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Tal Meta's psionic rules here, here, and here.
The psi rules for the new book are taken from the ElfQuest books. They cover subtle things like telepathy to overt things like pyrokinesis. I won't go into more detail because it's late right now and I don't have the book here, and I'll probably misquote it if I tried to give you accurate info. |
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Tal Meta's Homepage Link to document about psionics: http://talmeta.net/runequest/house/t...ic/gq-mb05.pdf |
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Require skill-rolls for each power; Use Power; Judge their usefulness for yourself (Astral Projection, Aura Detection, Clairvoyance, Cryokinesis, Danger Sense, Dead Calm (resiste mental shocks), Divination, Eidetic Memory, Emoption Control (in others), Empathy, Intuition, Levitation, Mind Blast (stunning), Mind Control, Mind Shield (prot.v.mental attacks), Precognition (!), Psychometry, Pyrokinesis, Sensitivity (to supernatural presences), Telekinesis, Telepathy (mind reading/communication)); Improve like normal skills, and new powers can be gained by training and POW sacrifice; Not sure what you mean by 'other metaphysical arts'. I hope this helps.
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I've found the BRP psychic powers (psionics) to be very smooth to incorporate. As everyone's said, they're basically treated as skills, with PP cost, sometimes resistance rolls as required, and are loosely (and informally) divided into telepathy-type and telekinesis-type powers.
They're very flexible, and it's easy to incorporate new powers. Having said that, my gut feeling is to treat these much more as "special abilities" rather than spell powers, with characters having probably fewer of them than they would spells - sort of viewing them almost as skills. I've created a couple of psychic characters, and it's worked best when you start with a concept - IE this guy is a powerful telepath - and then choose the abilities to fit. As far as usefulness is concerned, that depends on your own choices. Are they interoperable with magic, for example? IE, would Pyrokinesis be resisted by a Resist Fire type spell? Personally, if you don't let the other power systems (esp. sorcery and magic) get too overblown, psychic powers (telepathy, emotion control, mind blast, telekinesis, etc) stand to give character's very special powers. The big thing is not to think of D&D psionics. They're nothing like - if anything they're maybe more comparable to the old Traveller psionics, or maybe even Space Opera (now that *was* a psionics system!). Cheers, Sarah |
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Oops! Sorry! ![]() I have somewhere some half finished notes on re-jigging RQIII Spirit magic / Shamanism as a psionic powers system (for a DArk Sun conversions). I'll see if I can find them tonight. Cheers, Nick
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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thanks to all! Exactly the information I was looking for!I sounds like a very complete basic list and quite possible to easily add any more esoteric powers, if needed. My current plans call for Magic, Sorcery & Psi in a Fantasy style setting. Not familiar with Traveler or Space Opera psi, but I've a much better idea now, which makes my pre-planning of game setting easier. Many Thanks to All, Grey
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At Play in the Fields of the Fnord |
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Mmm, now that's a good idea to copy from, err I mean, get inspiration from for expanding the BRP Psi abilities!
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Skunk You wanna be alright you gotta walk tall Long Beach Dub Allstars & Black Eyed Peas Check out what games I’m working on and their status by visiting here. Wizard Quest fantasy campaign Tampa Bay Game Players Forum 285/420 |