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Old 03-15-2011, 10:19 AM   #1
munin
 
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

GURPS Psis has a lot of 25-point packages, which is a good point level to get a diversity of packages. Here are a few 10-point packages that seem useful in a village setting (I included skills because that's sort of important, and it makes it easier to round it off to 10 points):

Curer: Cure Disease 1 [6] + Cure (H) IQ [4], or
tabCure Disease 1 [6] + Resistant to Disease +3 (Psychic Healing, -10%) [3] + Cure (H) IQ-2 [1].

Fetch: TK Grab (Short Ranged) 2 [8] + TK Grab (H) IQ-1 [2].

Deflect: PK Shield 2 [8] + PK Shield (H) IQ-1 [2].

Fast Learner: Borrow Skill 1 [7] + Borrow Skill (H) IQ-1 [2] + Deep Study [1].

Reader: Emotion Sense 2 [9] + Emotion Sense (H) IQ-2 [1].

Sender: Telesend 1 [9] + Telesend (H) IQ-2 [1].

Tough Vitals: Damage Control 1 [8] + Damage Control (H) HT-1 [2].

Last edited by munin; 03-15-2011 at 10:33 AM.
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Old 03-15-2011, 03:45 PM   #2
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

Some more 10-point packages (not necessarily "village" abilities):

Para-Invisibility 1 [5] + Para-Invisibility (H) IQ [4] + Nonthreatening [1].

Psionic Shield 3 [6] + Psionic Shield (H) Will [4].

Psychic Armor 1 [8] + Psychic Armor (H) Will-1 [2].

Screaming 1 [9] + Screaming (H) Will-2 [1].

Photorefraction 1 [5] + Photorefraction (H) IQ [4] + Light Amplification [1].

Infravision (Ergokinesis, -10%) [9]. 9 points.

Signature Sniffer 2 [9] + Psi Sense (H) Per-2 [1].

Awareness 1 [9] + Awareness (H) Per-2 [1].

Visions (Dreams) [5] + Visions (H) IQ [4]. 9 points.

Visions (Second Sight) [5] + Visions (H) IQ [4]. 9 points.

Psi Sense 1 [8] + Psi Sense (H) Per-1 [2].

Psidar 1 [9] + Psidar (H) Per-2 [1].

Seekersense 1 [7] + Seekersense (H) Per-1 [2] + Dowsing [1].

Spirit Communication 1 [8] + Spirit Communication (H) IQ-1 [2].

Common Sense (ESP, -10%) [9]. 9 points.

Life Extension 1 [9] + Life Extension (H) IQ-2 [1].

TK Bullet 1 [5] + Flat Edge (TK Bullet) (H) TK Bullet [3] + TK Bullet (H) IQ-1 [2].

Super Jump 1 [Psychokinesis, -10%) [9] + Jumping (E) DX [1].

Temperature Tolerance 10 (Psychokinesis, -10%) [9] + Umbrella [1].

Aspect 2 [8] + Aspect (H) Will-1 [2].

Mind Clouding 1 [6] + Mind Clouding (H) IQ [4].

Mind Shield 2 [8] + Mind Shield (H) Will-1 [2].

Telepathy Sense 2 [7] + Telepathy Sense (H) Per-1 [2]. 9 points.

Innerportation 1 [9] + Innerportation (H) Will-2 [1].

Portersense 2 [7] + Portersense (H) Per-1 [2]. 9 points.
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Old 03-15-2011, 05:06 PM   #3
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

Quote:
Originally Posted by munin View Post
GURPS Psis has a lot of 25-point packages, which is a good point level to get a diversity of packages.
This is what I'd recommend as well. I don't know if you're married to the 10-point idea, Jurgen, but I'd suggest going with 25 points instead.

