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Using This Supplement. 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. 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, and punishable by law.

Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Given free rein, players can customize appropriate advantages into an unlimited number of potential abilities. First, it is a worked example, both as a showcase for what one can accomplish 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. These worked examples will help put the rules in Chapter 1 into perspective.

However, each ability contains a complete description of what it does, so readers can use this supplement with just the Basic Set for everything except dissecting the way certain abilities are built.

Our address is SJ Games, P. Box , Austin, TX Please include a self-addressed, stamped envelope SASE any time you write us!

Just head over to e Pyramid www. Look for each themed issue from e23! Visit us on the World Wide Web at www. 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. Page references that begin with B refer to that book, not this one. The following guidelines apply to every psionic power and ability including Anti-Psi unless explicitly stated otherwise. Every power has its own power modifier and Talent. These concepts are discussed in detail herein. 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. Finally, it becomes subject to the rules under How Psi Works pp. While psi can manifest in an almost unlimited number of ways, it tends to fall into one of several common categories, known as powers. The most common powers are found in Chapter 3.

For psionic ability. For some e. Grab, you know Psychokinesis — you are a psychokiPlayers will generally assume that they can take any mundane netic psi. This makes it possible to afford high inform them of exceptions to this. She els p. The it as belonging to that particular power.

For example, if characters can have them, but only as psionic abilities. It is subject to the rules under How Psi Works, however. See Anti-Psi pp. 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. If the GM allows this, he should make sure that each new ability has the appropriate power modifier pp.

The Hard skill should be based on the controlling attribute for the advantage i. Every psionic ability has an associated skill, used to activate and control it see How Psi Works, pp.

This is always a Hard skill that is based on the controlling attribute and defaults to that attribute 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. B89 , psionic Talents give a bonus to all of the skills in a given power. If he had abilities from other powers, his Telepathy Talent would not add to any of their skills.

See pp. Power Talents do not provide a reaction bonus or give a discount on study time. Psis with at least one level in a power Talent can use earned character points to learn additional abilities within that power.

No character may normally have more than four levels of Talent. Looking over the available powers, ESP seems like a logical choice for preemptive actions, and Astral Projection could be useful for further intelligence gathering. Astral Travel 1 [28] is reasonably priced and incredibly useful for shortrange 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.

Her precog and postcog abilities are crucial, and the margin of success determines the information given, so the player buys Visions [8] and Retrocognition [8]. Looking at the related psi techniques pp.

On to the astral skills. 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 [1], which, given the rarity of astral foes, should be adequate. See Powers and Options p. Modify effective skill for any of the following situations.

Multiple Feats: -1 for every other ability in the same power being used already. Note that this penalty is within a single power; your use of Pyrokinesis will never cause a penalty to your Telereceive skill.

Repeated Attempts: If a skill roll is failed, any attempt to try the same feat on the same or an identical subject is at a cumulative -1 and the attempt has an additional flat cost of 1 FP. If two thugs are each holding a. Should a repeated attempt be successful, later attempts to do the same thing no longer have a FP cost, but the skill penalty that was already in place remains.

All penalties can be removed by waiting five minutes. Finally, if the target is inanimate, restrained, or willing, allowing you to make contact in a blatant, direct manner e. Situational Modifiers: All normal skill penalties for shock, stun, etc. In addition, the GM should assign appropriate task difficulty modifiers p.

B for any particularly easy or difficult uses of an ability. B to reduce their activation time by taking a penalty. If so, psis can also take extra time to get a skill bonus. The power modifier pp.

Jerry cannot exert extra effort p. Meanwhile, Mark has to buy a skill p. None of this prohibits the GM from using some of these options for other non-psionic powers, of course! He may decide, for example, that priests with divine powers can form gestalts but are also subject to crippled abilities — and that the abilities in any power can make a power defense.

A successful roll means the ability goes off without a hitch. Keep track of the degree of success for resisted abilities. A critical success waives any FP cost, even for a psi technique, extra effort, etc. The results of a failure vary but usually just mean the ability did not work, though any FP cost must still be paid. If the same feat is attempted again within five minutes, it suffers the penalties for a repeated attempt p.

Every psi dreads a critical failure. In addition to the effects of failure, the GM should find some special consequence to seriously inconvenience the psi — subjects of telepathy immediately realize who is reading their mind, the Cryokinesis roll to cool an unstable chemical accidentally heats it up, etc. On a critical failure, the psi must also make an immediate, unmodified Will roll. On a success or critical success, nothing extra happens. On a failure, the ability is temporarily crippled and unusable for minutes equal to the margin of failure.

On a critical failure, the ability suffers lasting crippling and is unusable for 1d months! The psi can seek out help from those with Expert Skill Psionics or Psychology; treat it as someone with Physician skill attempting to hasten the recovery of a crippled limb p.

A critical failure when using any of these rules puts the entire power at risk instead of one ability see Results, pp. Do not apply any other modifiers to this roll except for those for multiple feats p. If you succeed on this extra effort roll, you may use your psionic ability normally, at its new, boosted power level — this will generally require a second skill roll, which takes all normal modifiers, range penalties, etc. If you critically succeed on the extra effort roll, the FP cost is waived.

If you critically fail at it, your ability cuts off completely for one second, possibly requiring you to reestablish contact, pick up dropped items, etc. If you can maintain the ability, you must pay another 2 FP and make another extra effort roll every minute.

Example: Bekki has been trying to reach Alan all day with Telesend 4.

KEP 536 PJ 2000 PDF


You can use the abilities as presented, confident that they are built from — and entirely compatible with — the rest of the GURPS Fourth Edition character-creation system including GURPS Powers, which is not required to use these packages, but is recommended. Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning part of the Ergokinesis group or dream-stealing just one aspect of Psychic Vampirism? This book does all the hard work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability. Whether you take it for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery.


Psionic Powers

Warehouse 23 ;sionics worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Find More Posts by Fred Brackin. This represents your fine control of your ability. Sean Punch pages.


GURPS Psionic Powers


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