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Old 04-30-2024, 10:46 PM   #41
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

Quote:
Originally Posted by Mysterious Dark Lord v3.2 View Post
Psion-9 "Slenderworld"
OK, you've shown or reminded me that there are things that I needed to outright state, that I only implied, due to thinking that they were obvious (because I already knew them, and kept forgetting to say anything).

Things that the Psion worldlines all have in common:

* All of them have a point of divergence 'thirty-eight years ago,' where psychics manifested in large numbers, while being absent or incredibly rare before that. This is to say, with Homeline's present being 2027, the Psion worlds all got psis in Homeline's 1989. This is broadly believed to be when the skerry formed, though there are other possibilities (researchers on Psion-1, 2, and 4 long believed that the atomic bomb was responsible, or the Tunguska blast on Psion-8, but Psion-3 breaks that pattern, and they aren't sure about Psion-5; all of the known points took place thirty-six years before the Psi Point, which has lead them to speculate that the Wold Newton meteorite caused it to happen on Psion-5; also, all of them took place on Homeline and did not, as best we can tell, cause psychics to appear). Before the Psi Point thirty-eight years ago, each of these worlds appeared to be an historical echo of Homeline.

* The other thing that they all have is that an overwhelming majority of the 'natural' psis (as opposed to the ones getting their powers from drugs, psychotronics, familiars, and so on, or that came from offworld) have some form of mental distortion common to the setting. The psychic animals on Psion-5 have a need to bond with other creatures (mostly humans) in a way that grants psi abilities to the bondmate, the natural psis on Psion-1, 4, and the psychic animals on 7 are instinctively secretive and often paranoid, the ones on Psion-3 need to be martial artists and have a Code of Honor (though not all the same one), et cetra.


Your idea seems to break both of these to some degree if I'm reading it correctly, though it could probably be adjusted to fit if you want, since it's mostly rather close. (It could also be that I'm reading things into it that you aren't, or that I missed something important.)
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Old 05-01-2024, 04:17 PM   #42
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

Quote:
Originally Posted by Prince Charon View Post
(It could also be that I'm reading things into it that you aren't, or that I missed something important.)
Nope - this one's on me. Sorry. I'll redo this one in another category. But should it be Sci-Fi or Fantasy? (or both?)
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Old 05-02-2024, 08:37 AM   #43
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

Quote:
Originally Posted by Mysterious Dark Lord v3.2 View Post
Nope - this one's on me. Sorry. I'll redo this one in another category. But should it be Sci-Fi or Fantasy? (or both?)
To me, it looks like Horror, which can be both, but it could be a non-horror combination of the two. There's a lot of genre overlap going on, but Horror is a mood or a viewpoint, IMHO - it's e.g. how doomed the characters that we're supposed to sympathise with are.
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Old 06-08-2024, 03:57 PM   #44
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

Psychic Warrior perk

On Psion-3 (and perhaps other worldlines), there are a number of martial-arts-related psi perks, one of the more interesting categories being the 'Psychic Warrior' perks; this is a variant of Unusual Training, but with the circumstance being 'you have a very limited psi ability (a perk) that just allows this cinematic skill or technique to work consistently when psi abilities do.' The perk will often need to specify which psi power it works under, where that isn't obvious, or more than one is an option (e.g. Push might be listed as 'Psychokinetic Warrior (Push)' or 'Psychic Warrior (Biokinesis: Push)'). Some cinematic skills or techniques may require a full advantage rather than just a perk, such as Precognitive Parry; in such cases this perk is not needed, though depending on the character, a Special Exercises perk for that psi ability might be recommended.


Thoughts?
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Old 07-28-2024, 10:08 AM   #45
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

A pair of characters showing a common sort of master-familiar relationship for their worldline (though originally I'd planned on the human being a sidekick to the animal; I'll probably try again with another pair):

Silberbolzen, 1869 - Psion-5

Age: 2

Attributes

ST 23 [52]; DX 10 [0]; IQ 5 [-100]; HT 10 [0]

Secondary Characteristics

HP 23; Will 11 [30]; Per 11 [30]; FP 13 [9]; SM+2

Thrust: 2d+1; Swing: 4d+1

Brawling Parry: 9

Basic Speed: 5; Move: 6 [10]; Dodge: 9
Air Move: 9; Air Dodge: 12

Subtotal: 31


Advantages

Damage Resistance (Tough Skin, -40%) 1 [3]
Enhanced Move 1 (ground) [20]
Hooves [3]
Levitation 9 [30]
Lifting ST +3 [8]
Longevity [2]
Night Vision 4 [4]
Panic Reflexes [10]
Parabolic Hearing 2 [8]
Peripheral Vision [15]
PK Shield 10 [40]
Ultrahearing [5]

