[37-0132] Psionic Powers.pdf

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P
SIONIC
P
OWERS
TM
Written by JASON “P.K.” LEVINE
Edited by NIKOLA VRTIS
Illustrated by JOHN HARTWELL, SHEA RYAN, and DAN SMITH
An e23 Sourcebook for
GURPS
®
STEVE JACKSON
GAMES
Stock #37-0132
Version 1.0 – March 2009
®
C
ONTENTS
I
NTRODUCTION
. . . . . . . . . 3
Using This Supplement . . . . . . . . . 3
Publication History . . . . . . . . . . . . 3
About the Author . . . . . . . . . . . . . . 3
About
GURPS.
. . . . . . . . . . . . . . . . 3
3. P
SIONIC
P
OWERS
. . . . 22
Psionic Range Table
. . . . . . . . . . . 22
P
SYCHOKINESIS
. . . . . . . . . . . . . . 53
Telekinesis . . . . . . . . . . . . . . . . . . . 53
Innate Attacks and
Partial Dice.
. . . . . . . . . . . . . . . 53
Unified TK
. . . . . . . . . . . . . . . . . . . 54
Other Abilities. . . . . . . . . . . . . . . . 55
Fun With TK Grab
. . . . . . . . . . . . 55
Psychokinesis Perks
. . . . . . . . . . . 56
Additional Psychokinesis
Abilities . . . . . . . . . . . . . . . . . . 57
A
NTI
-P
SI
. . . . . . . . . . . . . . . . . . . 23
Anti-Psi Perks
. . . . . . . . . . . . . . . . 24
Additional Anti-Psi Abilities . . . . 26
1. P
SYCHIC
F
UNDAMENTALS
. . . . . . 4
P
SIONIC
P
OWERS
. . . . . . . . . . . . . . 4
Psionic Advantages
. . . . . . . . . . . . . 4
The Power . . . . . . . . . . . . . . . . . . . . 4
Building a Psi: An Example
. . . . . . 5
Abilities . . . . . . . . . . . . . . . . . . . . . . 5
Skills . . . . . . . . . . . . . . . . . . . . . . . . 5
Talent . . . . . . . . . . . . . . . . . . . . . . . . 5
A
STRAL
P
ROJECTION
. . . . . . . . . . 26
The Astral Plane
. . . . . . . . . . . . . . 27
The Inner Astral Plane
. . . . . . . . . 28
Astral Projection Perks
. . . . . . . . . 29
Additional Astral
Projection Abilities . . . . . . . . . 30
T
ELEPATHY
. . . . . . . . . . . . . . . . . 57
Communication . . . . . . . . . . . . . . 57
Telespeak
. . . . . . . . . . . . . . . . . . . . 59
Psi Techniques . . . . . . . . . . . . . . . 59
Control. . . . . . . . . . . . . . . . . . . . . . 60
Telepathy Perks
. . . . . . . . . . . . . . . 63
Offense. . . . . . . . . . . . . . . . . . . . . . 64
Brute Force Attacks.
. . . . . . . . . . . 65
Sense and Defense . . . . . . . . . . . . 66
A Cage of Thought.
. . . . . . . . . . . . 66
Additional Telepathy Abilities . . . 67
E
RGOKINESIS
. . . . . . . . . . . . . . . . 30
Cyberpsi . . . . . . . . . . . . . . . . . . . . 30
Psi Technique: Jam
. . . . . . . . . . . . 31
Electrokinesis . . . . . . . . . . . . . . . . 32
Cyberpsi and Digital Minds
. . . . . 32
Photokinesis . . . . . . . . . . . . . . . . . 34
Ergokinesis Perks
. . . . . . . . . . . . . 35
Additional Ergokinesis
Abilities . . . . . . . . . . . . . . . . . . 37
H
OW
P
SI
W
ORKS
. . . . . . . . . . . . . . 6
Using Psionic Skills . . . . . . . . . . . . 6
Powers and Options . . . . . . . . . . . . 6
Getting Tricky . . . . . . . . . . . . . . . . . 7
Optional Crippling Rules
. . . . . . . . 7
Varying Difficulties
. . . . . . . . . . . . . 8
Under the Hood:
Psi Techniques
. . . . . . . . . . . . . . 9
Additional Psi Technique
Guidelines.
