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#1 |
Join Date: Mar 2010
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Ok. I've a new player (to my campaign) wanting to make a Telepath working with ISWAT in the Infinite Worlds setting. He has described to me what he wants the Telepath to be capable of, and expects me to define the character's powers. I agreed to this because he (the player) is also relatively new to GURPS.
Now comes the problem for which I seek your advice. I have come to the conclusion that I suck at building mind readers. Or GURPS does. Leaning to it being a personal issue on my part. :) (We are using Multiplicative Modifiers from page 102 of Powers, so point optimizations are going to look funny if anyone wants to go into that kind of detail.) So ... we have:
In addition, what kind of modifier should I be looking at to remove the penalty for repeated attempts for the above? To remove the penalty for multiple connections? Ideally, I'd like him to be able to time-share the perceptions of a few hundred (maybe a few thousand) people via Mind Reading, with a perception check for him to notice important bits from each person's senses and then respond with his other abilities. Outside of throwing around a lot of Cosmic: You Can Do This mods, *grins*, that is. Any other ideas or suggestions? The campaign doesn't have a point total as such, other than the guideline of "Keep it under 2,000 points unless you want to write me a four to six hundred page novel. A good novel. One I'd be willing to pay money for." |
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#2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Have you read GURPS Psionic Powers? You might find it useful here.
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#3 |
Join Date: Dec 2005
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I think you could save yourself some trouble on this by ditching the Mindlink portion entirely. Instead, just look at adding Cosmic: No die roll required +100% to Mind Reading. Combined with the character's likely insane skill/IQ+Talent roll, this should let him read as many minds as he likes. Where Mindlink could be useful is if you want to define it as affecting a small group like the PCs, then it's handy in terms of letting the Telepath act as a communications network without having to bother with rolls. As far as communicating with a group the size of a city, the PC can already do that with broadcast telesend, so I wouldn't worry about Mindlink there either. Hope that helps out!
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#4 |
Join Date: Mar 2010
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Yes, even used some (Mind Control) modifiers from it. A lovely PDF. And while it has provided a number of ideas on how to do stuff ... my only real complaint is that it is balanced at a lower power level than my campaigns usually run at. :)
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#5 | |
Join Date: Mar 2010
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A large Mindlink network allows Mind Reading as well as Telesend without requiring a roll; effectively ignoring any penalties for multiple contacts. Thank you for the suggestion though. |
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#6 |
Join Date: Aug 2007
Location: Vermont, USA
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I'd build that as a separate Detect ability. Seekersense would be a good start for such an ability (GURPS Psionic Powers, pp. 42-43).
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#7 | |
Join Date: Mar 2010
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Modular Abilities (Cosmic Power) (One Slot) (23 Points) (Psionic, -10%; Trait Limited, Detect Only, -50%) [92] ... doesn't seem cost effective, as that is as cheap of a Detect as I can fit in there and still get what I want out of it. The broad detect costs less and allows for a greater degree of perception for less points. Thanks for the pointer. I'll throw the broad detect in the package as well. |
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#8 |
Banned
Join Date: Aug 2004
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#9 |
Join Date: Mar 2010
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#10 |
Join Date: Aug 2007
Location: Vermont, USA
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Check out Slotted Cosmic Power too (GURPS Psionic Powers, p. 15). It'll cut the cost of that modular Detect almost in half.
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Tags |
build advice, infinite worlds, iswat, psionics, telepathy |
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