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GURPS 4th edition. Psionic Powers PDF

90 Pages·2009·1.975 MB·English
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Preview GURPS 4th edition. Psionic Powers

If you want psychic powers but don’t feel like using GURPS Powers to build them, you’re in luck! GURPS Psionic Powers does all the work for you, crafting advantages and modifiers into ready-to-go abilities for espers, telepaths, and other psis. This one-stop shop for mental mastery includes: (cid:127) Notes on how existing advantages and modifiers behave when used to build psi abilities, plus many entirely new modifiers. (cid:127) Stats and descriptions for over 100 psi abilities, from classics like Clairvoyance and Levitation to weirdness like Mold Flesh and Netrunning – many offered in levels, making it easy to fine-tune individual power. (cid:127) More than 70 new perks for psis. (cid:127) Optional rules for psionic skills and techniques, allowing psis to get tricky with individual abilities or feats without being broadly talented. (cid:127) Ten complete psionic power groups: Anti-Psi, Astral Projection, Ergokinesis, ESP, Probability Alteration, Psychic Healing, Psychic Vampirism, Psychokinesis, Telepathy, and Teleportation. (cid:127) Rules for using psi, including detection, extra effort, and linking minds into a “gestalt.” (cid:127) Options, variants, and advice on custom abilities and powers. You can use these elements individually or wholesale, confident that they’re entirely compatible with the GURPS Basic Set, Fourth Edition and GURPS Powers. GURPS Psionic Powers requires the GURPS Basic Set, Fourth Edition. GURPS Powers is recommended but not required. By Jason Levine Edited by Nikola Vrtis Cover Art by Roberto Marchesi, Chris Quilliams, Bob Stevlic, and Eva Widermann Illustrated by John Hartwell, Shea Ryan, and Dan Smith 1ST EDITION, 1ST PRINTING PUBLISHEDAUGUST 2009 ISBN 978-1-55634-798-6 $19.99 SJG 01-6198 Printed in the USA P SIONIC P OWERSTM Written by JASON “P.K.” LEVINE Edited by NIKOLA VRTIS Cover by ROBERTO MARCHESI, CHRIS QUILLIAMS, BOB STEVLIC, and EVA WIDERMANN Illustrated by JOHN HARTWELL, SHEA RYAN, and DAN SMITH An e23 Sourcebook for GURPS® STEVE JACKSON GAMES ® ISBN 978-1-55634-798-6 Version 1.1 – August 2009 C ONTENTS INTRODUCTION. . . . . . . . . 3 3. PSIONIC POWERS . . . . 22 PSYCHOKINESIS. . . . . . . . . . . . . . 53 Using This Supplement. . . . . . . . . 3 Psionic Range Table . . . . . . . . . . . 22 Telekinesis. . . . . . . . . . . . . . . . . . . 53 Publication History . . . . . . . . . . . . 3 ANTI-PSI . . . . . . . . . . . . . . . . . . . 23 Innate Attacks and About the Author. . . . . . . . . . . . . . 3 Anti-Psi Perks . . . . . . . . . . . . . . . . 24 Partial Dice. . . . . . . . . . . . . . . . 53 Additional Anti-Psi Abilities . . . . 26 Unified TK. . . . . . . . . . . . . . . . . . . 54 1. PSYCHIC Other Abilities. . . . . . . . . . . . . . . . 55 ASTRALPROJECTION . . . . . . . . . . 26 FUNDAMENTALS. . . . . . 4 The Astral Plane . . . . . . . . . . . . . . 27 Fun With TK Grab . . . . . . . . . . . . 55 PSIONICPOWERS. . . . . . . . . . . . . . 4 The Inner Astral Plane . . . . . . . . . 28 Psychokinesis Perks . . . . . . . . . . . 56 Additional Psychokinesis Psionic Advantages. . . . . . . . . . . . . 4 Astral Projection Perks . . . . . . . . . 29 Abilities . . . . . . . . . . . . . . . . . . 57 The Power. . . . . . . . . . . . . . . . . . . . 4 Additional Astral Building a Psi: An Example. . . . . . 5 Projection Abilities. . . . . . . . . 30 TELEPATHY . . . . . . . . . . . . . . . . . 57 Abilities. . . . . . . . . . . . . . . . . . . . . . 5 ERGOKINESIS. . . . . . . . . . . . . . . . 30 Communication. . . . . . . . . . . . . . 57 Skills . . . . . . . . . . . . . . . . . . . . . . . . 5 Cyberpsi . . . . . . . . . . . . . . . . . . . . 30 Telespeak . . . . . . . . . . . . . . . . . . . . 59 Talent. . . . . . . . . . . . . . . . . . . . . . . . 5 Psi Technique: Jam. . . . . . . . . . . . 31 Control. . . . . . . . . . . . . . . . . . . . . . 60 HOWPSIWORKS. . . . . . . . . . . . . . 6 Electrokinesis. . . . . . . . . . . . . . . . 32 Telepathy Perks . . . . . . . . . . . . . . . 63 Offense. . . . . . . . . . . . . . . . . . . . . . 64 Using Psionic Skills. . . . . . . . . . . . 6 Cyberpsi and Digital Minds . . . . . 32 Brute Force Attacks. . . . . . . . . . . . 65 Powers and Options . . . . . . . . . . . . 6 Photokinesis. . . . . . . . . . . . . . . . . 34 Sense and Defense. . . . . . . . . . . . 66 Getting Tricky. . . . . . . . . . . . . . . . . 7 Ergokinesis Perks . . . . . . . . . . . . . 35 A Cage of Thought. . . . . . . . . . . . . 66 Optional Crippling Rules . . . . . . . . 7 Additional Ergokinesis Additional Telepathy Abilities. . . 67 Varying Difficulties . . . . . . . . . . . . . 8 Abilities . . . . . . . . . . . . . . . . . . 37 Under the Hood: TELEPORTATION. . . . . . . . . . . . . . 