Psychokinesis Talent 4 [20]

Perks

Fur. [1]
Skill Adaptation (Levitation based on HT). [1]
Skill Adaptation (PK Shield based on HT). [1]

Subtotal: 171


Disadvantages

Bad Sight 4 (Motion Sensitive) [-4]
Bad Temper (12) [-10]
Domestic Animal [-30]
Panic (12-) [-10]
Quadruped [-35]
Restricted Diet (herbivore) [-10]
Short Lifespan 1 [-10]
Weak Bite [-2]

Duty (9 or less) [-5]
Sense of Duty (Hans) [-2]

Quirks

Careful. [-1]
Chummy. [-1]
Makes 'swimming' motions while flying. [-1]
Red-Green Colorblindness. [-1]

Subtotal: -115


Features


Skills

Brawling [DX/E] [4] 12
Intimidation [Will/A] [2] 11
Levitation [HT/H] [4] 14*
Mount [DX/A] [4] 11
PK Shield [HT/H] [4] 14*
Running [HT/A] [8] 12

*Includes +4 from Psychokinesis Talent.

Techniques

Kicking (H) Brawling-2 [3] 12
Rapid Launch (H) Levitation-4 [5] 14

Subtotal: 34

Total: 121


Equipment

Bridle
Saddle & Tack
^Saddlebags
Horseshoes

Notes

Silberbolzen (Silverbolt) was built using the Destrier template from Pizard's Equines in GURPS page, though he's an unusually smart and agile war-horse, along with his psi abilities. His tack is modified for use by a flying horse.
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 07-28-2024, 10:09 AM   #46
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

Hauptmann Hans Wolfgang von Schwartzwald zu Rennsteig Freiherr auf Badenburg, 1869 - Psion-5

Age: 21

Attributes

ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10]

Secondary Characteristics

HP 11; Will 11 [5]; Per 12 [10]; FP 11

Thrust: 1d-1; Swing: 1d+1

Cloak Block: 8
Boxing Parry: 9
Sabre Parry: 9

Basic Speed: 5.25; Move: 5; Dodge: 8

Social Background

Languages: 19th century German (Native) [0]; 19th century English (Native) [6]; 19th century French (Accented) [4].

TL: (5+1)^

Cultural Familiarity: 19th century Western [0].

Subtotal: 65


Advantages

Ally (Silberbolzen, Familiar; <50% of points; 15 or less) [6]
PK Shield (Granted by familiar, -40%) 10 [24]
PK Awareness 10 (Increased Range 50x, +50%; Extended Arc, 360°, +125%; Granted by familiar, -40%; Nuisance Effect, sensed by touch at Per-7, -5%; Psychokinesis, -10%; Requires Per Roll, -5%) [43]
^TK Grab (AA of PK Awareness; Granted by familiar, -40%) 10 [8]

Danger Sense [15]
Handsome [12]
Military Rank 3 [15]
Status 3 [15]
Wealth (Wealthy) [20]

Perks

Alcohol Tolerance. [1]
Classic Features (Dashing Cavalier). [1]
Dabbler (Amateur Mystic: Current Affairs ('Magic')/TL(5+1)^ 7, Expert Skill (Psionics) 6, Hidden Lore (Spirits) 7, Mind Block 8, Occultism 6). [1]
Skill Adaptation (PK Shield based on Will). [1]
Visions (Aspected Dream: Tactical disasters). [1]
Weapon Bond (Sauer & Sohn M1865). [1]

Subtotal: 164


Disadvantages

Chummy [-5]
Code of Honor (Gentleman's) [-10]
Delusion (Minor: 'Donar grants this power through my steed.') [-5]
Duty (9 or less) [-5]
Overconfident (12) [-5]
Secret (Pagan) [-10]

Quirks

Beer snob. [-1]
Distinctive feature: Dueling scar on right cheek. [-1]
Fakes being a devout Lutheran. [-1]
Mild Lecherousness. [-1]
Pretends his English isn't that good. [-1]

