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Old 07-08-2013, 12:17 PM   #1
PK
 
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Default Re: Psionic Powers modifiers & modifier costs

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Originally Posted by Prince Charon View Post
Have some ideas and questions on modifiers for Astral Travel, and one for Telereceive.

* In GURPS Monster Hunters 1, p23, there's an Accessibility limitation for Precognition called 'Only While Dreaming, -70%'. Would that limitation give the same cost-reduction to Astral Travel, or is it less inconvenient for the latter, since your body is mostly helpless, either way (something that's not as often a problem with Precognition)?
It definitely would not give -70%! A huge part of that -70% (-60% worth, to be precise) is the fact that you're losing Danger Sense. If Danger Sense hadn't been bundled into Precognition, Only While Dreaming would be a much different value.

Frankly, I wouldn't give any point break for "Only While Dreaming" to Astral Travel. By definition, your body already has to fall completely unconscious -- it's inherently more limited than having to merely be asleep!

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* How large an enhancement is required to remove the need for Astral Crossing rolls to get in and out of the Inner Plane? Is +10% or +5% appropriate (reverse of the 'Requires (Attribute) Roll' limitation from Powers p112), or should it be a bit worse? Is it more something to handle with a perk?
This isn't really something an enhancement would cover, because the Astral Crossing technique is actually a special case. (See the Designer's Notes in Pyramid #3/9: Space Opera for details.) But if you really wanted to make it an enhancement, Sunrunners_Fire's suggestion of +80% is arguably a fair value.

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* In a fair number of settings that feature the Inner Astral Plane, there are many realms (or whichever term the author prefers) one can visit, and thus, some of the limitations for Jumper might be appropriate for Astral Travel. Infinite Worlds p174 offers the Limited Access limitation, with varying costs depending on how many worlds you can go to. I can't think of any reason why that couldn't be applied to Astral Travel, limiting the Traveler in the Inner Plane to one or more specific realms (plus the physical world), but are there any I haven't thought of?
Sounds interesting. As a compromise, perhaps you could say that the psi has to treat each Inner Plane as a separate Astral Crossing technique, and can only visit IPs for which he's bought off the penalty completely. (This may lead to the normally unbalanced situation in which he spends more on the techniques than he would by simply raising the skill, but if there's a benefit to having access to multiple IPs, that could be worth it.)

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* In some settings, in general, and sometimes for some types of Telepaths, but not others in the same setting, Telereceive is Always On, and rarely do telepaths seem to have any more difficulty reading at least surface thoughts that a non-deaf person has of understanding someone nearby, talking in a language the listener knows at Native level (e. g. Betazoids in Star Trek, Human telepaths in Babylon 5). While this could simply be very high skill in the telepaths depicted, it's generally implied that this is just how their telepathy works. This doesn't seem to fit either Supersensitive, nor the Uncontrollable limitation; it seems more like Always On, plus a 'No Skill Roll Required for Surface Thoughts' enhancement or perk (which doesn't cover Mind Block or Mind Shield). Does this seem workable, and if so, at what costs? Should I just note it as a Feature, and assume the costs cancel each-other out?
I address this in full in GURPS Psionic Campaigns -- in fact, there's an entire section + box devoted to the concept of such an effortless mind reader. (Don't let the seemingly fluffy nature fool you; there's actually quite a bit of crunch tucked away in there.)
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Old 07-08-2013, 09:56 PM   #2
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Default Re: Psionic Powers modifiers & modifier costs

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I address this in full in GURPS Psionic Campaigns -- in fact, there's an entire section + box devoted to the concept of such an effortless mind reader. (Don't let the seemingly fluffy nature fool you; there's actually quite a bit of crunch tucked away in there.)
... I have that one. Guess I should re-read it. Wee!
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Old 07-09-2013, 10:29 AM   #3
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Default Re: Psionic Powers modifiers & modifier costs

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Originally Posted by PK View Post
It definitely would not give -70%! A huge part of that -70% (-60% worth, to be precise) is the fact that you're losing Danger Sense. If Danger Sense hadn't been bundled into Precognition, Only While Dreaming would be a much different value.