68 Psi Techniques. . . . . . . . . . . . . . 9 Teleportation Modifiers. . . . . . . . 68 Additional Psi Technique Teleportation Perks . . . . . . . . . . . . 69 ESP . . . . . . . . . . . . . . . . . . . . . . 37 Guidelines. . . . . . . . . . . . . . . . . 10 An Alternative Exoteleport . . . . . . 70 Specific Enhancements. . . . . . . . 10 Divination. . . . . . . . . . . . . . . . . . . 37 Additional Teleportation Getting Really Tricky. . . . . . . . . . 10 Remote Senses. . . . . . . . . . . . . . . 39 Abilities . . . . . . . . . . . . . . . . . . 71 Visions. . . . . . . . . . . . . . . . . . . . . . 39 DETECTINGPSI . . . . . . . . . . . . . . 11 ADDITIONALPOWERS. . . . . . . . . . 71 Other Abilities. . . . . . . . . . . . . . . . 41 Noticing Psi Use. . . . . . . . . . . . . . 11 Animal Telepathy. . . . . . . . . . . . . 71 Psi Technique: Hide Signature. . . 41 Mental Maneuvers. . . . . . . . . . . . . 11 Biokinesis. . . . . . . . . . . . . . . . . . . 72 ESP Perks . . . . . . . . . . . . . . . . . . . 42 Inanimate Objects Dream Control. . . . . . . . . . . . . . . 73 Additional ESP Abilities . . . . . . . 43 and Resistance. . . . . . . . . . . . . 12 Abilities as Advantages. . . . . . . . . 74 PROBABILITYALTERATION . . . . . . 43 Psychometabolism. . . . . . . . . . . . 75 2. PSIONIC TRAITS . . . . . 13 Probability Alteration Perks . . . . . 44 Cinematic Psis and ADVANTAGES . . . . . . . . . . . . . . . . 13 Additional Probability Uber-Techniques. . . . . . . . . . . . 76 Alteration Abilities . . . . . . . . . 46 Existing Advantages. . . . . . . . . . . 13 New Advantages. . . . . . . . . . . . . . 18 PSYCHICHEALING. . . . . . . . . . . . 46 APPENDIX A: SAMPLE New Perks. . . . . . . . . . . . . . . . . . . 19 Psychic Healing Perks. . . . . . . . . . 48 CHARACTER. . . . . . . . 77 MODIFIERS . . . . . . . . . . . . . . . . . 19 Additional Psychic Healing Abilities . . . . . . . . . . . 49 APPENDIX B: PSIONIC Existing Modifiers . . . . . . . . . . . . 19 Modifiers and Minimum Costs . . 19 PSYCHICVAMPIRISM . . . . . . . . . . 49 ABILITY TABLE . . . . . 78 New Enhancements. . . . . . . . . . . 21 Psychic Vampirism Perks. . . . . . . 51 New Limitations. . . . . . . . . . . . . . 21 Additional Psychic INDEX . . . . . . . . . . . . . . 82 Vampirism Abilities . . . . . . . . 52 Lead Playtester: Jeff Wilson Playtesters: Mattias Bäckström, Richard Bing, Fred Brackin, Peter V. Dell’Orto, Ben Finney, Scott Michael Harris, Steve Kenson, Michael Kreuter, Jonathan Lang, Phil Masters, Elizabeth McCoy, Kelly Pedersen, Hans-Peter Schöni, Emily Smirle, Dustin Tranberg, Roger Burton West Special Thanks:James Jones, Alan Leddon, Scott Maykrantz, and Elizabeth McCoy GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Psionic Powers, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Psionic Powersis copyright © 2009 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. 2 C ONTENTS I NTRODUCTION Psi is incredibly versatile. Given free rein, players can cus- at one or two sample abilities. These worked examples will tomize appropriate advantages into an unlimited number of help put the rules in Chapter 1 into perspective. potential abilities. GURPS Powers gives GMs dozens of pre- GURPS Psionic Powersrequires the GURPS Basic Setto designed psionic powers to choose from and the tools they use. In addition, GURPS Powers is highly recommended, as need to create more. this book uses several of its traits and modifiers. However, each But sometimes it’s nice to not have to go to the trouble. ability contains a complete description of what it does, so read- GURPS Psionic Powers serves two purposes. First, it is a ers can use this supplement with just the Basic Setfor every- worked example, both as a showcase for what one can accom- thing except dissecting the way certain abilities are built. plish with GURPS Powersand as a time-saver for beleaguered GMs and overwhelmed players. The pregenerated abilities can P H UBLICATION ISTORY be used as-is, with no knowledge of power-building necessary, and they have been arranged into levels whenever appropriate. This is the first edition of GURPS Psionic Powers. If you want a telepath who can read distant minds and influence However, many of the powers and abilities found in Chapter 3 nearby ones, you can simply buy Telereceive 5 and Suggestion 3. are updated from or inspired by the GURPS Third Edition In addition, this book presents psi as a unified system. All of book GURPS Psionics. the psi-related special options and rules from GURPS Powers (see p. 177), along with a few new ones, have been merged into A A BOUT THE UTHOR a single framework in which every psionic ability is a combi- nation of power and skill. Readers who don’t care for this sys- Jason Levine, better known to most as “Reverend Pee tem can skip Chapter 1 and simply ignore any references to Kitty,” has been a gamer for