. . . . . . . . . . . . . . . . 10
Specific Enhancements . . . . . . . . 10
Getting Really Tricky . . . . . . . . . . 10
T
ELEPORTATION
. . . . . . . . . . . . . . 68
ESP . . . . . . . . . . . . . . . . . . . . . . 37
Divination . . . . . . . . . . . . . . . . . . . 37
Remote Senses . . . . . . . . . . . . . . . 39
Visions
. . . . . . . . . . . . . . . . . . . . . . 39
Other Abilities. . . . . . . . . . . . . . . . 41
Psi Technique: Hide Signature
. . . 41
ESP Perks
. . . . . . . . . . . . . . . . . . . 42
Additional ESP Abilities . . . . . . . 43
Teleportation Modifiers . . . . . . . . 68
Teleportation Perks
. . . . . . . . . . . . 69
An Alternative Exoteleport
. . . . . . 70
Additional Teleportation
Abilities . . . . . . . . . . . . . . . . . . 71
D
ETECTING
P
SI
. . . . . . . . . . . . . . 11
Noticing Psi Use . . . . . . . . . . . . . . 11
Mental Maneuvers.
. . . . . . . . . . . . 11
Inanimate Objects
and Resistance
. . . . . . . . . . . . . 12
A
DDITIONAL
P
OWERS
. . . . . . . . . . 71
Animal Telepathy . . . . . . . . . . . . . 71
Biokinesis . . . . . . . . . . . . . . . . . . . 72
Dream Control . . . . . . . . . . . . . . . 73
Abilities as Advantages
. . . . . . . . . 74
Psychometabolism . . . . . . . . . . . . 75
Cinematic Psis and
Uber-Techniques.
. . . . . . . . . . . 76
P
ROBABILITY
A
LTERATION
. . . . . . 43
Probability Alteration Perks
. . . . . 44
Additional Probability
Alteration Abilities . . . . . . . . . 46
2. P
SIONIC
T
RAITS
. . . . . 13
A
DVANTAGES
. . . . . . . . . . . . . . . . 13
Existing Advantages . . . . . . . . . . . 13
New Advantages . . . . . . . . . . . . . . 18
New Perks . . . . . . . . . . . . . . . . . . . 19
P
SYCHIC
H
EALING
. . . . . . . . . . . . 46
Psychic Healing Perks
. . . . . . . . . . 48
Additional Psychic
Healing Abilities . . . . . . . . . . . 49
A
PPENDIX
A: S
AMPLE
C
HARACTER
. . . . . . . . 77
A
PPENDIX
B: P
SIONIC
A
BILITY
T
ABLE
. . . . . 78
I
NDEX
. . . . . . . . . . . . . . 82
M
ODIFIERS
. . . . . . . . . . . . . . . . . 19
Existing Modifiers . . . . . . . . . . . . 19
Modifiers and Minimum Costs
. . 19
New Enhancements . . . . . . . . . . . 21
New Limitations. . . . . . . . . . . . . . 21
P
SYCHIC
V
AMPIRISM
. . . . . . . . . . 49
Psychic Vampirism Perks
. . . . . . . 51
Additional Psychic
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 Powers
is copyright © 2009 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
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C
ONTENTS
2
I
NTRODUCTION
Psi is incredibly versatile. Given free rein, players can cus-
tomize appropriate advantages into an unlimited number of
potential abilities.
GURPS Powers
gives GMs dozens of pre-
designed psionic powers to choose from and the tools they
need to create more.
But sometimes it’s nice to not have to go to the trouble.