Subtotal: -45


Features


Skills

Animal Handling (Equines) [IQ/A] [2] 10
Armoury (Small Arms)/TL(5+1)^ [IQ/A] [2] 10
Awareness [Per/H] [4] 12
Boxing [DX/A] [4] 12
Cloak [DX/A] [2] 11
Dancing [DX/A] [2] 11
Dropping [DX/A] [2] 11
Fast-Draw (Ammo) [DX/E] [1] 11
Fast-Draw (Pistol) [DX/E] [1] 11
Fast-Draw (Sabre) [DX/E] [2] 12
First Aid/TL(5+1)^ [IQ/E] [1] 10
Guns (Pistol)/TL(5+1)^ [DX/E] [2] 12
Herb-Lore/TL(5+1)^ [IQ/VH] [1] 8
Leadership [IQ/A] [2] 10
PK Shield [Will/H] [4] 11
Politics [IQ/A] [1] 9
Religious Ritual (Lutheran) [IQ/H] [1] 8
Religious Ritual (Germanic Pagan) [IQ/H] [4] 10
Riding (Flying Horse) [DX/A] [4] 12
Sabre [DX/A] [4] 12
Savoir-Faire (High Society) [IQ/E] [1] 10
Savoir-Faire (Military) [IQ/E] [1] 10
Sex Appeal [HT/A] [4] 12
Soldier [IQ/A] [4] 11
Survival (Woodlands) [Per/A] [2] 12
Tactics [IQ/H] [4] 10
Theology (Lutheran) [IQ/H] [2] 9
Theology (Germanic Pagan) [IQ/H] [2] 9
TK Grab [IQ/H] [4] 10
Visions [IQ/H] [4] 10
Weather Sense [IQ/A] [2] 10

Subtotal: 76

Techniques

Cavalry Training (H) Sabre-2 [3] 12
Combat Riding (H) Riding (Flying Horse)-0 [2] 13
Hands-Free Riding (H) Riding (Flying Horse)-3 [4] 12
Mounted Shooting (Pistol/Flying Horse) (H) Guns (Pistol)-4 [5] 12
Quick Mount (A) Riding (Flying Horse)-3 [2] 11
Retain Weapon (Pistol) (H) Guns (Pistol)-0 [2] 13
Retain Weapon (Sabre) (H) Sabre-0 [2] 13
Staying Seated (A) Riding (Flying Horse)-0 [4] 16

Deep Scan (H) Awareness-5 [2] 8
Targeting (H) Awareness-2 [3] 12

Subtotal: 29

Total: 289


Equipment

Sharp uniform
Nice jackboots (DR1, DR2 for toes, heels, & soles)
Fancy steel corslet (DR6)
Fancy steel helmet (DR4)
Money
Pouch of sugar cubes
Weapon-belt
^Sauer & Sohn M1865 lever-action pistol, .38 cal, and holster
^4x .38 cal 8-round stripper clips
^Pouch of loose rounds, .38 cal
^Small gun repair/cleaning kit
^Cavalry sabre and scabbard
^Survival knife and sheathe
6x Grenades (in saddlebag)
16x Plumbata (on saddle)

Notes

Hans was built using the Soldier template (with the 'Light Cavalry' and 'Noble' lenses) from the 4e conversion of GURPS Historical Folks (pp43-44), hosted at RPK's MyGURPS.com.

Hans is a member of the Confederation's experimental flying cavalry, and is also a Königlich Sächsische Armee Hexenmeister - a 'magician' officer in a Hexenregiment (regiment made up mostly or totally of spellcasters) of the Army of the Kingdom of Saxony (in this case Hexenkavalrie); a cadet magician officer would be a Hexenkadett, and an enlisted or NCO magician would be a Hexensoldat or Hexenunteroffizier. The saddle Hans uses is very clearly intended for flying cavalry, having belts on it to help the rider avoid falling out of the seat while maneouvering, as well as straps to retain other equipment in air combat.

Hans has been warned on a few occasions that his great fondness for female company will get him in trouble, one day. Sure, he isn't an obvious lecher, and he hasn't gotten anyone pregnant yet, but he is young, vigorous, and foolish, and it is more by luck than ethics that he hasn't gotten involved with a married woman.

Herb Lore covers Psychobotanics in this setting (see GURPS Psionic Campaigns p5, in the Old Time Psi text box), and substitutes well for Pharmacy (Herbal) of the same TL. Hans mostly uses it (with whatever bonuses he can get) to know what herbs to gather if he notices them, and to understand what the more fully-trained herbalists are talking about. Expert Skill (Psionics) would not be called that in-setting, rather being seen as 'Thaumatological Studies' or a branch of Occultism, but the skill is the same, even if the terminology is weird to those from the other Psion worldlines (and if Hans needs to use this skill outside of studying it, he's in real trouble).