most of his life and a die-hard “Psionic Skills” and “Psi Techniques”; further chapters are not GURPSfan since the release of Third Edition.He enjoys mak- dependent upon this framework. ing music, collecting Transformers, and praying to “Bob” for eternal salvation through alien intervention. His previous work U T S includes co-authoring the GURPS Creatures of the Night SING HIS UPPLEMENT series and writing GURPS Dungeon Fantasy 5: Allies. He While each chapter builds upon the subsequent one, read- maintains a GURPSfan-site at www.mygurps.com. ers may wish to start off by skipping to Chapter 3 and looking About GURPS Steve Jackson Games is committed to full support of more. To discuss GURPS with our staff and your fellow GURPSplayers.Our address is SJ Games, P.O. Box 18957, gamers, visit our forums at forums.sjgames.com. The Austin, TX 78760. Please include a self-addressed, stamped GURPS Psionic Powers web page can be found at envelope (SASE) any time you write us! We can also be www.sjgames.com/gurps/books/psionicpowers. reached by e-mail: [email protected]. Resources include: Bibliographies.Many of our books have extensive bibli- ographies, and we’re putting them online – with links to let New supplements and adventures. GURPScontinues to you buy the resources that interest you! Go to each book’s grow – see what’s new at www.sjgames.com/gurps. web page and look for the “Bibliography” link. e23. Our e-publishing division offers GURPS adven- Errata.Everyone makes mistakes, including us – but we tures, play aids, and support in PDF form . . . digital copies do our best to fix our errors. Up-to-date errata pages for all of our books, plus exclusive material available only on e23! GURPSreleases, including this book, are available on our Just head over to e23.sjgames.com. website – see above. Pyramid (www.sjgames.com/pyramid). Our monthly PDF magazine includes new rules and articles for GURPS, Rules and statistics in this book are specifically for the systemless locations, adventures, and much more. Look for GURPS Basic Set, Fourth Edition. Page references that each themed issue from e23! begin with B refer to that book, not this one. Internet. Visit us on the World Wide Web at www.sjgames.com for errata, updates, Q&A, and much GURPSSystem Design ❚STEVE JACKSON Managing Editor ❚PHILIP REED Marketing Director ❚PAUL CHAPMAN GURPSLine Editor ❚SEAN PUNCH Art Director ❚WILL SCHOONOVER Director of Sales ❚ROSS JEPSON e23 Manager ❚STEVEN MARSH Production Artist & Indexer ❚NIKOLA VRTIS GURPSFAQ Maintainer❚––––––– Page Design ❚PHIL REEDand Prepress Checker ❚MONICA STEPHENS VICKY “MOLOKH” KOLENKO JUSTIN DE WITT I 3 NTRODUCTION C O HAPTER NE P SYCHIC F UNDAMENTALS While every psionic ability has its own specific mechanics, guidelines apply to every psionic power and ability (including psionic powers as a whole follow certain fundamental rules Anti-Psi) unless explicitly stated otherwise. that govern how they are purchased and used. The following P P SIONIC OWERS Every psionic ability is purchased as an advantage(or some- written on her character sheet, the power modifier makes it times multiple advantages) and an associated Hard skill. These clear that her Intuition is an ESP ability. abilities are collected into powers, with each power defining a In addition to marking the advantage, the power modifier single “flavor” of psi. Every power has its own power modifier changes the advantage in three important ways. First, it can and Talent. The former makes it clear which abilities belong to now be affected by Anti-Psi – if someone nearby is Screaming which power, while the latter gives a bonus to the power’s skills (p. 25), Linda has to fight through it to use her Intuition. and is optional. These concepts are discussed in detail herein. Second, psychotronics(technology designed to affect psionics) can interfere with Linda’s abilities – if she gets injected with a T P psi-blocking drug, she may temporarily lose access to her HE OWER Intuition. Finally, it becomes subject to the rules under How While psi can manifest in an almost unlimited number of Psi Works(pp. 6-12) – Linda has to deal with penalties for mul- ways, it tends to fall into one of several common categories, tiple feats (p. 6), repeated attempts (p. 6), etc., but on the bright known as powers. For example, any ability involving shared side, she can also learn psi techniques (p. 8), form a gestalt thoughts is generally considered “telepathy,” while any use of (pp. 9-11), and so on. thought to impart energy to matter in some way is cate- gorized as “psychokinesis.” They’re both psionics (i.e., they share the same source, that of mental energy), but each has a distinct focus(GURPS Powers,p. 7). The Psionic Advantages most common powers are found in Chapter 3. A power is not a trait; you wouldn’t buy When setting up a new campaign that will feature psi, the GM “Psychokinesis” as