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Old 07-25-2014, 12:00 AM   #21
Crakkerjakk
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Default Re: Pyramid #3/69: Psionics II

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Originally Posted by Ghostdancer View Post
Amplifiers boost skills you got. Psychotronic Generators can actually give you psi powers and that's the route I'd go if trying to compete with gear (which I don't think you need to - but that's just me).
Looking at those, a 3 lb helmet is 2k per point of ability, and a single point of DR with TK Shield costs 4 points. Having one that gave me the same DR as a TL 9 light clamshell would cost $240k instead of the $600 the clamshell costs.

I really don't think psi-tech solves the high tech gear equivalent problem. It narrows the gap, but more is necessary if you want a game in which psi-commandos duke it out against space marines.

And considering you run into the same problem with non-psi abilities, I prefer solutions that address all of them at once, if possible.
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Old 07-25-2014, 12:06 AM   #22
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Default Re: Pyramid #3/69: Psionics II

I bought it and its pretty neat, some great ideas.

My only rant is that I wanted more psipowers that have related skills, maybe a book that covers psionic societies ?

Massive gestalt construction projects, using PK for controled nuclear fusion, space exploration, FTL communication, etc. etc.
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Old 07-25-2014, 12:33 AM   #23
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Default Re: Pyramid #3/69: Psionics II

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Originally Posted by Crakkerjakk View Post
Looking at those, a 3 lb helmet is 2k per point of ability, and a single point of DR with TK Shield costs 4 points. Having one that gave me the same DR as a TL 9 light clamshell would cost $240k instead of the $600 the clamshell costs.
Couple of things: First, that's assuming a amplifier and a native ability. What I said was use a psychotronic generator (GURPS Psi-Tech, p. 13). Let's make a few assumptions: a) Psi-Tech came about one TL before the campaign TL, which using the optional Superscience Generators rule (GURPS Psi-Tech, p. 8) means that the generator costs and weighs 50% less (it also doubles the operating duration of the power cells); b) TL is 9; and c) we have 4 character points plus $600 for light clamshell armor. Using that we can spend 4 points on Signature Gear (PK Shield Psychotronic Generator) giving us a budget of $60,000 for a single generator. Let's get something about the same size as the armor (a portable generator, which is 30 lbs. baseline, but since we are using Superscience Generators it becomes 15 lbs.). For $60,000 we can buy PK Shield 60 and have it active for 48 hours per two C-Powercells. If we halve the DR it's self-powered. So you end up with a 15 lb. generator that gives PK Shield 30 constantly - which ain't bad considering the clamshell covers all locations (including the eyes). Personally I'd go with the first option for DR 60 and stock up on power cells. Is it better than a clamshell suit? Somewhat, it protects more locations - but it costs more. But these are the sorts of things that are going to be present in a setting where psi exists. If psi-tech doesn't exist then psionic powers become more expensive, but harder to counteract. Also, keep in mind that a psi can buy that same armor at that same price and still use his or her abilities or even buy other psi-tech to enhance their more mundane gear.


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I really don't think psi-tech solves the high tech gear equivalent problem. It narrows the gap, but more is necessary if you want a game in which psi-commandos duke it out against space marines.
Agreed. I ran into this problem with my aborted science fiction campaign. It sucked. I'm not belittling Ultra-Tech's authors, but some of that book is just not put together well. It feels slipshod in some places. I think it was more the problem of subject than author (both David and Ken are fine fellows and write damn good material) - how do you stat something that doesn't exist or how do you shape a generic future that is going to be applicable to multiple campaigns? That's just hard. It's like trying to create one tool that is going to work for carpentry, masonry, plumping, wiring, and so on. You could probably do it but it's going to be a bit unwieldy and guesses are going to have to be made. Hindsight is 20/20, but I wish we could get "GURPS Ultra-Tech Companions" and maybe a revised GURPS Ultra-Tech. I know that's about as possible as a revised GURPS Magic, but still it'd solve a problem with a key genre book. Hell, I'd be happy with a fully errated book.
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Old 07-25-2014, 12:34 AM   #24
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Default Re: Pyramid #3/69: Psionics II

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Originally Posted by D10 View Post
I bought it and its pretty neat, some great ideas.

My only rant is that I wanted more psipowers that have related skills, maybe a book that covers psionic societies ?

Massive gestalt construction projects, using PK for controled nuclear fusion, space exploration, FTL communication, etc. etc.
Got all these written up in the same file I pulled the psi-styles from. Well, it's a look at a TL9^ version anyways.
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Old 07-25-2014, 07:41 AM   #25
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Default Re: Pyramid #3/69: Psionics II

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Originally Posted by Ghostdancer View Post
Couple of things: First, that's assuming a amplifier and a native ability. What I said was use a psychotronic generator (GURPS Psi-Tech, p. 13).
No it isn't. Small psychotronic generator, page 14. I did bork the cost, it's actually $2.5k per CP. 3 lbs. TK Shield 30 is 120 points.

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Originally Posted by Ghostdancer View Post
let's make a few assumptions: a) Psi-Tech came about one TL before the campaign TL, which using the optional Superscience Generators rule (GURPS Psi-Tech, p. 8) means that the generator costs and weighs 50% less (it also doubles the operating duration of the power cells); b) TL is 9; and c) we have 4 character points plus $600 for light clamshell armor.
Okay.

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Originally Posted by Ghostdancer View Post
Using that we can spend 4 points on Signature Gear (PK Shield Psychotronic Generator) giving us a budget of $60,000 for a single generator.
I don't like Sig gear solutions. Having three different ways to trade CP for cash at different exchange rates strikes me as bad.

