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Post by Lord Inar on May 25, 2011 10:53:55 GMT -5
Hi all,
Do Psionics rules exist in one of the adventures? I seem to remember such a thing being mentioned but I'm not sure.
When I ran the (now defunct) Savage Worlds version of VS57 at a convention, I created two new characters, a psion and her guardian robot, and I wanted to convert them to LoTS for you guys.
- Marc
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Post by mister frau blucher on May 25, 2011 11:23:49 GMT -5
Marc! Great to see you, my friend!
We have Psionics in The Darkstar Incident. The author had created a system for the adventure, and of course there was the system you had worked on for the game. In that adventure, as I recall, we took the basis of his but adopted some of your ideas.
We are still tinkering around with the Legends of Time and Space rules, before they become officially "Core." George and I have not really decided whether to include Psionics in the Core rules yet or not. We definitely want to have some solid but light starship rules; that will not leave much for Psionics. But I would like to have some - obviously nowhere near the extent of the Magic rules in LAW, though.
The only reason - apart from space issues (we want to keep the rules to no more than the 7 pages of LAW) - that we might not include them would be whether it would be a "core issue" in science fiction. I kinda think so...
So maybe you can convert your SW characters using either the rules from DSI, or yours you had originally done. Or an amalgam. If we can develop rules that would take no more than a page in LTS including the specific powers, that would be fantastic!
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Post by Lord Inar on May 25, 2011 11:47:23 GMT -5
OK! a challenge then! One page psionics!
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Post by mister frau blucher on May 25, 2011 12:30:36 GMT -5
The psionic gauntlet is tossed! 
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Post by Lord Inar on May 25, 2011 18:05:03 GMT -5
Under characters NEW CHARACTERS …up to two can be a combination of combat and/or psionic skills.
Under Action ACTIVATE PSIONIC POWER A character activates a psionic power by passing 3/IQ. The psionicist cannot move in the turn he activates a power.
Under Skills - Social PsiSpeak Enables psionicists to converse telepathically. Characters without Psionics may have this skill but can only converse with a psionicist.
Skills PSIONICS A psionicist activates a psionic skill by passing 3/IQ. He can only activate a skill level that he knows and that will not make him go unconscious. Psionic skills are either dynamic (D) or static (S). Dynamic powers are single-use; static powers remain in play for the duration of the encounter. Certain skills may be resisted (R). If the opposing target has an IQ higher than the psionicist, then the character must pass 3/IQ-difference to successfully activate the power. A psionicist suffers fatigue upon successfully activating a power. Fatigue costs appear in parenthesis following each power. Each level grants the next power in the list.
CRYOKINESIS The psionicist is capable of physically lowering temperatures in the vicinity. 1) Chill (S, R) The target is overcome with a chill slows down the target. The target can only move 1/2 his MA. (2F) 2) Icy Floor (S) The ground becomes extremely slick from a thin layer of ice. Characters in the affected hex fight at DX-3 and must pass 3/DX or they will fall and lose their turn. (1F/hex up to four hexes) 3) Freeze Weapon (D, R) Icy cold shatters a weapon of the targets. (3F) 4) Frozen Flesh (S) A hard layer of ultra-frozen ice stops six damage points each time the target is hit. Cannot be stacked with other powers. (6F)
HYDROKINESIS The psionicist powerfully manipulates water in his surroundings. 1) Blur (S) A very local fog makes the subject difficult to hit. All attacks are DX-2 to hit the subject. (1F) 2) Fog (S) Creates a fog masking anything in the hex. All attacks into or out of the fogged hex are at DX-3. (1F/hex up to four hexes) 3) Brain blast (D) The psionicist sends out a wave disrupting the water balance of other characters in the psionicist's hex and every adjacent hex doing D6 damage. Armor does not protect. (2F) 4) Lightning (D) A bolt of lightning does D6 damage for every 1F spent (up to 4F).
PSYCHIC HEALTH The psionicist takes the concept of mind over body to extremes. 1) Enhance (S) Temporarily adds +1 to the ST, DX or IQ of any character (including the psionicist). (1F) 2) Heal (D) Target heals one point of damage for every 1F spent. Can treat self. 3) Psychic Pain (D, R) Deals the target one point of damage for each 1F the psionicist expends (up to 6F) 4) Reverse Death (S) Revives a character killed in the current encounter, stabilized at ST 1. A character having taken 2xST damage points is irreversibly dead. (6F)
PYROKINESIS The psionicist is capable of creating flame, stoked by the energy of his mind. 1) Flash (S) Creates a blinding flash. Everyone on the board except the psionicist suffers DX-2. Not cumulative. (3F) 2) Fire (S) Does two points of damage to anyone in or passing through the target hex. Armor does not protect. Wild animals will not enter fire. (1F/hex up to four hexes) 3) Fire Shield (S) The psionicist is surrounded by a ring of flame, doing D6 damage to all other characters in the psionicist's hex. Armor does not protect. (2F) 4) Fireball (D) A shooting jet of flame does D6-1 damage for each 1F fatigue spent (up to 4F); will set fire to flammable objects. Acts as a missile weapon and cannot be resisted.
