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Old 08-01-2006, 12:03 PM   #1
OrsonD
 
Join Date: Jun 2006
Location: Osaka, Japan
Default How to create those powers?

I need some help again in my adaptation for my world with GURPS.
I am currently making powers for the PSI in my world, after doing the Regular magic and clerical magic.
But I am having some troubles for some powers. I want to make psi powers that do not require any roll of dice, but instead have a FP cost for use and short duration. Here are the parameters and thanks for helping out:
*Regeneration: Except I want something like the healing power, but self only. Something that heals the injuries on oneself only, not some regen or rapid healing over the course of a few hours.
*A power that lets the player analyse people, to get their average power level, presence of magic, psi or supernatural ability. One target at a time and power tells if it is present or not.
*A power that present a false image for the previous power.
*A way for powers that would provide advantages for a couple hours instead of a few minutes to have a realistic cost in FP, like for example some kind of resist fatigue power that would last a couple hours. The regular limitation cost fatigue actually cost XFP for the first minute and half that for every minute to keep it up. Rather useless in that case, since it would actually tire the player instead of keeping him rested.
*A power to simulate a feign death abilty, some catatonic state.
*An exorcism ability.
*The power to make a surgical operation on someone with TK abilities without the use of items and one to asses what the condition of the patient is.
*An ability to restore PSI FP faster (maybe a regen on FP PSI only? Is it possible?).

I know it is a lot, but I'd really appriciate your help everyone...

On a side note, I have made a special power for my clerics:
Healing (Injuries only -20%, Reduce fatigue Cost 2 +40%, Preparation required 1 minute -20%, Takes recharge 5 minutes -20%, Capped fatigue 2 -25%) (Cost 17 points).
It can not be used in combat with a one minute preparation time, but it allows players to be up and running after fights if they wish to take the time without having the cleric or mage or psi spending all their FP to get the warriors up. Since it is a clericpower, gods can of course choose not to heal if the circonstances of the wounds were contrary to their influence sphere or interest. Did I get the power right, or did I forget something?

Thanks everyone...
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