an advantage. Instead, once you must decide which advantages can be taken freely (sometimes buy one or more of the abilitiesin that power, you are known as “wild” traits) and which can onlybe taken as part of a said to “have” that power (or “know” that power). For psionic ability. For some (e.g., Mind Reading), this is an easy call, example, if you buy a few levels of Cryokinesis and TK but others (e.g., Danger Sense) may vary from setting to setting. Grab, you know Psychokinesis – you are a psychoki- Players will generally assume that they can take any mundane netic psi. advantage (see Types of Advantages, p. B32), but that exotic or It’s easier to build a skilled psi if you focus on one supernatural ones are only available as psionics; the GM must or two powers. This makes it possible to afford high inform them of exceptions to this. levels of Talent (p. 5), which leads to better skill lev- Example: Beth is starting a new space opera game. She els (p. 5) for your abilities. informs the players that they can take any mundane advantages as “wild” traits except for 3D Spatial Sense, Danger Sense, and The Power Modifier Empathy. Danger Sense and 3D Spatial Sense are only available Each power has a power modifier (p. B254), a spe- as ESP abilities – the latter as a new “Pilot Sense” ability that cial -10% limitation named after the power. This limita- she’s created to justify psionic bloodlines of hotshot fighter pilots. tion is applied to everyadvantage in the power, to mark Likewise, Empathy is only available as a Telepathy ability. The it as belonging to that particular power. For example, if characters can have them, but only as psionic abilities. Linda has “Intuition (ESP, -10%; Inspired, +100%)” 4 P F SYCHIC UNDAMENTALS Anti-Psi is different: Its power modifier is -0%, and neither attribute and defaults to that attribute-6. (See Skills for Anti-Psi norpsychotronics can affect it. It is subject to the rules Everyone,GURPS Powers,p. 162, for more information.) under How Psi Works, however. See Anti-Psi(pp. 23-26) for more. You only need to buy one skill per ability, even if the ability comprises multiple advantages. The advantages should all be A based on the same attribute. If not, use the variant of Based on BILITIES (Different Attribute) from GURPS Powers(p. 100) to fix it. The abilities within a power determine what a character can Example: Telereceive is built from the advantages Mind actually do. Two telepaths might be identical, or one may know Reading and Mind Probe. Both traits require an IQ roll to use; Mental Stab, Mind Clouding, and Instill Fear while the other therefore, the Telereceive skill is IQ/Hard and defaults to IQ-6. chose to learn Telereceive, Mind Shield, and Mental Surgery. A complete list of available psionic abilities, organized by power, can be found in Chapter 3. These are purchased like any other T ALENT advantage – choose which one to learn, choose the power level (if applicable), and pay the cost (in character points) for it. Like mundane Talents (p. B89), psionic Talents give a bonus The Additional Abilities section at the end of each power to all of the skills in a given power. For example, a psi with offers some suggested “starting point” advantages for those Telepathy Talent 3 and all of the telepathic abilities would add who wish to build their own abilities. If the GM allows this, he +3 to his Telereceive skill, +3 to his Telesend skill, +3 to his should make sure that each new ability has the appropriate Suggestion skill, and so on. If he had abilities from other pow- power modifier (pp. 4-5), determine the skill (below) needed, ers, his Telepathy Talent would not add to any of their skills. and optionally come up with some interesting psi techniques See pp. 18-19 for a list of common power Talents. (see Under the Hood: Psi Techniques, p. 9). The Hard skill Power Talents do not provide a reaction bonus or give a dis- should be based on the controlling attribute for the advantage count on study time. However, they do explicitly “keep the door (i.e., what you roll against to use it). If the advantage doesn’t open” for additional abilities. Psis with at least one level in a require a roll, assign it a Will/Hard skill, to be used for extra power Talent can use earned character points to learn addi- effort rolls, psi techniques, and so on. tional abilities within that power. Having Talent in a power without knowing any abilities in it is often referred to as hav- S ing a “latent power” – you have a knack for it, but have not yet KILLS developed your abilities. Arguably as important as being able to do something is No character may normally have more than four levels of being able to do it well. Every psionic ability has an associated Talent. The GM may raise this limit to fit the campaign – in a skill, used to activate and control it (see How Psi Works,pp. 6- cinematic game, six levels