GURPS Psionic Powers
serves two purposes. First, it is a
worked example, both as a showcase for what one can accom-
plish with
GURPS Powers
and as a time-saver for beleaguered
GMs and overwhelmed players. The pregenerated abilities can
be used as-is, with no knowledge of power-building necessary,
and they have been arranged into levels whenever appropriate.
If you want a telepath who can read distant minds and influence
nearby ones, you can simply buy Telereceive 5 and Suggestion 3.
In addition, this book presents psi as a unified
system.
All of
the psi-related special options and rules from
GURPS Powers
(see p. 177), along with a few new ones, have been merged into
a single framework in which every psionic ability is a combi-
nation of power
and
skill. Readers who don’t care for this sys-
tem can skip Chapter 1 and simply ignore any references to
“Psionic Skills” and “Psi Techniques”; further chapters are not
dependent upon this framework.
at one or two sample abilities. These worked examples will
help put the rules in Chapter 1 into perspective.
GURPS Psionic Powers
requires the
GURPS Basic Set
to
use. In addition,
GURPS Powers
is highly recommended, as
this book uses several of its traits and modifiers. However, each
ability contains a complete description of what it does, so read-
ers can use this supplement with just the
Basic Set
for every-
thing except dissecting the way certain abilities are built.
P
UBLICATION
H
ISTORY
This is the first edition of
GURPS Psionic Powers.
However, many of the powers and abilities found in Chapter 3
are updated from or inspired by the
GURPS
Third Edition
book
GURPS Psionics.
A
BOUT
THE
A
UTHOR
U
SING
T
HIS
S
UPPLEMENT
While each chapter builds upon the subsequent one, read-
ers may wish to start off by skipping to Chapter 3 and looking
Jason Levine, better known to most as “Reverend Pee
Kitty,” has been a gamer for most of his life and a die-hard
GURPS
fan since the release of
Third Edition.
He enjoys mak-
ing music, collecting Transformers, and praying to “Bob” for
eternal salvation through alien intervention. His previous work
includes co-authoring the
GURPS Creatures of the Night
series and writing
GURPS Dungeon Fantasy 5: Allies.
He
maintains a
GURPS
fan-site at
www.mygurps.com.
About
GURPS
Steve Jackson Games is committed to full support of
GURPS
players. Our address is SJ Games, P.O. Box 18957,
Austin, TX 78760. Please include a self-addressed, stamped
envelope (SASE) any time you write us! We can also be
reached by e-mail:
info@sjgames.com.
Resources include:
New supplements and adventures.
GURPS
continues to
grow – see what’s new at
www.sjgames.com/gurps.
e23.
Our e-publishing division offers
GURPS
adven-
tures, play aids, and support in PDF form . . . digital copies
of our books, plus exclusive material available only on e23!
Just head over to
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(www.sjgames.com/pyramid). Our monthly
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GURPS,
systemless locations, adventures, and much more. Look for
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Internet.
Visit us on the World Wide Web at
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for errata, updates, Q&A, and much
more. To discuss
GURPS
with our staff and your fellow
gamers, visit our forums at
forums.sjgames.com.
The
GURPS Psionic Powers
web page can be found at
www.sjgames.com/gurps/books/psionicpowers.
Bibliographies.
Many of our books have extensive bibli-
ographies, and we’re putting them online – with links to let
you buy the resources that interest you! Go to each book’s
web page and look for the “Bibliography” link.
Errata.
Everyone makes mistakes, including us – but we
do our best to fix our errors. Up-to-date errata pages for all
GURPS
releases, including this book, are available on our
website – see above.
Rules and statistics in this book are specifically for the
GURPS Basic Set,
Fourth Edition.
Page references that
begin with B refer to that book, not this one.