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Originally Posted by Ghostdancer View Post
Let's get something about the same size as the armor (a portable generator, which is 30 lbs. baseline, but since we are using Superscience Generators it becomes 15 lbs.). For $60,000 we can buy PK Shield 60 and have it active for 48 hours per two C-Powercells. If we halve the DR it's self-powered. So you end up with a 15 lb. generator that gives PK Shield 30 constantly - which ain't bad considering the clamshell covers all locations (including the eyes).
Not really constantly. It does cover all areas, but only if you successfully roll vs Electronics Operation (Psychotronic) before the attack.

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Originally Posted by Ghostdancer View Post
Personally I'd go with the first option for DR 60 and stock up on power cells. Is it better than a clamshell suit? Somewhat, it protects more locations - but it costs more. But these are the sorts of things that are going to be present in a setting where psi exists. If psi-tech doesn't exist then psionic powers become more expensive, but harder to counteract. Also, keep in mind that a psi can buy that same armor at that same price and still use his or her abilities or even buy other psi-tech to enhance their more mundane gear.
The problem with is that if both PCs get to spend $60k worth of Sig gear, the non-psi can get a light exoskeleton, a reflex tacsuit, a heavy clamshell, etc. Instead of just DR 30, I now have DR 20 everywhere, DR 65 on my torso, varying levels of higher DR elsewhere, have a sealed suit, all the doodads that come with that gear, etc. Basically, so long as you're dealing in cash, the guy who is buying mundane gear can buy better stuff.

Quote:
Originally Posted by Ghostdancer View Post
Agreed. I ran into this problem with my aborted science fiction campaign. It sucked. I'm not belittling Ultra-Tech's authors, but some of that book is just not put together well. It feels slipshod in some places. I think it was more the problem of subject than author (both David and Ken are fine fellows and write damn good material) - how do you stat something that doesn't exist or how do you shape a generic future that is going to be applicable to multiple campaigns? That's just hard. It's like trying to create one tool that is going to work for carpentry, masonry, plumping, wiring, and so on. You could probably do it but it's going to be a bit unwieldy and guesses are going to have to be made. Hindsight is 20/20, but I wish we could get "GURPS Ultra-Tech Companions" and maybe a revised GURPS Ultra-Tech. I know that's about as possible as a revised GURPS Magic, but still it'd solve a problem with a key genre book. Hell, I'd be happy with a fully errated book.
I think it's less a problem with UT (though lord knows that book does have some problems) and more a problem that the cost of stuff purchased with CPs doesn't scale with what's available for purchase with cash.
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Old 07-25-2014, 01:48 PM   #26
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Default Re: Pyramid #3/69: Psionics II

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Originally Posted by Crakkerjakk View Post
No it isn't. Small psychotronic generator, page 14. I did bork the cost, it's actually $2.5k per CP. 3 lbs. TK Shield 30 is 120 points.
Yup. I borked the points - I blame lack of sleep. But a mistake is a mistake.


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Originally Posted by Crakkerjakk View Post
I don't like Sig gear solutions. Having three different ways to trade CP for cash at different exchange rates strikes me as bad.
It's still a type of solution, that said, I use the DF rule for 50% of starting money in all my games - it makes the most sense.


[QUOTE=Crakkerjakk;1791049]Not really constantly. It does cover all areas, but only if you successfully roll vs Electronics Operation (Psychotronic) before the attack.

True enough.

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Originally Posted by Crakkerjakk View Post
The problem with is that if both PCs get to spend $60k worth of Sig gear, the non-psi can get a light exoskeleton, a reflex tacsuit, a heavy clamshell, etc. Instead of just DR 30, I now have DR 20 everywhere, DR 65 on my torso, varying levels of higher DR elsewhere, have a sealed suit, all the doodads that come with that gear, etc. Basically, so long as you're dealing in cash, the guy who is buying mundane gear can buy better stuff.
Hmmm. That's also a good point.


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Originally Posted by Crakkerjakk View Post
I think it's less a problem with UT (though lord knows that book does have some problems) and more a problem that the cost of stuff purchased with CPs doesn't scale with what's available for purchase with cash.
I'm starting to smell a article here.
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Old 07-25-2014, 03:03 PM   #27
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Default Re: Pyramid #3/69: Psionics II

I just wanted to say that "Little Bit Psychic" is so awesome I've had to read it three times now. Just what I needed for my current campaign. Still reading all the other articles - but man, this one is a winner.
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Old 07-25-2014, 03:16 PM   #28
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Default Re: Pyramid #3/69: Psionics II

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I just wanted to say that "Little Bit Psychic" is so awesome I've had to read it three times now. Just what I needed for my current campaign. Still reading all the other articles - but man, this one is a winner.
Sending extra love to 20/20 Hindsight.
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Old 07-25-2014, 03:59 PM   #29
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Default Re: Pyramid #3/69: Psionics II

Lovely! I'd have liked to see something for Warp, mostly cuz our current Psionics campaign has me as Night Crawler, but it's still good!

I have a technique on my character to warp 7 times with an optional Supers rule for Rate of Fire on warp.
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Old 07-25-2014, 04:04 PM   #30
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Default Re: Pyramid #3/69: Psionics II

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Originally Posted by vicky_molokh View Post
Sending extra love to 20/20 Hindsight.
Heh.

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Lovely! I'd have liked to see something for Warp, mostly cuz our current Psionics campaign has me as Night Crawler, but it's still good!

I have a technique on my character to warp 7 times with an optional Supers rule for Rate of Fire on warp.
I actually wrote up a psionic martial arts style for Teleportation, but I had to cut it because of wordcount. If I ever do a follow-up it'd be a style I definitely include. I actually have about 15 styles left unpublished, one for each of the psionic powers with a few getting two styles.
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