Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-10-2021, 01:37 AM   #1
transmetahuman
 
Join Date: Oct 2004
Location: San Francisco, CA, USA
Default Re: Telepathic Learning w/o breaking the game

Quote:
Originally Posted by ratsta View Post
Interesting that PP presents two different ways of achieving a similar result. The Modular Ability on PP16 requires proximity and is capped at 3 skill levels. The one on PP57 is permanent until overwritten and is a little cheaper (25cp for 3 levels with the first method, 16cp for 3 levels with the second and you can keep going if you have more power.

Still not sure the GM will be happy with it, nor me TBH. I might leave this one for later.
...Until overwritten or you and your skill donor go beyond the range you rolled. Which isn't likely to be all that far. Even the Retention technique maxes out at three hours.

My issue with this power is that "getting into my combination locked, booby trapped safe" is just as much a skill (in any but the game sense) as Brawling. Same for "executing all of my many duties to fulfill the Overlord's complicated Master Plan. Learning his psychology well enough to not trigger him into killing me in a fit of rage".

Both are areas of knowledge that were studied and memorized, though they presumably didn't take 200 hours. The user of this power doesn't have a list of skills he can fish for.
transmetahuman is offline   Reply With Quote
Reply

Tags
borrow skill, psionic powers


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:51 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.