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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
Psi-Tech was one of the books I always wanted to have, and now it is here. Upon reading the Psi Generators section, the first thing I wanted to do was take a look at a civilization I roughly sketched a long time ago. The basic ideas: A psi-craftsman typically has a Perk which allows him/her/it to create the appropriate items without external tools, or with improvised tools, without penalty. Such perks must be specialized by power (e.g. ESP, TP etc.). Those who don't have to fork over to get some toolkits. The civilization develops psi-tech at roughly TL0. Anything that was marked TL^ is TL0^. Anything with a number after TL will be implemented at a TL when a plausible workaround becomes available. Skills: these devices aren't electronics, so they need a different name for both use and repair, but that doesn't matter for the crunch. Power: all psi-generators are either self-powered, or can accept power in the form of FP expenditure, mechanical work etc. instead of electricity. Actual psionics: everyone has latent psi, but training it has drawbacks in terms of CP - it's either time not spent learning other skills, or are compensations for disadvantages. I.e. the psi potential does not raise the average CP value of people. So, how would one envision further development of such a civilization? IMO the biggest effect will be the ability to maintain 'clan-owned' psi generators doing some important tasks - medicine, hard work (TK), transportation (teleport) etc. The big problem at TL0 is the raw cost of devices - even a 1-CP device of SM+2 will cost $1000! Any opinions/comments? Thanks in advance! |
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| Tags |
| divergent technology, low-tech companion 2, psi-tech |
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