Frankly, I wouldn't give any point break for "Only While Dreaming" to Astral Travel. By definition, your body already has to fall completely unconscious -- it's inherently more limited than having to merely be asleep!
Fair enough. The general concept was that the character doing it wasn't doing it consciously, so maybe a 'Sleep-Projecting' quirk or disad would fit better (plus probably Uncontrollable, since she isn't really doing it on purpose, even if she likes going).

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Originally Posted by PK View Post
This isn't really something an enhancement would cover, because the Astral Crossing technique is actually a special case. (See the Designer's Notes in Pyramid #3/9: Space Opera for details.) But if you really wanted to make it an enhancement, Sunrunners_Fire's suggestion of +80% is arguably a fair value.
Hmm. Probably just give her/them the skill and technique, then, and Uncontrollable.

What about just automatically returning to your body from the Inner Plane when the time is up: you have to roll to get there, but not to come home, as long as your body hasn't been killed while you were away. +40%? +50%?

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Originally Posted by PK View Post
Sounds interesting. As a compromise, perhaps you could say that the psi has to treat each Inner Plane as a separate Astral Crossing technique, and can only visit IPs for which he's bought off the penalty completely. (This may lead to the normally unbalanced situation in which he spends more on the techniques than he would by simply raising the skill, but if there's a benefit to having access to multiple IPs, that could be worth it.)
Eh, no, doesn't fit the concept of the Inner Plane I've been planning for Five Earths (meant to point that thread out to you, before), though it could be useful for other settings. Projectors wandering freely is the default; only being able to visit, say, the Realm of the Sidhe (or 'the Potterverse', or 'Star Trek', or another fictional Realm) is somewhat unusual, though not unique (was thinking it surprises Projectors and Astral Entities from other Earths, how common it is on one of them).

I do need a better name than Realm, though, since that has a specific meaning in the crunch. Demesne, maybe? Domain? Subplane?

Quote:
Originally Posted by PK View Post
I address this in full in GURPS Psionic Campaigns -- in fact, there's an entire section + box devoted to the concept of such an effortless mind reader. (Don't let the seemingly fluffy nature fool you; there's actually quite a bit of crunch tucked away in there.)
Do I have that one? *looks* I do.

I'm guessing the box is the one on p27.

Will probably use Always On with the -10% penalty of Uncontrollable, since the human telepaths in B5 and the Betazoids in Star Trek don't seem to so much 'lose control' as 'never stop hearing the thoughts of those in range (if they don't concentrate on ignoring them, which Lwaxana never seemed to both with)'. If I were doing straight B5, I'd probably have Easy to Read (Psychic Only) be the default state as suggested, but Five Earths has some people (>1% of the population) on the modern Earth getting powers based on things they're particularly interested in (generally at low levels, though the PCs may be exceptions to that), so you get multiple styles of telepathy, very many styles of 'magic', and so forth. Some of them will probably have the Cosmic Power (No Rule of 16) enhancement, though. Very useful idea, that.

I feel like I'm forgetting something, but this will do.
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Old 12-17-2013, 10:27 PM   #4
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Default Re: Psionic Powers modifiers & modifier costs

A very simple (and obvious in hindsight) solution to one of the problems I created this thread for just recently fell into my eyes from this old thread (thanks, Fnordianslip!), which I found for other reasons: Since the visits to the Astral Domain of Hogwarts only occur for the purpose of study, it's really just the Reawakened advantage with an 'Astral Projection, -10%' limitation added, much the way a Jedi holocron would generally be Reawakened with Gadget limitations (though a Sith holocron is potentially something much nastier).

Of course, I could be wrong about this being a workable set-up.

Thoughts?
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