is a reasonable ceiling, while an 11). This is always a Hard skill that is based on the controlling over-the-top game of “super psis” may work well with up to 10! Building a Psi: An Example In a modern counterterrorism game set in the United It’s time to add Talent and skills. Samantha is very ESP States, Samantha Jo (p. 77) is an agent of the Department of focused, so ESP Talent 4 [20] is bought, at the max allowed Homeland Security, working in its unofficial “psi branch.” in this campaign. The +4 to her four ESP skills will end up She’s a 275-point character, but after all of her mundane saving quite a few points. Astral Projection isn’t quite as traits, only 158 points remain for psionics. Looking over the important, but taking Astral Projection Talent 1 [5] allows available powers, ESP seems like a logical choice for pre- the player to plan for future needs. emptive actions, and Astral Projection could be useful for With IQ 13 and Per 14, plus her Talents, Samantha Jo further intelligence gathering. It’s tempting to add even more shouldn’t have to spend much on psionic skills to be powers for the versatility, but the player is on a budget competent. Her precog and postcog abilities are crucial, and doesn’t want to spread Samantha’s abilities too thinly. and the margin of success determines the information The player decides that Samantha Jo will focus on ESP. given, so the player buys Visions-18 [8] and Retrocogni- Looking through the sample ESP abilities, she adds Visions tion-18 [8]. Psychic Hunches generally takes a penalty, so (Aspected, National Threats) [8] to be warned of upcoming the player adds Psychic Hunches-17 [4]; Oracle doesn’t, attacks. Both Retrocognition and Psychic Hunches look use- so Oracle-15 [1] should do. Looking at the related psi ful for crime scenes, but neither is cheap; the player opts to techniques (pp. 38 and 42), Event Search (Retrocogni- make the former her “signature ability” and buy Retrocogni- tion) seems like a no-brainer; spending the full 6 points tion 3 [30] and Psychic Hunches 1 [14]. Finally, from Addi- improves it from 13 (its default) to 18. tional ESP Abilities(p. 43), Oracle [14] looks useful. On to the astral skills. Samantha won’t be going to the With Astral Projection being secondary, it’s best to keep inner plane often, so she just takes Astral Travel-14 [4]. things limited to a few low-powered abilities. Astral Travel That gives her an astral Move of 7, which should be fast 1 [28] is reasonably priced and incredibly useful for short- enough. The Piggyback (Astral Travel) psi technique looks range investigations, while Astral Sight 1 [6] will help to useful, but with only one point left, that gets spent on prevent other projectors from sneaking up on her. Adding Astral Sight-13 [1], which, given the rarity of astral foes, Projection Clock [1] helps her track her time away. should be adequate. P F 5 SYCHIC UNDAMENTALS H P W OW SI ORKS Making an advantage into a psionic ability doesn’t change longer have a FP cost, but the skill penalty that was already in the fundamental way it works. However, psionic abilities are place remains. All penalties can be removed by waiting five affected by specific modifiers and situations that don’t apply to minutes. normal advantages, and can often stretch the definition of Additional Contact:Any ability that normally works at range what the advantage can do. See Powers and Options(p. 6) for gets +1 to skill if you are in physical contact with the subject. more on the differences between psionic abilities and normal If the ability works at range or requires a simple touch, mak- advantages. ing skin-to-skin contact provides an additional +1. Finally, if the target is inanimate, restrained, or willing, allowing you to U P S make contact in a blatant, direct manner (e.g., placing both SING SIONIC KILLS hands on his temples and staring into his eyes for Telesend, or Most psionic abilities are active; they require a conscious exposing a motherboard and cradling it in your hands for effort to use, and they typically involve a success roll. Even pas- Surge), add an additional+1; this always takes at least 1d sec- sive abilities can be used “actively,” requiring a roll, when get- onds. It is thus possible for a ranged ability to earn up to a +3 ting tricky (pp. 7-11). Modify effective skill for any of the bonus (+1 for contact, +1 for skin-to-skin contact, +1 for bla- following situations. tant contact), while an ability that already requiresskin-to-skin contact can receive a +1 bonus at most. Multiple Feats:-1 for every other ability in the same power Situational Modifiers: All normal skill penalties for shock, being used already. The exceptions are the few abilities specif- stun, etc., apply to psionic skills. In addition, the GM should ically noted as being “passive,” which neither receive nor cause assign appropriate task difficulty