested in DF 4 - Sages, particulary Artificier template.
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Old 11-18-2012, 01:58 PM   #6
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Default Re: Psionics and Alchemy: Any help appreciated!

With gunpowder, the charcoal is trivial to get, sulfur is mostly about location, and saltpeter is the lion's share of the cost and chemistry. From what little I know of course.
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Old 11-18-2012, 03:48 PM   #7
kdarc
 
Join Date: Dec 2009
Location: Aarhus, Denmark
Default Re: Psionics and Alchemy: Any help appreciated!

Quote:
Originally Posted by Fred Brackin View Post
Perhaps only that wholesale cost (including materials and labor) should average about 1/2 retail price with materals obviously being only a part of wholesale cost.

Call it 1/2 or 1/10th or anything you want. These sorts of things are likely to be hghly variable especialy at the low TL implied by home made black powder hand grenades.

I'd actually adivise the PC to just buy his stuff instead of making it himself. Making black powder is a lot like a full time job and frequently both dull and dangerous.
That sounds rather reasonable. I discussed it with the player earlier today and I think were gonna run with him buying finished blackpowder. Then, of course, he might still tinker with it...

Quote:
Originally Posted by Walrus View Post
First of all, what's TL of your campaign? What is alchemy serve and capable for?
You know, it's assumed supernatural so it's TL^ anyway and can vary from simple healing potions and oil flasks to homunculus, philosophers' stone and alkahest. Or all of the above.

"Standard" GURPS Alchemy is described in Magic, so it's assumed magic connected art. There are also several paragraphes about Alchemy in Thaumathology. But anyway, it's your universe so Alchemy may be anything.

You might as well be interested in DF 4 - Sages, particulary Artificier template.
I have Magic, as well as the Pyramid magazine with some more alchemical goodies, so I'm pretty covered there. The campaign TL is 4-ish, augmented by alchemy and psionics in some areas. I'm still figuring out what "exotic" substances alchemy can produce, and I'm playing with the thought of implementing some of the stuff from Psi-Tech. Alchemical stones augmented psi powers, psionic-disrupting fabrics, that kind of stuff.

I don't own DF 4, but is the Artificer template mostly a clockwork-ish gadgeteer-type thingie?
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Old 11-18-2012, 07:04 PM   #8
Joe
 
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Default Re: Psionics and Alchemy: Any help appreciated!

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Originally Posted by kdarc View Post
The campaign TL is 4-ish, augmented by alchemy and psionics in some areas.
What I'm about to say isn't helpful at all, but: I'd love to hear more about this campaign. You've given us such an intriguing set of hints, but I still can't quite imagine it... and I'd like to, because it sounds like heaps of fun!
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Old 11-18-2012, 08:55 PM   #9
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: Psionics and Alchemy: Any help appreciated!

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Originally Posted by kdarc View Post
I don't own DF 4, but is the Artificer template mostly a clockwork-ish gadgeteer-type thingie?
Mostly, yes. But if you swing by PK's mygurps website, you'll find he has a lens that converts it to a dedicated alchemist.
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