PK Awareness is a Scanning Sense that's basically Extra-Sensory Awareness using psychokinetic feedback (which is to say, a very low psychokinetic pressure is cast over a wide area around him, and his mind builds a three-dimensional map of areas of resistance). Beings with a sense of touch in the area of effect can perceive a slight pressure (Per-7), and may be able to realize what's going on from that, or even locate him.

Hans's Dream-Visions won't warn him if a skirmish or battle (or a duel) is merely going to be less than ideal, only if things are quite likely to go badly wrong for him (or if a combat will be horrifically embarrassing for him in a military context).


Sauer & Sohn M1865 .38 lever-action pistol
TL: (5+1)^; Damage: 2d-1; Acc: 2; 1/2D: 130; Max: 1,600; Weight: 2.1; RoF: 3; Shots: 8+1; ST: 8; Bulk: -2; Rcl: 2; Cost $650; LC: 3

Notes
The M1865 isn't significantly better than revolvers of the period in most aspects, but it is slightly lighter, slightly flatter (and thus looks nicer in the holster, is a little easier to conceal, and is a fraction of a second faster to draw - none of which rises to the level of GURPS's resolution, but was enough to help it win the Saxon pistol trials), and has a few more shots between reloads (which may have been a bigger factor in the trials). The 'lever' in this case is the trigger, which appears to be a ring-shaped trigger-guard which is swung back and forth by the user's trigger finger, and has a notably stronger pull right before firing, for safety reasons. As a military pistol, it also has a lanyard loop so that the user can retrieve it if dropped (especially important for cavalry, and even more so for flying cavalry). The one Hans bought is a bit more expensive than shown above ($800), since he spent extra to make it prettier, and to customize the sights and grip (Weight is 2.2 lbs, Acc is 4, and the balance feels better to him; the barrel is also a little longer than usual, but not enough to change Bulk; people who care about a nice-looking pistol react at +1).
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Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-10-2024, 04:33 PM   #47
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

A Dog...

Byron the Wonder Dog, 1869 - Psion-5

Age: 3

Attributes

ST 10 [0]; DX 12 [24]; IQ 8 [-40]; HT 12 [20]

Secondary Characteristics

HP 10; Will 11 [15]; Per 12 [20]; FP 15 [9]

Thrust: 1d-2; Swing: 1d

Brawling Parry: 10

Basic Speed: 6; Move: 10 [20] (Land Move 15); Dodge: 9

Social Background

Languages: Dog (Native) [0]; English (Accented) [4].

TL: (5+1)^

Cultural Familiarity: 19th century Western [0].

Subtotal: 72


Advantages

Acute Smell 3 [6]
Damage Resistance (Tough Skin, -40%) 1 [3]
Discriminatory Smell [15]
Enhanced Move 1/2 (land) [10]
High Pain Threshold [10]
Night Vision 4 [4]
Parabolic Hearing 2 [8]
Reduced Consumption 2 (Cast Iron Stomach -50%) [2]
Sharp Teeth [1]
^ Striker (Alternate Attack (Sharp Teeth); bite; crushing; cannot parry -40%; clumsy, -4 to hit -80%) [1]
Temperature Tolerance 1 (cold) [1]
Ultrahearing [5]
Vibration Sense (air; based on hearing) [10]

Ally/Dependent (Tommy Atkins, best friend; built on less than 50% of points; appears on 15 or less as Ally, 9 or less as Dependent) [1]

Subtotal: 77

Hard to Kill (Psychic Healing, -10%) 10 [18]
Hard to Subdue (Psychic Healing, -10%) 10 [18]
^ Regeneration (Slow; Alternate Ability of Hard to Subdue; Psychic Healing, -10%) [2]
Negate Short Lifespan (Psychic Healing, -10%) [18]
Protected Power (Psychic Healing, -10%) [5]

Spirit Communication (ESP changed to Astral Projection; Only under a Full Moon, -40%) 4 [24]
^ Spirit Communication (AA of Spirit Communication 4; ESP changed to Astral Projection) 1 [2]
^ True Sight (AA of Spirit Communication 4; ESP changed to Astral Projection) 2 [4]