modifiers (p. B345) for any a penalty for multiple feats. Note that this penalty is within a particularly easy or difficult uses of an ability. At the GM’s single power; your use of Pyrokinesis will never cause a penalty option, non-attack abilities may be able to use the rules for to your Telereceive skill. time spent (p. B346) to reduce their activation time by taking Repeated Attempts:If a skill roll is failed, any attempt to try a penalty. If so, psis can also take extra time to get a skill bonus. the same feat on the same (or an identical) subject is at a However, as these rules are supposed to be reserved for long cumulative -1 andthe attempt has an additional flat cost of 1 actions, treat the base time as one minute or the ability’s acti- FP. The definition of “identical subjects” never includes sapient vation time, whichever is longer. It thus takes a minimum of 30 beings. If two thugs are each holding a .45 pistol, the pistols are minutes to get a +5 bonus, even for abilities that normally identical subjects while the thugs are not. Should a repeated require a second’s concentration. attempt be successful, later attempts to do the same thing no Results A successful roll means the ability goes off without a Powers and Options hitch. Keep track of the degree of success for resisted abili- ties. A critical success waives any FP cost, even for a psi It’s worth noting that the various skill modifiers, feats, technique, extra effort, etc.; the GM should also offer a and options discussed under How Psi Works(pp. 6-11) are all small bonus – information abilities reveal more than the special rules for psionic abilities, not new game rules that usual, abilities with a duration last longer than normally apply to normal advantages. The power modifier (pp. 4-5) is possible, etc. Note, however, that even a critical success what opens these new options up – do not use the options does not waive the subject’s resistance roll! with advantages that are not bought as part of a power. The results of a failure vary but usually just mean the Example:In a four-color supers game, Jerry buys TK 20 ability did not work, though any FP cost must still be paid. [100] while Mark buys TK 20 (Psychokinesis, -10%) [90]. If the same feat is attempted again within five minutes, it Jerry cannotexert extra effort (p. 7), form a gestalt (pp. 9- suffers the penalties for a repeated attempt (p. 6). 11), use psi techniques (p. 8), make a power defense (pp. 8- Every psi dreads a critical failure. In addition to the 9), or get an additional contact bonus (above). Meanwhile, effects of failure, the GM should find some special conse- Mark has to buy a skill (p. 5) to use his TK, is subject to quence to seriously inconvenience the psi – subjects of penalties for multiple feats (above) and repeated attempts telepathy immediately realize who is reading their mind, (above), and can cripple his abilities on a bad roll (p. 7). the Cryokinesis roll to cool an unstable chemical acciden- tally heats it up, etc. None of this prohibits the GM from using some of these On a critical failure, the psi must also make an immedi- options for other (non-psionic) powers, of course! He may ate, unmodified Will roll. On a success or critical success, decide, for example, that priests with divine powers can nothing extra happens. On a failure, the ability is temporar- form gestalts but are also subject to crippled abilities – and ily crippled and unusable for minutes equal to the margin that the abilities in anypower can make a power defense. of failure. On a critical failure, the ability suffers lasting See Source-Specific Rules(GURPS Powers,p. 174) for sug- crippling and is unusable for 1d months! The psi can seek gested options for each type of power. out help from those with Expert Skill (Psionics) or Psychol- ogy; treat it as someone with Physician skill attempting to hasten the recovery of a crippled limb (p. B422). 6 P F SYCHIC UNDAMENTALS If the character was Getting Tricky (below) with his psi at the time, any crippling effects Optional Crippling Rules apply to the entire power (not just the one ability), and even a successful Will roll may At the GM’s option, a crippled ability (or power) may not be completely not prevent all problems – see the specific unusable . . . instead, it may be just so badly damaged that the side effects feat for any additional critical failure effects! aren’t worth the effort. Whether this is the GM being “nice” or being “sneaky and evil” is up for debate, but if he goes with this option, he GETTING TRICKY secretly rolls 3d on the following table whenever an ability or power becomes crippled. The psi will notknow what the result is until he exper- Sometimes a psi’s abilities aren’t quite iments! The limitations or side effects in question are applied for the enough for the task at hand. Fortunately, entire duration of the crippling. psionic abilities have no “hard limits” – they can be boosted, tweaked, and pushed . . . if the Roll Result psi is willing to risk it. A critical failure when 3 The ability requires 10 times the usual preparation time to using any of these rules puts the entire power use (minimum 10 seconds). at risk instead of one ability (see Results, 4 The ability gains Costs Fatigue, 2 FP, and Emergencies Only. pp. 6-7); some uses have specific risks as well. 5 The ability gains Unconscious Only and Uncontrollable. 