Quote:
Originally Posted by Donny Brook
So in the setting this is for, if a character had only Control (Psi Energy) what, if anything, could they do with that?
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A wide range of things, but they'd have to learn them or figure them out the hard way, and depending on the GM, might have worse penalties in some things, like information-gathering abilities.
Quote:
Originally Posted by Donny Brook
How does the build:
Quote:
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Psychic Familiarity (Control Psi Energy (Only for effects conceptually-related to current Familiar, -40%; Meta-Psi, -10%) 1 [10] + Psi Sense 1 (with Signature Sniffer) [13] + Visions (Aspected: Psi activity related to current Familiar) [8] + Modular Abilities (Cosmic; Only for skills et al relating to current or previous Familiars, -30%; ESP, -10%; Requires IQ Roll, -10%) 1 [5] & (Cosmic; Only for skills et al relating to current Familiar, -40%; ESP, -10%; Requires IQ Roll, -10%) 2 [8] + Gestalt Familiarity [1])
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differ in its effects from:
Psychic Somethingness (Psi Sense 1 (with Signature Sniffer) [13] + Visions (Aspected: Psi activity related to current Familiar) [8] + Modular Abilities (Cosmic; Only for skills et al relating to current or previous Familiars, -30%; ESP, -10%; Requires IQ Roll, -10%) 1 [5] & (Cosmic; Only for skills et al relating to current Familiar, -40%; ESP, -10%; Requires IQ Roll, -10%) 2 [8] + Gestalt Familiarity [1])
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Yours is a pure 'give me knowledge' build; it's great for that, but pretty much
only for that. Apart from anything that I may be forgetting because opening up
GURPS Powers right now would be just inconvenient enough that I'd prefer not to, the lack of Control or a similar advantage would mean higher penalties to the power stunts that are too far away from 'information-gathering abilities.' Depending on the GM, some things that drift too far from 'get data' would just not be allowed.