Perks

Barks in Morse Code. [1]
Fast eater. [1]
Fur. [1]
Penetrating voice. [1]
Spirit Communication based on Per. [1]
True Sight based on Per. [1]

Subtotal: 97


Disadvantages

Bad Sight 2 (Motion Sensitive) [-2]
Bloodlust (12-) [-10]
Chummy [-5]
Domestic Animal [-30]
Gluttony (12-) [-10]
Overconfidence [-10]
Quadruped [-35]
Sense of Duty (pack) [-5]
Short Lifespan 2 [-20]

Quirks

Affectionate with children. [-1]
Chases his tail when bored. [-1]
Red-Green Colorblindness. [-1]
Suspicious of cats. [-1]

Subtotal: -136


Features

Born Biter 2; Tail; shaggy fur. [0]


Skills

Area Knowledge (Wallaceton) [IQ/E] [2] 9
Brawling [DX/E] [4] 14
Climbing [DX/A] [4] 13
Electronics Operation (Telegraphy)/TL(5+1)^ [IQ/A] [4] 9
Intimidation [Will/A] [4] 12
Jumping [DX/E] [1] 12
Running [HT/A] [12] 14
Survival (Mountains) [Per/A] [2] 12
Swimming [HT/E] [1] 12
Spirit Communication [Per/H] [1] 10
Tracking [Per/A] [1] 15*
True Sight [Per/H] [2] 11
Wrestling [DX/A] [2] 12

*Includes +4 from Discriminatory Smell.

Techniques

Subtotal: 40

Total: 150


Equipment

Harness with messenger bags

Notes

Byron is an unusually intelligent (and psychic) Rottweiler, built using the Guard Dog template from Pizard's Canids in GURPS page. This often provides bonuses to his Intimidation skill.

The Short Lifespan disad plus a Negate Short Lifespan advantage looks odd, but the negation is limited by being psionic; otherwise I'd've given him Early Maturation, as Negate pretty much just covers aging rolls in this context. It's also consistent with the sort of character he is.

Wallaceton, California was settled by the Spanish in the late 18th century under the name San Lesmes de Burgos, but was found mysteriously abandoned in 1846, the buildings being mostly intact save for the church, which had somehow vanished, leaving a muddy hole behind. The USA resettled and renamed the town in 1861 (by which time many of the buildings were decayed and overgrown as if several decades had passed, but the local grandee's mansion was oddly pristine, and has gained a reputation for being haunted), due to it being on a good route to the newly-discovered gold mines. The New Church, a Protestant building, was sited on the opposite side of town from the place where the Old Church was, and the mansion was converted into the town hall. The local tribes avoid the area whenever possible, saying that it is a bad place.
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Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-10-2024, 04:34 PM   #48
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...and his Boy

Tommy Anderson, 1869 - Psion-5

Age: 10

Attributes

ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 11 [10]

Secondary Characteristics

HP 9; Will 12 [5]; Per 11; FP 11; SM-1

Thrust: 1d-2; Swing: 1d-1

Block: 8
Brawling Parry: 8
Knife Parry: 8

Basic Speed: 5.25; Move: 5; Dodge: 8

Social Background

Languages: English (Native) [0];

TL: (5+1)^

Cultural Familiarity: 19th century Western [0].

Subtotal: 25


Advantages

Hard to Kill (Granted by Familiar, -40%; Psychic Healing, -10%) 10 [10]
Recovery (Granted by Familiar, -40%; Psychic Healing, -10%) [5]
Affliction (Advantage: Channeling (Grants Possession, +100%; Astral Projection, -10%), +190%; Astral Projection, -10%; Emergencies Only, -30%; Granted by Familiar, -40%; Objects Only, -20%) [19]
^ True Sight (Alternate Ability of Affliction; ESP changed to Astral Projection; Granted by Familiar, -40%; Only through shadows and reflections, -20%) 2 [2]
^ Visions (Full) (Alternate Ability of Affliction; ESP changed to Astral Projection; Granted by Familiar, -40%) [2]
Spirit Empathy (Astral Projection, -10%) [9]

Perks

Astral Awareness. [1]
Dabbler (Hidden Lore (Spirits) 8, History (19th century USA) 6, Knot-Tying 7, Literature 6, Mathematics (Applied)/TL(5+1)^ 6, Occultism 7, Theology (Methodist) 6). [1]
Improvised Weapons (Shield). [1]