6 The ability costs four times its usual FP cost (minimum 4 FP Extra Effort per use or per minute). This includes associated costs (e.g., If the ability you’re using comes in levels, repeated attempts, getting tricky). you can boost your effective power level. You 7 The ability gains Trigger – choose either a highly expensive must determine what level of power you’re psychotronic drug or an incapacitating mundane drug (e.g., trying to attain before rolling. Then, pay 2 FP LSD, heroin) that the psi does nothave the Ecstatic Psi (p. 19) and make an extra effort roll– this is a Will- perk for. based skill roll, with a penalty of -1 for every 8 The psi is afflicted with one of the following conditions (roll 1d) 10% increase in level (or fraction thereof) while using the ability and thenfor a minute afterward, after that you are trying to attain. An emergency, which he can roll HT once per minute to recover: [1-2] such as saving the life of a loved one, pro- Euphoria; [3-4] Nauseated; [5-6] Severe Pain. vides a +5 bonus; the GM may allow smaller 9 The ability gains Unreliable (5 or less) and each activation bonuses for similar but less dire situations. attempt, including the initial one, costs 1 FP. Do not apply any other modifiers to this roll 10-11 The ability is crippled and completely unusable.* except for those for multiple feats (p. 6), 12 Any FP costs associated with the ability become HP costs repeated attempts (p. 6), and the effects of instead! This includes associated costs, as for result 6 on any anti-psionic abilities or psychotronics. this table. If you succeed on this extra effort roll, 13 The ability gains Limited Use, 1/day. you may use your psionic ability normally, at its new, boosted power level – this will gener- 14 The psi suffers from one of the following disadvantages (roll 1d) ally require a second skill roll, which takes while using the ability, and thenfor a minute afterward, after all normal modifiers, range penalties, etc. If which he can roll Will once per minute to recover: [1] Total you critically succeed on the extra effort roll, Amnesia; [2] Confused (6); [3] Major Delusion, usually the FP cost is waived. If you critically fail at involving your powers; [4] On the Edge (9); [5] Laziness; [6] it, your ability cuts off completely for one Guilt Complex and Post-Combat Shakes (6). second, possibly requiring you to reestablish 15 As for result 14, but roll 1d for one of the following contact, pick up dropped items, etc., in addi- disadvantages: [1] Paranoia; [2] Bad Sight†; [3] Combat tion to the normal effects of a critical failure. Paralysis; [4] Dyslexia andNon-Iconographic; [5] No Sense If you can maintain the ability, you must pay of Humor andOblivious; [6] Lecherousness (6). another 2 FP and make another extra effort 16 As for result 14, but roll 1d for one of the following roll every minute. disadvantages: [1] Epilepsy; [2] Mute; [3] Supersensitive; [4] Crippling Shyness; [5] Split Personality (9); Example: Bekki has been trying to reach [6] Absent-Mindedness (6). Alan all day with Telesend 4. She’s now con- 17 The psi’s skill with the ability is halved or reduced to 8, vinced he’s out of her normal range. She whichever is worse. decides to use extra effort to raise her Tele- 18 As for result 8, but roll 1d for one of the following afflictions: send (p. 60) to level 5, a 25% increase. This [1-2] Daze; [3-4] Hallucinating; [5] Agony; [6] Seizure. costs 2 FP and requires her to succeed at a Will-based Telesend-3 roll. She succeeds, and * If this is no fun, treat this result as Roll twice, rerolling results 10-11 she is treated as having Telesend 5 for her and any duplicate results. next use of the ability. Bekki now makes a †Uncorrectable (Blurry vision). Roll 1d again: [1-3] Nearsightedness; second (normal) Telesend roll to actually [4-6] Farsightedness. contact Alan, with long-distance modifiers and personal familiarity penalties applying normally. P F 7 SYCHIC UNDAMENTALS Everyone has psychic abilities. It’s just a matter of tapping into it. – Mettrie L. Psi Techniques Example:Varina has the Mind Shield ability (pp. 66-67) at level 13 and the skill Mind Shield-14, her four friends have no Most of the abilities in Chapter 3 have one or more psi tech- psychic defenses, and an unknown telepathic enemy keeps tar- niques listed. These represent a particularly tricky method of geting them. To buy some