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Old 10-21-2016, 04:18 PM   #1
Mithlas
 
Join Date: Oct 2015
Default Re: Psionic Powers - Reorganized for setting

Wanted another set of eyes to double-check that my modifiers are correct, but this is the last of the Adept abilities that I have under consideration. Any alternate name ideas would also be welcome.

Adept Reaction: Combat Reflexes [15] (adept -10%) [=13.5->14]

Adept's Dexterity: Dexterity [20] (adept-10%, costs 2 fatigue points -10%, requires IQ roll -10%=-30%) [14, less Basic Move 5=9/level]

Adept's Strength: Hard to Kill [2/level] passive, no roll or FP needed (adept -10%) [2/level] with Strength [10/level] (adept -10%, costs 2 FP, requires IQ roll -10%=-30%) [7, less HP 5=2/level] totaling [5/level]

Adept's Swiftness: Basic Speed [5 per 0.25] (adept -10%, requires Will roll -5%, costs 2 FP -10%=-25%) [3.75 rounded up to 4/level]

Eagle Eyes: [7/level]
Acute Vision [2/level], Night Vision [1/level], Telescopic Vision [5/level] (adept -10%, requires IQ roll -10%, requires 2 FP -10%/extended duration *60 +60%=4%, total=-24%)

Hardened Ears: Protected Sense (ears) [5] (adept -10%, requires IQ roll -10%=-20%) [4]
I was thinking of trying to fold the skill to activate this with the resistance roll, but I'm not sure if that's possible or preferable.

Hardened Eyes: Protected Sense (eyes) [5] (adept -10%, requires IQ roll -10%=-20%) [4]

Hardened Osmia: Protected Sense (taste and smell) [5] (adept -10%, requires IQ roll -10%=-20%) [4]

Hypersomia: [2,4,6,14 for levels 1-4, 2/level after]
Levels 1-3 Acute Taste and Smell [2/level] (adept -10%) [2/level], Level 4 replaces acute senses with Discriminatory Smell [15] (adept -10%) [14], Level 5 adds Acute Taste and Smell [2/level] and could keep going but I think I'll cap it at 5 levels.

Infravision: Infravision [10] (internal -10%, requires IQ roll to activate -10%, costs 2 FP -10%/extended duration*60+60% reduces the value of Cost FP to 4%=total -24%) [7.6 rounds up to 8]
Lasts 1 minute per fp charge.

Leap: Super Jump [10/level] (adept -10%) passive, no roll or FP needed [9]

Sharp Ears: [2,4,6,14,20, 2/level after]
Levels 1-3 Acute Hearing [2/level], Level 4 replaces with Discriminatory Hearing [15] (adept -10%) [13.5 rounds up to 14], Level 5 adds Subsonic Hearing [5] (adept -10%, requires IQ roll -10%, requires 2 FP -10%/extended duration*60+60%=-4%, =-24%) [3.8 rounded up to 4] and goes back to adding Acute Hearing [2/level] for a total of [6] on level 5 and [2/level] beyond for GMs wanting to let it go (I'm capping mine at 5).

Swift Parry: Enhanced Parry (all weapons) [10/level] (adept -10%). Passive, no roll or FP needed. [9/level]

Tactile: level 1 only has Sensitive Touch [10] (adept -10%) [9], level 2 adds Vibration Sense [10] (adept -10%, costs 2 FP -10%/extended duration*60+60%=-4% total =-14%) [8.6 rounded up to 9]
This is another one that I'd like to fold its skill roll into the perception check so I don't have a bunch of different rolls, but not sure if that would be good and balanced.
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