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Old 02-14-2014, 12:31 AM   #11
David Johnston2
 
Join Date: Dec 2007
Default Re: Psi in Gurps?

Quote:
Originally Posted by Orlando Glarion View Post
Hello

I wonder if there are any Psi-Abilities in Gurps.
For example, I want to play a warrior, not a mage,
but he should have one single Psi Power: He can read the mind of his
enemies!
That would be the Mind Reading advantage.
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Old 02-14-2014, 06:06 AM   #12
Astromancer
 
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Join Date: Jul 2007
Location: West Virginia
Default Re: Psi in Gurps?

Quote:
Originally Posted by Orlando Glarion View Post
Thanks people!

I have read in the rulebook about Psi Powers.
It's basically advantages you can buy like any other
advantage.
But you can boost this with a Talent on the Psi Powers.
Very Simple. Almost too simple to be true. ;-)
e23 where they sell the Pdfs has what you want. This has the powers worked out whereas this will give you worked out power packages and their cost in points.
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Old 02-14-2014, 08:37 AM   #13
Anaraxes
 
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Default Re: Psi in Gurps?

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Originally Posted by Orlando Glarion View Post
Almost too simple to be true.
Don't worry, this is the GURPS forum. GURPS can be simple, indeed. But if you want more detail and complexity and options, I'm sure we can arrange something.
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Old 02-14-2014, 08:50 AM   #14
Pragmatic
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Location: Vancouver, WA (Portland Metro)
Default 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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Last edited by Pragmatic; 02-14-2014 at 10:25 AM.
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Old 02-14-2014, 08:52 AM   #15
roguebfl
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Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
Default Re: Psi in Gurps?

Quote:
Originally Posted by Orlando Glarion View Post
Hello

I wonder if there are any Psi-Abilities in Gurps.
For example, I want to play a warrior, not a mage,
but he should have one single Psi Power: He can read the mind of his
enemies!
Is this a normal advantage/disadvantage-thing, or is there a system for
Psi Powers?

Bye,
Orlando
This Power is Split into three Advantages all of which you can put the -10% Psionic Power modifier on.

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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Old 02-14-2014, 07:50 PM   #16
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: Psi in Gurps?

Quote:
Originally Posted by Varyon View Post
Everyone knows tin/aluminum/whatever hats actually enhance the ability of a psi to read your thoughts.
Tinfoil has no effect on psychic phenomena, although it amplifies the mind-control radiations in the government reserved bands.

Quote:
Smart people wear Faraday Cage hats!
Smart people already work for us.
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