Subtotal: 50


Disadvantages

Charitable (15) [-7]
Curious (12) [-5]
Duty (telegraph messenger; 9 or less) [-5]
Impulsiveness (12) [-10]
Sense of Duty (Family and friends) [-5]
Social Stigma (Minor) [-5]

Quirks

Always seems to find holes to fall into. [-1]
Dislikes cooked vegetables, especially Brussel sprouts. [-1]
Imaginative. [-1]
Minor Code of Honor: Them telegrams must get deliver'd! [-1]

Subtotal: -41


Features


Skills

Affliction (Channeling) [Will/H] [4] 12
Area Knowledge (Wallaceton) [IQ/E] [2] 12
Bow (Slingshot) [DX/A] [2] 10
Brawling [DX/E] [1] 10
Climbing [DX/A] [1] 9
Current Affairs (Headline News) [IQ/E] [1] 11
Electronics Operation (Telegraphy)/TL(5+1)^ [IQ/A] [2] 11
Fishing [Per/E] [1] 11
First Aid/TL(5+1)^ [IQ/E] [1] 11
Games (Base Ball) [IQ/E] [1] 11
Gesture [IQ/E] [1] 11
Guns (Shotgun)/TL(5+1)^ [DX/E] [1] 10
Hiking [HT/A] [1] 10
Jumping [DX/E] [1] 10
Knife [DX/E] [1] 10
Riding (Horse) [DX/A] [1] 9
Running [HT/A] [4] 12
Shield (Buckler) [DX/E] [1] 10
Sports (Base Ball) [DX/A] [2] 10
Survival (Mountains) [Per/A] [2] 11
Swimming [HT/E] [1] 11
True Sight [IQ/H] [2] 10
Visions [IQ/H] [1] 9
Weather Sense [IQ/A] [1] 10

Techniques

Subtotal: 36

Total: 70


Equipment

Clothes
Boots
Straw hat
Telegraph messenger bag
Pocket knife
Slingshot
Fishing pole (often left at home or in papa's office if he's not expecting to use it)

At home unless out huntin':
Grampa's old shotgun (12 gauge flintlock converted to caplock)
Powder horn
Gun kit
Camping basics

Notes

Tommy was built partly using the Unexpected Psi template from GURPS Psi p19. Being the son of the local telegraph clerk, he can be found all over the place delivering messages, or returning from same.

Visions under astral projection is justified in much the same was as Second Sight in GURPS Horror: The spirits (astral entities) trying to show him information. The same for his True Sight. 'Grants Possession' as an enhancement means that an astral entity that lacks the Possession advantage can still fully possess the item that the Channeling advantage has been afflicted on; most such items cannot resist. If Tommy is stressed enough for it to work, he tends to target an object nearest to a spirit he knows, or that looks friendly, which isn't necessarily the item that would be most practical at the time (nor the best spirit, though Spirit Empathy helps him, there). Remember, Tommy can't talk to the spirits without either a Channeling item, or Byron playing interpreter, though he has some success with Gesture.

His Dabbler perk covers things that he's paid enough attention to that he should pick up the skills later. Hidden Lore and Knot-Tying he's mostly learning in the field as it were, and Theology mostly in church, but the rest are school subjects - in a society that has had spooky stuff going on openly for a while, the local form of Occultism tends to be mostly correct, enough that in many places it's more like a shallower form of Expert Skill (Psionics), though using mystical names for things; unless otherwise noted, assume that Expert Skill (Psionics) defaults from Occultism-4.

The spelling of 'Base Ball' instead of 'Baseball' is intentional, I'm not sure when it changed in our history, but it was two words for at least part of the early 19th century.


Thoughts?
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.

Last edited by Prince Charon; 09-10-2024 at 04:46 PM.
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Old 09-11-2024, 08:17 AM   #49
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

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Originally Posted by Prince Charon View Post
Sharp Teeth [1]
^ Striker (Alternate Attack (Sharp Teeth); bite; crushing; cannot parry -40%; clumsy, -4 to hit -80%) [1]
Why both of these?
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Old 09-11-2024, 08:20 PM   #50
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Default Re: [Psionics/Infinite Worlds] The Psion skerry

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Why both of these?
I used Pizard's template (link to the page in the Notes for Byron's sheet), which does have both of those. I don't know why it does, and the way he wrote it I'm not totally sure which one was supposed to be the main and which the alternate, but I assume Pizard (IIRC called lwcamp on this forum) knows what he's doing.
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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