02-14-2014, 12:31 AM | #11 |
Join Date: Dec 2007
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Re: Psi in Gurps?
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02-14-2014, 06:06 AM | #12 | |
Join Date: Jul 2007
Location: West Virginia
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Re: Psi in Gurps?
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Per Ardua Per Astra! Ancora Imparo |
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02-14-2014, 08:37 AM | #13 |
Join Date: Sep 2007
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Re: Psi in Gurps?
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02-14-2014, 08:50 AM | #14 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: Psi in Gurps?
The nice thing about the Psionic Powers book is, they "show their work." At the end of each power's entry, there's the various advantages, enhancements, and limitations all worked out to get the final amounts.
Which means that you can easily add, change, or remove anything you want. Want a power to be straight-advantage (i.e., no skill roll)? Take out that part. Want to make it cheaper? Include a few extra limitations (e.g., higher fatigue costs). Anything you care to do to change it, go ahead. Edit: Keeping in mind, the biggest reduction in cost to the advantage is topped out at -80%. Even if all the limitations add up to being -81% or lower, it's STILL going to cost at least 20% of the base advantage(s).
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I'm a collector, not a gamer. =) Last edited by Pragmatic; 02-14-2014 at 10:25 AM. |
02-14-2014, 08:52 AM | #15 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Psi in Gurps?
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First is Telecommunication (Telesend). The allow you to send thoughts into other people's mind, and the upshot is a Telesend 'lock on' counts as if you have range 'touch' for the next two.the Second one is Mind Reading. This allows you the read the target's current active thoughts.the Third one is Mind Probe. This allows you access memorizes and past thoughts. |
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02-14-2014, 07:50 PM | #16 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Psi in Gurps?
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