GURPS
System Design
STEVE JACKSON
GURPS
Line Editor
SEAN PUNCH
e23 Manager
STEVEN MARSH
Page Design
PHIL REED and
JUSTIN DE WITT
Managing Editor
PHILIP REED
Art Director
WILL SCHOONOVER
Production Artist & Indexer
NIKOLA VRTIS
Prepress Checker
MONICA STEPHENS
Marketing Director
PAUL CHAPMAN
Director of Sales
ROSS JEPSON
Errata Coordinator
WARREN
MacLAUCHLAN McKENZIE
GURPS
FAQ Maintainer
–––––––
VICKY “MOLOKH” KOLENKO
I
NTRODUCTION
3
C
HAPTER
O
NE
F
UNDAMENTALS
While every psionic ability has its own specific mechanics,
psionic powers as a whole follow certain fundamental rules
that govern how they are purchased and used. The following
guidelines apply to every psionic power and ability (including
Anti-Psi) unless explicitly stated otherwise.
P
SYCHIC
P
SIONIC
P
OWERS
Every psionic
ability
is purchased as an
advantage
(or some-
times multiple advantages) and an associated Hard
skill.
These
abilities are collected into
powers,
with each power defining a
single “flavor” of psi. Every power has its own
power modifier
and
Talent.
The former makes it clear which abilities belong to
which power, while the latter gives a bonus to the power’s skills
and is optional. These concepts are discussed in detail herein.
written on her character sheet, the power modifier makes it
clear that her Intuition is an ESP ability.
In addition to marking the advantage, the power modifier
changes
the advantage in three important ways. First, it can
now be affected by Anti-Psi – if someone nearby is Screaming
(p. 25), Linda has to fight through it to use her Intuition.
Second,
psychotronics
(technology designed to affect psionics)
can interfere with Linda’s abilities – if she gets injected with a
psi-blocking drug, she may temporarily lose access to her
Intuition. Finally, it becomes subject to the rules under
How
Psi Works
(pp. 6-12) – Linda has to deal with penalties for mul-
tiple feats (p. 6), repeated attempts (p. 6), etc., but on the bright
side, she can also learn psi techniques (p. 8), form a gestalt
(pp. 9-11), and so on.
T
HE
P
OWER
While psi can manifest in an almost unlimited number of
ways, it tends to fall into one of several common categories,
known as
powers.
For example, any ability involving shared
thoughts is generally considered “telepathy,” while any use of
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
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
abilities
in that power, you are
known as “wild” traits) and which can
only
be 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
every
advantage 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%)”
Psionic Advantages
P
SYCHIC
F
UNDAMENTALS
4
Anti-Psi is different: Its power modifier is -0%, and neither
Anti-Psi
nor
psychotronics can affect it. It
is
subject to the rules
under
How Psi Works,
however. See
Anti-Psi
(pp. 23-26) for more.
A
BILITIES
The abilities within a power determine what a character can
actually
do.
Two telepaths might be identical, or one may know
Mental Stab, Mind Clouding, and Instill Fear while the other
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
advantage – choose which one to learn, choose the power level
(if applicable), and pay the cost (in character points) for it.
The
Additional Abilities
section at the end of each power
offers some suggested “starting point” advantages for those
who wish to build their own abilities. If the GM allows this, he
should make sure that each new ability has the appropriate
power modifier (pp. 4-5), determine the skill (below) needed,
and optionally come up with some interesting
psi techniques
(see
Under the Hood: Psi Techniques,
p. 9). The Hard skill
should be based on the controlling attribute for the advantage
(i.e., what you roll against to use it). If the advantage doesn’t
require a roll, assign it a Will/Hard skill, to be used for extra
effort rolls, psi techniques, and so on.
attribute and defaults to that attribute-6. (See
Skills for
Everyone,
GURPS Powers,
p. 162, for more information.)
You only need to buy one skill per ability, even if the ability
comprises multiple advantages. The advantages should all be
based on the same attribute. If not, use the variant of Based on
(Different Attribute) from
GURPS Powers
(p. 100) to fix it.
Example:
Telereceive is built from the advantages Mind
Reading and Mind Probe. Both traits require an IQ roll to use;
therefore, the Telereceive skill is IQ/Hard and defaults to IQ-6.
