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Old 03-02-2024, 02:45 AM   #1
Ninja Monkey
 
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Default HârnMaster Psionics/Arcane Talents conversion

I've attempted to replicate the Psionic abilities from HârnMaster 3e (HM3) by Columbia Games for GURPS 4e. I'd welcome thoughts and suggestions:

Although I am likely to allow other abilities from the GURPS Psionic Powers book and other supplements in my game, I have kept to the HM3e abilities.

Also, to note, the new edition of HârnMaster by Kelestia drops the word 'psionic' and instead calls them Arcane Talents. As the term “psionics” is more associated with science fiction, and I feel does not fit the pseudo-medieval setting of Hârn, I will adopt that usage.

Notes on build
In trying to replicate the HM3 ‘psionics’, at times I have used more powerful levels/versions of the abilities within GURPS Psionic Powers as a basis. However, weaker versions could still be available in my game.
I have used the Fatigue Levels from HM3 to guide the amount of Fatigue Points to use or activate the ability. The exception is where the Fatigue Cost is already inherently part of the power or where the net of the limitations and enhancements would have been greater than -80% I have used a lower Costs Fatigue level. On Costs Fatigue, it should be noted that I am using this House Rule https://www.mygurps.com/index.php?n=Mai ... al builds.

Notes on Rules
Names (p. 245 of GURPS Thaumatology) is in play. As such, the Arcane Talent ‘Command Ethereal’ can get those bonuses.
Contagion (pp. 245-246 of GURPS Thaumatology) is in play. As such, the Arcane Talent ‘Seekersense’ can get those bonuses.
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Old 03-02-2024, 02:46 AM   #2
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Arcane Talents

Charm 25 points
Skill: Charm (Will/Hard)
You can daze someone. To invoke the talent successfully, eye contact between the invoker and the victim is necessary, but only for a momentary glance. If you win a Quick Contest of skill vs. their Will, the subject is dazed (p. B428) for minutes equal to your margin of victory, after which they are stunned and can roll to snap out of it normally.

Range is -1 penalty per yard of distance to the subject (for all uses of skill).

Statistics: Affliction 1 (Will, Based on Will, +20%; Daze, +50%; Costs Fatigue 1, -10%; Malediction 1, +100%; No Signature, +20%; Nuisance Effect, Brief hallucinations or illusions or sudden dizziness on a critical failure, -5%; Vision-Based, -20%; Telepathy, -10%).
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Old 03-02-2024, 02:47 AM   #3
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Clairvoyance 8 points for level 1, plus 5 points for each additional level
Skill: Clairvoyance (IQ/Hard)
As per Clairvoyance Page 40, GURSPS Psionic Powers.

Statistics: Clairsentience (Clairvoyance, -10%; Costs Fatigue 1, -10%; ESP, -10%; Fixed Range, -5%; Normal Sight, -20%; Reduced Range 1/10, -30%) [8]. Further levels remove Reduced Range and then add Increased Range, one level at a time [+5/level].
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Old 03-02-2024, 02:49 AM   #4
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Astral Travel (“Disembodiment”) 28/32/44/52/64 points for levels 1-5
Skill: Astral Travel (IQ/Hard)
As per Astral Travel, Pages 28-29, GURSPS Psionic Powers except:
Level Act. Time Duration
1 1 minute 30 minutes
2 1 minute 1 hour
3 4 seconds 1 hour
4 2 seconds 12 hours
5 1 second Indefinitely

Statistics: Insubstantiality (Astral Projection, -10%; Costs Fatigue 2, -20%; Ghost Air, +10%; Immediate Preparation Required, 1 minutes, -30%; Maximum Duration, 30 min, -25%; Nuisance Effect, Especially susceptible to psi static and mental fields, -5%; Projection, -50%; Substantial Communication, +40%) [16] + Invisibility (Accessibility, Only on the astral plane, -30%; Astral Projection, -10%; Substantial Only, -10%; Temporary Disadvantage, Mute with Substantial Only, -22%) [12]. Features: Ground Move is equal to skill/2 and appearance is fuzzy and translucent while insubstantial.

Further levels only alter Insubstantiality,
2. reduce Maximum Duration to 1 hour [20 + 12];
3. replace Immediate Preparation Required with Takes Extra Time 2 [32 + 12];
4. reduce Takes Extra Time to 1 and Maximum Duration to 12 hours [40 + 12]; and
5. remove Takes Extra Time and Maximum Duration [52 + 12].
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Old 03-02-2024, 02:50 AM   #5
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Aura Reading (“Healing: Empathy”) 11/14/20 points for levels 1-3
Skill: Aura Reading (IQ/Hard)
As per Aura Reading, Pages 46, GURSPS Psionic Powers, except costs 1 fatigue and level 1 requires only 10 minutes preparation, level 2, it takes one minute and level 3 entails just a second of concentration.