SUPERCOGNITION The psionicist sees the world in a way others don’t, where the immediate future is laid bare. 1) Reveal Sentience (D) Detect all local sentient activity (creatures with IQ 7 or higher). (1F) 2) Prediction (D) A character may take a different action if the character’s original action failed (i.e., missed a DX roll to attack or IQ roll for a power). (2F) 3) Extra Sight (S) See through any visual obstruction, both natural and psionic. (1F) 4) Precognition (D) Player can read one option ahead without have to take the option. (3F)
TELEKINESIS The psionicist moves physical objects by concentrating on them. 1) Drop Weapon (D) Target drops any object he is carrying. (1F) or (2F) if the target has ST20+. 2) Psychic Hurl (D) does XD6 damage for 2X fatigue spent (max=4). Acts as a missile weapon and cannot be resisted. 3) Levitate (S, R) Move object 1 hex per round, up to one hex above the ground. (2F/hex object up to 3 hexes) 4) Reverse Missiles (D) All missiles aimed at target are deflected harmlessly away. (2F)
MENTAL MANIPULATION The psionicist alters the perception of others around him. 1) Trip (D, R) A psychic nudge causes the victim to fall down. (2F) 2) Avoid (D, R) Causes one character to end his movement two hexes farther away from the psionicist than when he started. (2F) 3) Read Mind (S) Player can read one talk option ahead without having to take the option. (1F) 4) Psychic Shield (S) All attacks against the target require 4 (4F)
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Post by Lord Inar on May 25, 2011 18:08:06 GMT -5
That's a trimmed back version which might fit on one page.
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Post by platimus on Feb 2, 2016 0:45:39 GMT -5
Here's a late entry that isn't as polished as Marc's...
Space-bucklers and Star-Mystics
New Characters * start with ST8, DX8, IQ8, PA6 (Paranormal Ability) and 8 discretionary points.
Other Actions * Cast Spell (see LAW)
Injury & Exhaustion * When a character accumulates fatigue equal to his PA, he is immediately incapacitated.
Advancement * A Space-buckler spends 10XP to raise a skill and 20XP to learn or raise a spell. * A Star-Mystic spends 20XP to raise a skill and 10XP to learn or raise a spell.
Skills * Telepathy (Star-Mystic 10XP) On passing 3/PA, character transmits thoughts to another character.
Magic A character can only cast spells he knows, and are rated his PA or less.
Spells (see LAW)
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Post by platimus on Feb 4, 2016 19:47:21 GMT -5
I really like what Marc has going on with Psionics as skills instead of powers/spells, mechanically speaking. Inspired by his work and adjusted for brevity and my own tastes...
UNDER ACTIONS Psionic skills are activated by winning IQ with the target or by passing a 3/IQ test if the target cannot or will not resist. Psionic-users cannot move on the turn they activate a psionic skill. Successful activation incurs a 1 point fatigue cost. Skill rank may be applied as a bonus to the activation test or used to increase the skill's effect but not both. Each skill rank applied to activation or effect incurs an additional cost of 1F.
UNDER SKILLS PSIONIC SKILLS Telepathy - Silently communicate with a local being or read one 'talk' option ahead without actually taking the option.
Attune - Increase/decrease a being's ability to process information and control it's body on it's next turn. Add -/+ 1 to to DX or IQ. Each skill rank applied to effect increases the modifier by 1 point.
Telehypnosis - Plant a psychic suggestion in the mind of a local being. The being will take that action on it's next turn, provided the action is not suicidal. Each skill rank applied to effect allows additional targets.
Precognition - See the results of an option before it is taken or apply skill ranks as a bonus to one's next action.
Psychokinesis - Use psychic energy to heal or cause 1 point of damage or fatigue. Each skill rank applied to effect increases the healing, damage, or fatigue by 1 point. Damage greater than the character's ST costs an additional 1F to heal.
Pyrokinesis - Create fire or electricity (additional 1F cost) and/or direct a local source of fire/electricity toward local targets. Damage from fire and electricity is 1d6 per skill rank applied to effect. Electrical damage ignores armor. Each die of damage may be applied to a different target.
Telekinesis - Move a local object or being one hex in any direction (including upward) or deal 1d3 damage to target. Skill rank applied to effect increases hex distance moved or the number of die used for damage. Each die of damage may be applied to a different target.