T
ALENT
Like mundane Talents (p. B89), psionic Talents give a bonus
to all of the skills in a given power. For example, a psi with
Telepathy Talent 3 and all of the telepathic abilities would add
+3 to his Telereceive skill, +3 to his Telesend skill, +3 to his
Suggestion skill, and so on. If he had abilities from other pow-
ers, his Telepathy Talent would not add to any of their skills.
See pp. 18-19 for a list of common power Talents.
Power Talents do not provide a reaction bonus or give a dis-
count on study time. However, they do explicitly “keep the door
open” for additional abilities. Psis with at least one level in a
power Talent can use earned character points to learn addi-
tional abilities within that power. Having Talent in a power
without knowing any abilities in it is often referred to as hav-
ing a “latent power” – you have a knack for it, but have not yet
developed your abilities.
No character may normally have more than four levels of
Talent. The GM may raise this limit to fit the campaign – in a
cinematic game, six levels is a reasonable ceiling, while an
over-the-top game of “super psis” may work well with up to 10!
S
KILLS
Arguably as important as being able to do something is
being able to do it well. Every psionic ability has an associated
skill, used to activate and control it (see
How Psi Works,
pp. 6-
11). This is always a Hard skill that is based on the controlling
Building a Psi: An Example
In a modern counterterrorism game set in the United
States, Samantha Jo is an agent of the Department of Home-
land Security, working in its unofficial “psi branch.” She’s a
275-point character, but after all of her mundane traits, only
158 points remain for psionics. Looking over the available
powers, ESP seems like a logical choice for preemptive
actions, and Astral Projection could be useful for further
intelligence gathering. It’s tempting to add even more pow-
ers for the versatility, but the player is on a budget and
doesn’t want to spread Samantha’s abilities too thinly.
The player decides that Samantha Jo will focus on ESP.
Looking through the sample ESP abilities, she adds Visions
(Aspected, National Threats) [8] to be warned of upcoming
attacks. Both Retrocognition and Psychic Hunches look use-
ful for crime scenes, but neither is cheap; the player opts to
make the former her “signature ability” and buy Retrocogni-
tion 3 [30] and Psychic Hunches 1 [14]. Finally, from
Addi-
tional ESP Abilities
(p. 43), Oracle [14] looks useful.
With Astral Projection being secondary, it’s best to keep
things limited to a few low-powered abilities. Astral Travel
1 [28] is reasonably priced and incredibly useful for short-
range investigations, while Astral Sight 1 [6] will help to
prevent other projectors from sneaking up on her. Adding
Projection Clock [1] helps her track her time away.
It’s time to add Talent and skills. Samantha is very ESP
focused, so ESP Talent 4 [20] is bought, at the max allowed
in this campaign. The +4 to her four ESP skills will end up
saving quite a few points. Astral Projection isn’t quite as
important, but taking Astral Projection Talent 1 [5] allows
the player to plan for future needs.
With IQ 13 and Per 14, plus her Talents, Samantha Jo
shouldn’t have to spend much on psionic skills to be
competent. Her precog and postcog abilities are crucial,
and the margin of success determines the information
given, so the player buys Visions-18 [8] and Retrocogni-
tion-18 [8]. Psychic Hunches generally takes a penalty, so
the player adds Psychic Hunches-17 [4]; Oracle doesn’t,
so Oracle-15 [1] should do. Looking at the related psi
techniques (pp. 38 and 42), Event Search (Retrocogni-
tion) seems like a no-brainer; spending the full 6 points
improves it from 13 (its default) to 18.
On to the astral skills. Samantha won’t be going to the
inner plane often, so she just takes Astral Travel-14 [4].
That gives her an astral Move of 7, which should be fast
enough. The Piggyback (Astral Travel) psi technique looks
useful, but with only one point left, that gets spent on
Astral Sight-13 [1], which, given the rarity of astral foes,
should be adequate.
P
SYCHIC
F
UNDAMENTALS
5
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