Statistics: Detect (Humanoids; Analysis Only, -50%; Analyzing, +100%; Costs Fatigue 1, -10%; Immediate Preparation Required, 10 minutes, -45%; Psychic Healing, -10%; Short-Range 1, -10%; Vision-Based, Reversed, -20%) [11]. Further levels reduce Immediate Preparation Required to one minute [14], and then remove it [20].
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Old 03-02-2024, 02:50 AM   #6
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Restoration 27 points
Skill: Restoration (IQ/Hard)
By making physical contact with a subject, you may immediately heal the target 1 FP per 1 FP spent in activation (this may cost any amount of FP to cast). You may restore to subjects of your own race and any “similar” races (GM’s call); e.g., a human can lend energy to other humans but not dogs or plants. This spell cannot increase the subject’s FP score above its normal maximum.

Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful lending. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Heals Fatigue Only, +0%; Psychic Healing, -10%) [27].
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Old 03-02-2024, 02:51 AM   #7
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Heal (“Heal & Bloodloss”) 32 points
Skill: Heal (IQ/Hard)
By making physical contact with a subject, you may immediately heal him 1d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants.
Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!

Statistics: Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Psychic Healing, -10%; Reduced Fatigue Cost 1, +20%) [32]. Note: The 4 HP of healing has been converted to dice per p. B269.
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Old 03-02-2024, 02:52 AM   #8
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Hex (“Evil Eye”) 32 points
Skill: Hex (Will/Hard)
You can drastically unbalance someone’s karmic field, turning fate against them. This requires a Quick Contest of your skill against their Will. If you win, they will have a -1 per margin of success applied to their next skill or defence roll.

Karmic forces are risky to play with. If you critically fail while using this ability, or the victim critically succeeds, you Hex yourself.
Bonuses from Law of Contagion apply.

Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Fatigue 2, -20%; Delay, Supernatural, +50%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Hexed on a critical failure, -5%; Probability Alteration, -10%; Task Modifier, -1 Margin-Based variable, +15%).

Remote Use Hard
Default: Hex-4; cannot exceed Hex.
Use Long-Distance Modifiers (p. B241) for range instead of Size and Speed/Range Table (p. B550). Must have something related to the subject.

Remove Hex Hard
Default: Hex-1 [Based on the difference of modified Malediction 3 with must have something related to the subject (+200% adjusted by Nuisance Effect, Must have something related to the subject, -5%), +190% minus Malediction 2, +150%, which gives +40% worth of enhancements]; cannot exceed Hex.

Use this to end the Hex before it has taken effect.
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Old 03-02-2024, 02:53 AM   #9
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Spirit Communication (“Medium: Communion”) 17 points
Skill: Spirit Communication (IQ/Hard)
As per Spirit Communication, except costs 1FP and Universal and Visual is standard.

Statistics: Medium (ESP, -10%; Costs Fatigue 1, -10%; Requires IQ Roll, -10%; Universal, +50%; Visual, +50%) [17].

“Medium: Summon”
There is no specific Psionic Ability to cover Summon. However, all Ethereals can appear anywhere their name is spoken.

Warp (Costs Fatigue, 2 FP, -10%; Special Portal, Only to summoner, -20%; Trigger, Only when summoned, -40%) [30].

Command Ethereal (“Medium: Control”) 40 Points
Skill: Command Ethereal (IQ/Hard)
Give an ethereal subject one command – simple task such as answer a yes/no question within its knowledge, or dispossess a body, only – which the subject must obey. If the subject is unable to fulfil the command within one minute, the Control has no effect. You must be able to see the subject to cast use the ability. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your Ethereal’s Will, applying the range penalties to the subject (p. B550).

If you win, your Controlled Ethereal will obey your command. If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, the spell has no effect.

If you lose, you cannot attempt to control that subject again for 24 hours, and it feels a sense of mental coercion emanating from you.

Statistics: Mind Control (Accessibility, Ethereals Only, -40%; Accessibility, simple task such as answer a yes/no question within its knowledge, or dispossess a body, only, -20%; Costs Fatigue 1, -10%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/3, -10%; Telepathy, -10%).
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Old 03-02-2024, 02:53 AM   #10
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Default Re: HârnMaster Psionics/Arcane Talents conversion

Mental Bolt 20 Points
Skill: Mental Bolt (Will/Hard)
The ability to project a blast of mental energy at a single mind within line of sight. Roll Will vs. subject’s Will to deliver the attack.

Statistics: Fatigue Attack 10 points (Costs Fatigue, 1 FP, -10%; Damage cannot exceed margin of victory, -50%; Malediction 2, +150%; No Signature, +20%; Telepathy, -10%)
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