time, Varina gathers her friends using the ability to gain some sort of additional effect. Using a close and attempts Expansion. The -6 penalty is steep, so she psi technique costs 2 FP (unless otherwise specified) and spends a voluntary 4 FP in addition to the required 2 FP to take imposes the listed penalty to the skill roll. the penalty down to -2. Rolling against a skill of 12, she suc- A psi who cannot afford the skill penalty can spend extra FP. ceeds. For the next minute, the five of them are all protected Every FP spent reduces the penalty for the technique by 1. This with (effectively) Mind Shield 6. Varina wants to continue pro- can neverbe used for a net bonus. The reverse is not true – the tecting them, but is low on fatigue, so at the end of the minute psi cannot take a greater skill penalty to avoid the minimum 2 she spends another 2 FP and rolls at the full -6 penalty. She FP cost. fails, and her Mind Shield snaps back into her head at full Treat the results of the roll normally. On a critical failure, strength, leaving her friends vulnerable. If she wants to try however, the ability being used “browns out” and is unavail- again, she has to deal with the costs and penalties for boththe able for 1d seconds, in addition to the normal critical failure psi technique and the fact that it’s a repeated attempt (p. 6)! effects! Many uses of psi techniques are instantaneous; those that Psi techniques are Hard techniques (p. B229) that default to are not last for one minute, after which the psi can use the psi the ability’s skill and can be bought up normally, not to exceed technique again to earn another minute, and so on. the ability’s skill level. No matter how well the technique is learned, however, nothing can remove or reduce the 2 FP cost, including the Reduced Fatigue Cost enhancement. Psis may combine techniques, as long as it makes sense to Varying Difficulties do so. In such a case, add together the technique penalties, but only charge the 2 FP once. For example, someone using TK Psi requires a modest amount of effort to use. The Bullet (pp. 53-54) could combine Flat Edge and Rapid Fire, to abilities are easy to activate, though they have a chance throw a handful of pebbles for maximum wounding potential; of failure every time. Some campaigns may benefit to do so, he would pay 2 FP and make a single roll against TK from adjusting these assumptions . . . Bullet-9. Additional FP may be spent to offset the combined penalty, as above. Just Like Riding a Bike GMs should feel free to come up with their own psi tech- Psionics, unlike spells, are built on advantages, niques, and encourage players to suggest new ones. See Under which means that they’re as much a part of the psi as the Hood: Psi Techniques(p. 9) for design guidelines. his arms and legs are. Because of this, it’s reasonable for the GM to waive skill rolls for especially easy tasks. Power Defenses In general, if the task difficulty modifier would be +3 Any ability that is based on Innate Attack, Telekinesis, or a or better, the psi’s effective skill for this feat is at least defensive advantage (e.g., Damage Resistance, Mind Shield, 15, andit is an unresisted, unopposed action, the GM Resistant) may make a power defense to shore up defenses may wish to allow the ability to work without a roll. against an incoming “attack.” This is treated as an active This allows skilled telepaths to project thoughts to defense; a psi cannot use it while making an All-Out Attack, their friends as easily as speaking and cryokinetics to can choose to use All-Out Defense (Increased Defense) to get keep cool on a warm day. +2 to the roll, etc. A power defense roll is made against (skill/2) + 3, with an Strange, Uncertain Powers additional +1 for Combat Reflexes or Enhanced Time Sense. The suggestion above is out of place in a game Note that the modifiers under Using Psionic Skills (pp. 6-7) focused on mastering one’s strange new psi powers. In apply, as always, but that they modify skill beforehalving it. such a case, the GM may not only require a roll for For a defensive advantage, success doubles the benefits every use of psi, but also impose the equivalent of from the ability – e.g., someone with Resistant to Psionics +8 familiarity penalties (p. B169) for particular actions (p. 26) would resist this one use of psi at +16. Failure, however, until the characters have had time to adapt! For exam- means that the defensive benefits are ignored; the attack slips ple, the GM may declare that until a psi spends eight right through it! If the attack was a physical one, note that the hours training on oneparticular type of feat, he suffers psi has already used an active defense against it, and does not an extra -2 penalty to perform it. get another one unless he took All-Out Defense (Double Defense). 8 P F SYCHIC UNDAMENTALS

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