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#1 |
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Join Date: Mar 2009
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Hello! First of all, excuse my poor english ;) I'm going to run a Babylon 5 campaign using GURPS fourth edition rules, and I have some questions.
1) How to implement telepath's Psi-levels? Psi-level measures raw psionic power (P11 it's the maximum level attainable without training). Some abilities can be obtained only with a concrete level (for example, a telepath needs P9 for detecting electronic devices). A telepath can train to increase his psi-level, at risk of frying his brain. I found a conversion of Moongose system: the Psi-levels translated into Telepathy Talent, but I don't like this very much. Why Telepathy Talent? There are other psionic talents. And I think this system has another problem: If I use only four talent levels (the maximum recommended), then it's very easy to become a P12 telepath (20 points). If I want high P-levels to be more expensive, then I must allow more talent levels: for example, a P12 is a telepath with Telepath Talent 12, which is insane: +12 bonus to telepath rolls! Another solution it's to create a leveled Unusual Background, as high level telepaths are less common than low level. This Unusual Background would have 12 levels, at a cost of 5 points per level. But a friend of mine who uses to post in this forum (hello, Kuroshima!) thinks it's not a good idea, as Unusual Background must be used carefully. So... any ideas about how to implement Psi-levels? 2) Second question: Any idea of the accelerations of Babylon 5 starships? I'm using 1G-3G for conventional starships, 3g-10g for military starships, 20g-50g for very advanced starships (technomage ship, White Star, Excalibur...), and 50g-100g for ancient races starships (First-Ones, Thirdspace Aliens, The Hand...). But maybe they are too slow... or maybe not. I suppose the decision will be easier when Starships 3 comes out. |
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#2 | |
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Join Date: Jul 2007
Location: One Mile Up
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There's some discussion of ways to handle the Telepathy in this thread, but mostly species templates. I settled on standard Telepathy Talent 1-4 myself, I should warn you before you slog through it... IMHO: if you want it to cost more, charge more for it. The primary advantages of being a telepath in the setting are social anyway. Hope this helps. |
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#3 | |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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As to the rating, I think you're approaching the problem from the wrong direction. Just make psis with the normal rules - 1-4 levels of Talent, and various abilities. Then, eyeball the result: how powerful is this psi? If the character has lots of points in abilities, high Talent and decent IQ and Will, then give him a high Psi Rating. Since the only effect of Psi Rating is social, you might want to fold it into Rank: Psi Corps, so that a higher rank implies a higher rating. Even a psi with few abilities might have a huge rating, if he has a big potential! Seeing that a high rating can also be disadvantegous (the Corps is never going to let ou go), it could even be a Feature.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#4 | |
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Join Date: Aug 2007
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In particular, levels of Telepathy Talent are almost irrelevant. Like any Talent it measures how well you can _use_ the attached power/skill/whatever compared to someone with the level of same controlling attribute but without Talent. Telepathy Talents has nothing to do with what you're capable of, just how you modify the die roll to control it. If you're determined to sue 4e rules you have to look at what a Teep of a certain level is supposed to be able to do and make a list of the Powers he's allowed to buy (and their limitations) at that level. It's probably going to be a lot of work but that's the price you pay for ultimate flexibility. You _can_ build _anything_ from scratch but you _have to build _everything_ from scratch. 2) Accelerations are probably lower than you have in mind at least for pure Earthtech ships. Big Earth ships both military and civilian have rotating sections to simulate normal gravity. That means that don't use continual acceleration at all. Instead they must be burning for a limited period of time and then coasting. The StarFury fighter must be able to pull at least a few Gs (perhaps up to 9) for a limited period of time. The pilot of one is laid out flat along the plane of acceleration to better handle G-forces. I'd think they still must coast most of the time. I think we'd be looking at no more than minutes of full power. If you were using Gurps Spaceships you'd pick hard science drives for Earth ships. The Minbari do have reactionless thrusters, artificial gravity and acceleration compensation but I wouldn't put them much over 1 G constant or the Earth-Minbar war would have been even shorter and more one-sided than it was. I can't think of any hard examples of speed from the show though so you can go with a mix of what looks right to you.
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Fred Brackin |
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#5 | |||||
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Join Date: Mar 2009
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Thanks for replying!
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Last edited by Lainier; 03-15-2009 at 06:26 PM. |
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#6 |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Keep in mind that the *effect* of a high Psi Rating is purely social: it's useful to climb the Corps career ladder, nothing else. The cost of your actual psi abilities is solely depending on their effect. In other words, a "high rating" is shorthand for "lots of CPs in psi abilities" - it's a descriptor, not necessarily a mechanic.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#7 | |
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Join Date: Aug 2007
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The nice thing was that there was a Telepathy power level that was conceptually close to B5's. It regulated both range of the powers, damage of the telepathic attacks and strength of the Mind Shield. The Mind Shield part in particular was nice. The 4e power called Mind Shield is really only a limited bonus to Will. To match the effects of some settings you'd need to add in other stuff such as "DR v. Telepathic Attacks only" and maybe more. Incidentally, in your last post many of the things attributed to Zorg were actually said by me.
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Fred Brackin |
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#8 | |
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Join Date: Mar 2009
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#9 |
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Join Date: Aug 2007
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Regarding Psis:
Perhaps lining up Psi power with a levelled advantage is the wrong way to go about designing it. You may be better off deciding on a character's P level, and then just adding advantages and talents based off of what the P scale dictates http://en.wikipedia.org/wiki/Psi_Corps#The_P_scale |
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#10 | |
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Never Been Pretty
Join Date: Jan 2005
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