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#1 |
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Join Date: Nov 2006
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I would love to have a .pdf about psionsts for use with the fantasy genre. This book could include many different types of psi templates such as esper, mystic, telekinetic etc. It could also go into some detail about the Astral Plane and some ideas for monsters there. It could give some ideas for Elder Things and demons that possess psi powers. And also it could have some notes for designing dungeons with the existance of psionic powers. Ideas for anti-psi items and zones so that the psi would have some resistance from dungeon denizens just as wizards have resistance from dungeon denizens. Maybe this could be something in Pyramid or a small .pdf but I would find this topic very useful because I really enjoyed Psionic Powers.
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#2 |
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Join Date: Apr 2006
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Sounds good. When do you start writing?
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#3 |
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Join Date: Sep 2007
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Do you want it to mesh with GURPS Psionic Powers?
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#4 | |
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Join Date: Aug 2004
Location: In the UFO
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Quote:
Although arguably GURPS actually doesn't need real psionic powers, since the GURPS Magic set includes three colleges that are devoted to magical versions of psi powers anyway: the Mind Control, Movement, and the Communication and Empathy spell lists. These will probably mesh more closely with the rest of dungeon fantasy than using the Powers rules! (If you want specific resistance against them, add college aspected resistance, so you can buy Magic Resistance aspected to a particular college as a limitation.)
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Is love like the bittersweet taste of marmalade on burnt toast? |
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#5 | |
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Banned
Join Date: Jun 2005
Location: Bristol
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Quote:
Go through your reasons... Why are psis going to be different to magic, or replace magic or compete with magic? Seriously crack open you GCA and start saving these powers. From the basic book you can divide up the psi world and add in Powers you can enhance them. Astral Plane and daemons, do they exist in this fantasy, do they need to exist ie you are not adding them in because of psis? For ideas of 'psi' dungeons look at Elf Quest, the elves could shape rock, a sort of telekinesis and these could act as doors etc. In my campaign I have: ESP - Clairvoyants & Precogs TP - Telepaths, illusionists, mindwipers, puppet masters, Mind Shield and many more tricks PK - Telekinetics & Pyrokinetics Teleportation Anti Psi I decided that the psi for telepathy has to go through the mind... Like in old 3rd ed, I liked that. So a telepath has to: Telesend contact, Read mind, then from here on in the Telepath can: Mind Blast, Mind Wipe, Suggest, Control, Illusion, Probe This will take a min of 3 seconds Generally speaking, write down how you would like psis to work and write it up, bear in mind that sometimes less yields more quality rather than a free for all. |
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#6 |
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Join Date: Nov 2006
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Mainly I'd like book on Psis or whatever because they are sort of the odd man out in DF. They only have a tiny section in DF3 and there are not a lot of monsters with psi abilities (excluding Mindwarpers). In dungeons, there are many magic items, holy items and druidic items but I'd like some info of psi items and things and encounters that would be interesting and challenging for psis. I guess I am hoping for more fluff than crunch because I would like a book to give ideas for incorporating psis into a world with mana magic, divine magic, natural magic and chi powers.
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#7 |
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Join Date: May 2009
Location: WA
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Here's my pseudo-DF fantasy character outline
He's a dwarf from a nearly extinct clan that are sworn enemies of mutants, abohorrations, the cthulhu Mythos and other nasty otherworldy threats that threaten the world. This is rough outline cuz i don't have the character sheet on hand. This is initial starting abilities, he'll get more powers as he advances. Basically he can blip around in combat and use second chance to make sure that he hits or does alot of damage with his axe. Name - Fade Killili Race- Dwarf ST - 14 (40) DX - 11 (20) IQ - 11 (20) HT - 12 (20) Advantages: Probability Alteration Talent 1 (5) Teleportation Talent - 1 (5) Second Chance 1 (12) Autoteleport 1 (20) Combat Teleport (15)*because he has autoteleport Resileince 10 (DR 10, Ablative -80%) (10)*dwarven racial ability in my campaign. Some Skills Autoteleport IQ/H 12* (4) Second Chance IQ/H 12* (4) Two-Handed Axe DX/A 13 (8)
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#8 | |
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Join Date: Aug 2004
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A few powers:
All psi is subject to the following: (DF: The Next Level p.40) Quote:
Edit: I actually shut down the computer and was standing up when I finally caught this one... The 1/5th modifier on Alternate Attacks applies to the cost of the alternate attack, NOT the main attack... Frizzin Fracking frumpting... Telekinetic Blade (uses Force Sword skill) Cutting Attack 6 (Pschokinetic, Reduced Time, Melee Reach 1) [36] Impaling Attack 3 (Psychokinetic, Reduced Time Alternate Attack melee Reach 1) [4] New Sub Attribute: Personality. Applies the use another attribute enhancement (20%) to Charisma so it functions like will and adds IQ as it's base. Charisma 3 at +20% would cost 18 points. A character with IQ 13 would thus have a personality score of 16. This is basically a way to make better use of the very high Charisma a Nymph Bard would have, by setting Personality as the governing Attribute for a psychic trait. Note that a Nymph Bard built by templates has Charisma 10 and this would cost an additional 20 points beyond that. OTOH an IQ 13/Personality 23 psi could be VERY formidable and thus prime DF material. Affliction Disadvantage (Slave Mentality) 3 (Telepathic) [39]. Resists at Will -2 or the victim will suffer the effects of the Slave Mentality Disadvantage for 1 minute or 1 minute per point the resistance lost, whichever is longer. The character using this attack should communicate with the victim immediately and instruct him to obey ONLY him/herself or him/herself and allies. Once instructed as to whom he may obey, it's easier to keep the new slave in line.. .
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. Last edited by Captain-Captain; 06-08-2009 at 01:26 AM. |
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