For one thing, "I just got a 10-point psi ability" is barely even a noticeable thing on a 250-point character. Look at the sample abilities munin is proposing. They're all good and reasonable, but they're all really weak. There's just not a lot going on there. Plus, if you were to go with 25 points, you could save tons of work by just using the existing packages in Psis. They're designed not only to be useful and nifty, but to exploit as much synergy as possible -- when a package includes multiple abilities, it does so because they work together really well.
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Old 03-15-2011, 07:34 PM   #4
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

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Originally Posted by Rev. Pee Kitty View Post
This is what I'd recommend as well. I don't know if you're married to the 10-point idea, Jurgen, but I'd suggest going with 25 points instead.
Also, IIRC DnD had Dark Sun characters starting out at level 3, not 1, it was a harsh place and only the strong survived. I would think 25-pt packages would work quiet well in the setting itself. Just my two cents.

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Old 03-16-2011, 01:05 AM   #5
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

Actually, I intend to start the characters with 100 point characters + plus one free psionic talent and 10 free points for a psionic power - so even a minor talent should be noticeable. Half of the players haven't played GURPS in a long, long time, and the other half never, so I want to start at low point values and limit the available options at character creation so that they won't get overwhelmed.

Yes, that means that they will be pretty weak when faced with typical challenges of the environment. But on the other hand, they have the functioning support base of a village, which should help - at least, until they are ready to leave it...
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Old 03-16-2011, 02:26 AM   #6
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

Quote:
Originally Posted by munin View Post
I included skills because that's sort of important, and it makes it easier to round it off to 10 points
I'm with munin on this; if you want equivalent packages, include the skills to top off to the 10pt total, but don't forget about psionic perks, too.

As for the 25 points or 10, I like 10 for the possibility to make a character not defined by his wild talent, but I like 25 if the whole point is to drag the characters kicking and screaming into a psionic conspiracy. That said, 10 is fine for random villagers.

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Old 03-16-2011, 03:26 AM   #7
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

I've bought GURPS Psis after all, and decided to go with the 25 point packages, as they are very, very convenient.

Yes, that will make the characters more potent and the campaign more psi-focused, but the village is ultimately controlled by a psionic conspiracy, even if nobody there realizes it...
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Old 03-16-2011, 03:44 PM   #8
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

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Originally Posted by Jürgen Hubert View Post
I've bought GURPS Psis after all, and decided to go with the 25 point packages, as they are very, very convenient.

Yes, that will make the characters more potent and the campaign more psi-focused, but the village is ultimately controlled by a psionic conspiracy, even if nobody there realizes it...
I think that you will find it to be better than you think. 25 points of psionic powers is useful, but unless you pick ones with Temperature Tolerance or to help you regen...its not going to be that useful. My current game of psis has variant point totals but the highest point psi, around 3,000 points just got her tail handed to her by some normie's in battlesuits with ETC M-16's. If she didn't have the Steal Life ability at a high level it would have been over several times. High Point Total ≠ Combat Efficiency (though it can). Athas is the place where you won't decently starting point totals, so 125 pt characters really is a good way to go. Heck you could even given 50 points out and say "25 must be spent on a psi package, 25 on whatever" so those wanting psi will have it, while those who want to be better fighters, rangers, etc. will have the points to beef up their characters.

I have found that most players do not want a low point character...but thats just from my experience. YMMV.

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Old 03-25-2011, 05:31 PM   #9
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

Well, now that the Psi issue of Pyramid is out, I can finally recommend you my article, Random Psionic Tables, that will help you create NPCs (and you could use it for PCs that don't want to go through the Psionic Powers and Psis to pick their powers)
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Old 03-25-2011, 05:48 PM   #10
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Default Re: [Psionic Powers] Wild Talents for a Psionic Village?

Detect: Water: Rare (Analyzing +100%; Cosmic: No Roll +100%; Long-Range +50%; Precise +100%; Psi -10%; Reflexive +40%; Reliable +4, +20%)[25]

With IQ 10 you will detect the condition and location of any and all water within 30,000 miles!

Last edited by NineDaysDead; 03-25-2011 at 06:10 PM.
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