Reflect Missiles - Until the end of your next turn, one missile aimed at a being or hex will attack it's origin instead. Each skill rank applied to effect increases the number of missiles reflected or the number of target beings.
Phase-Shift - Warp space around an object, being, or hex for one round. Attacking or identifying through the warped space adds a die to the test. Each skill rank applied to effect increases the number of targets.
Time-shift - Slow-down or speed-up the passage of time for a local being for one round. Being loses it's turn or gains an extra turn in the next round. Each skill rank applied to effect allows additional targets.
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Post by Lord Inar on Feb 9, 2016 13:51:21 GMT -5
Hi Platimus,
Thanks!
Mine is a restructuring of the how to attain the powers to better reflect the mental discipline of psionic development (i.e. I am training my mind to be more and more powerful at doing this) as opposed to the more effect-driven approach of typical magic (i.e. I need to do this, so I'll learn how to explicitly do it)
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Post by platimus on Feb 9, 2016 14:14:14 GMT -5
Hi Platimus, Thanks! Mine is a restructuring of the how to attain the powers to better reflect the mental discipline of psionic development (i.e. I am training my mind to be more and more powerful at doing this) as opposed to the more effect-driven approach of typical magic (i.e. I need to do this, so I'll learn how to explicitly do it) Hi Marc, Thank YOU for sharing - both your psionic powers and the philosophy behind them. Mine was structured to more closely resemble supposed real psionic powers in real life, Dune, and another galaxy far away. I also attempted to shorten your list of powers. There are no IQ requirements to learn my skills but IQ is beneficial in their use. Their effects only last one round. In my opinion, my structuring better exemplifies your own stated philosophy - "I am training my mind to be more and more powerful at doing this". Both of our approaches are effect-driven. My effects are less powerful, so I feel less effect-driven than you. With my approach, you don't automatically learn a new skill/ability when your IQ increases. With yours, you do. I like the sort of Space-bucklers and Star-Mystics game that your approach lends itself to as opposed to the Dune-ish/Blade Runner type of game that my approach fosters. I was really enjoying our game in Tavern-Keeper. I hope you find time to return to the table.
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Post by platimus on Feb 9, 2016 18:16:22 GMT -5
Hi Platimus, Thanks! Mine is a restructuring of the how to attain the powers to better reflect the mental discipline of psionic development (i.e. I am training my mind to be more and more powerful at doing this) as opposed to the more effect-driven approach of typical magic (i.e. I need to do this, so I'll learn how to explicitly do it) Hi Marc, Thank YOU for sharing - both your psionic powers and the philosophy behind them. Mine was structured to more closely resemble supposed real psionic powers in real life, Dune, and another galaxy far away. I also attempted to shorten your list of powers. There are no IQ requirements to learn my skills but IQ is beneficial in their use. Their effects only last one round. In my opinion, my structuring better exemplifies your own stated philosophy - "I am training my mind to be more and more powerful at doing this". Both of our approaches are effect-driven. My effects are less powerful, so I feel less effect-driven than you. With my approach, you don't automatically learn a new skill/ability when your IQ increases. With yours, you do. I like the sort of Space-bucklers and Star-Mystics game that your approach lends itself to as opposed to the Dune-ish/Blade Runner type of game that my approach fosters. I was really enjoying our game in Tavern-Keeper. I hope you find time to return to the table. I just realized that the Psionic rules you have posted here are a good bit different than the ones posted in our Tavern-Keeper game. I guess my comments about automatically learning a power when IQ increases doesn't apply here. If I am now reading your post here with clear eyes, I like the ones you've posted here more than in Tavern-Keeper.
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Post by platimus on Feb 9, 2016 18:24:53 GMT -5
Well, I just re-skimmed the rules on Tavern-Keeper and that's not how they worked there either. Nevermind my useless nonsense 
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Post by Lord Inar on Feb 25, 2016 15:48:29 GMT -5
Hi Platimus,
Thank you for the continued interest in the game. I never realized how much mental energy a new job takes, even when you are not at work doing it. Your kinds words make me want to pick it back up again... which I hope to do shortly.
- Marc
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Post by platimus on Mar 1, 2016 19:56:33 GMT -5
Hi Platimus, Thank you for the continued interest in the game. I never realized how much mental energy a new job takes, even when you are not at work doing it. Your kinds words make me want to pick it back up again... which I hope to do shortly. - Marc My words were sincere. I wish more had been spent on your game than in defense of my psionic powers. Good luck with the new job...that isn't at work 
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Post by Lord Inar on Apr 22, 2016 17:29:53 GMT -5
OK, I think I'm ready to start up the adventure again!
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