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Join Date: May 2009
Location: WA
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Some of the powers in this pdf are mind boggling to me maybe i just haven't
digested it yet but i want to get a good handle on it before i try and use it. 1st Divination - combat sense It says that you're defense bonus is equal your success margin but then it says that further levels increase your defense bonus. I don't get it. Does the additional bonus add to your bonus after you make the roll, so if you suceed by 2 but you have combat sense 3 your total bonus is equal to 5? Statistics: Combat Reflexes (Active defense and “freeze” benefits only, -20%; ESP, -10%; Requires IQ Roll, -10%) [9] + Danger Sense (Only to detect surprise attacks, -20%; Based on IQ, +20%) [15]. Further levels add Defense Bonus (ESP, -10%; Requires IQ Roll, -10%) [24/level]. Defense Bonus is a metatrait from GURPS Supers (p. 34). 2nd Autoteleport Additional levels increase range but on the teleportation modifiers it lists all distances. I'm assuming that you have to buy the increased distance before you can teleport that far regardless of penalties and prep? 3rd General. Alot of techniques cost 2 FP. So i assume that using the base power w/o technique costs 0 FP? 4th Power design. How did the author use the GURPS powers rules to factor in skill penalties/modifiers to the total costs of powers? 5th I want to design a psionically manifested energy sword. I was surprised that psionic powers didn't cover it. there are the modifiers melee attack(p20) but that is touch only, and the limitation weaponized(p21) but that seems to only translate a ranged attack to a touch (C) attack. An energy sword would be a C,1 attack and i don't see anything like this. EDIT: Maybe something moderately based on Astral Sword? But Would it fall under psychokinesis? EDIT: What about the rules in powers for buying a power tree where you purchase one advantage and then get a discount on subsequent related advantages? Could a player purchase Divination Combat sense and then get disounts on purchasing prognostication and retrocognition claiming that they are all parts of the same identical power?
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Nothing to see here Last edited by rcarter; 05-19-2009 at 11:42 AM. |
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#2 | |
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Join Date: Aug 2004
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#3 | |
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Join Date: May 2009
Location: WA
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Join Date: May 2005
Location: Lynn, MA
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pp. 162 and 172). Quote:
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#5 | |||||||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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And the penalties don't change at all when your power level changes. If I buy my Autoteleport up to level 12, I'm still at the same -2 penalty to jump 80 yards. But now I have the option of taking a -8 penalty to jump from the USA to China -- something I couldn't do at power level 7. (This means that, as you raise your Autoteleport power level, it's just as important to improve your skill, since jumping farther distances means accepting greater skill penalties.) Quote:
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Psychic Sword (7 points/level)Note: The calculations here follow the rules in the box Innate Attacks and Partial Dice (p. 53). I specifically chose the modifiers to make Cutting Attack come to a nice, even 5 points/level (2.1 points * 2.35 from the +135% in enhancements), then I took those and added another +15% to Impaling Attack to make it come to an even 6 points/level (2.4 points * 2.5 from the +150%). Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} Last edited by PK; 05-20-2009 at 10:04 PM. Reason: Tweaked Psychic Sword |
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#6 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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The only reason I see to wanting skills is the access to Power Techniques. (While not explicitly stated anywhere, I suspect Power Techniques are not meant to be used with attributes, even though there are mundane technique precedents such as the ST-based Neck Snap.) |
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#7 | ||||
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Join Date: May 2009
Location: WA
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things came to mind. 1stly it clarified some things in the characters book wherein it is said that psionics frequently required skill rolls and that the power talents effected skill rolls but very few advantages required skill rolls. 2ndly These core rules that you designed for psionic powers is a fantastic detailed system that makes things a bit more crunchy and usable and i realized that by taking a referenced ability and simply changing the power modifier ESP, PSI etc with something like Divine, MAgic, SPririt etc this basic system could be modified to suit a variety of campaigns and situations. But my question refers to the actual CP of the system's modifiers. For example i can understand psi-power 'X' - requires att/skill roll, but what about psi-power 'x' -requires att/skill roll -4? Like the techniques or the effect that psi abilities take a penalty during subsequent uses on the same target or after a failure. Is this just unpointed crunch that falls under the psi modifier or are their exact CP cost rulings somewhere that i am missing? Quote:
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It was mentioned in an earlier post the greatest draw back to using this would be that you could only have one active power at a time including 'passive' abilities so i think this would probably only be good for ESP or Telepathy and such. but good to know.
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#8 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#9 | |
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Join Date: May 2009
Location: WA
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EDIT: I found it powers pg 103, it says +100% why did you choose +80%? EDIT2: oh, i get it str based (+100%) is a modifier of melee attack (-20%) fora net of +80%.
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Nothing to see here Last edited by rcarter; 05-20-2009 at 04:37 AM. |
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#10 |
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Join Date: May 2009
Location: WA
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So i've been reading the book in more detail and i have to say i absolutely love the perks, they are very cool and very detailed minor abilities that i probably never would have thought of.
But here's something that i did think of What about using psychokinesis to effect guns/bows - bullet flight paths, ricochet shots, adding extra oomhp to a projectile, reloading a weapon using tk grab etc? Any thoughts? EDIT: I could probably stat this out on my own except for how to tag an innate attack as a piggy back modifier onto a gun/bullet/arrow, would it be a single manipulate object in flight with techniques modifiers similar to tk bullet?
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Nothing to see here Last edited by rcarter; 05-20-2009 at 07:37 AM. |
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| Tags |
| author comments, psi, psionics, rev. pee kitty |
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