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Join Date: Sep 2004
Location: Oldenburg, Germany
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For my next game, I plan to run a GURPS Dark Sun campaign (see my conversion thread for rules details). As the setting has a very strong focus on psionic powers, I wanted to use the full rules from the GURPS Psionic Powers. However, since none of the players have played GURPS in a long time (and some never), I didn't want to force the players to read through the entire supplement (after all, digesting the Basic Set is more than enough work!). Instead, I plan to give each character one free level in a psionic talent, and 10 free character points to be put into a psionic power. These powers can be chosen of a list of pre-defined "wild talent" packages.
After some plotting and planning in this thread over at RPGNet, I came up with the following background: The PCs start out in a small village of about 250 people in the foothills of the Ringing Mountains. As the area is pretty much as dry as the rest of the world, the village can maintain agriculture only with the help of a qanat irrigation system (which involves digging really long tunnels into mountains - read it up, it's an awesome feat of engineering for early cultures!). Unknown to the people in the village, the whole region is used as a grand social experiment by a secretive, powerful psionic organization called the Order who want to breed better psions and thus subtly arrange marriages. As a result, everyone in the village has developed psionic powers, which is unusually high even for Athas (normally, only about 10% of the general population manage that - which the PCs might wonder about once they travel a bit). At the same time, this also explains why there are no resident "psionic masters" in the village - potent psions eventually leave the village to be tested and eventually recruited by the Order! So here is my challenge: Can you come up with psionic powers that would (a) cost no more than 10 character points with the appropriate modifiers (and ideally, exactly 10 character points, not counting the relevant psionic skill) and (b) be especially appropriate and useful for such a village setting? Though I don't insist on the latter - there are bound to be a few "malcontents" who develop their own powers which aren't useful for ordinary village folks... Be creative! I want to show the players what is possible with the psionics rules in particular, and the GURPS rules in general!
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| Tags |
| dark sun, psionic powers |
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