From: | "Robert A. Hayden" <hayden@******.MANKATO.MSUS.EDU> |
---|---|
Subject: | Hacking a psionic ability |
Date: | Fri, 22 Jul 1994 15:43:42 +0100 |
general ability in that field, and that a PSI should be able to also use
those powers he doesn't have at some penalty.
Here's an idea.
Trog, a Psionic Troll, has the Diciplines of Telepathy (5), Telekinesis (7),
and Clairvoyance (2). He has a Psionic pool of 8 (computed however we
decide, this is pretend).
Now, under Telekinesis, he has the following abilites:
General Telekinesis (6)
Telekinetic Punch (6)
Finite Manipulation (3)
Levitation (2)
Now, trog wants to move some microscopic things around (He's looking in a
microscope). Finite Manipulation isn't minute enough to do it so he woudl
normally use Micro Manipulation (which he doesn't have). So, he's going
to try to hack the ability.
To hack a power, you must spend two pool dice for each level of force you
want to use the ability at, and you cannot exceed more than 1/2 your
Dicipline rating.
Remember, he has a Dicipline rating of 7 and a pool of eight dice.
So, he can use the ability at a power no greater than three (1/2 of 7,
rounded down) and it would cost him six dice from his pool. That leaves
him two dice to resist drain.
As long as a hacked ability is sustained, you cannot use those dice
allocated to that hacked ability. In addition, you cannot augment a
hacked ability with addition pool dice.
So, at the end, he can hack a micro-manipulation power (one time) at the
maximum level of three, buy allocating six pool dice to that power.
____ Robert A. Hayden <=> hayden@******.mankato.msus.edu
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