From: | kyle kohler <kkohler@**.UCR.EDU> |
---|---|
Subject: | Buncha Stuff [long] |
Date: | Wed, 27 Jul 1994 03:37:28 -0700 |
factors, most noticably the fact that I can't afford to stay on-line a lot
until I'm actually back at college and the call to the server is free. So
I am including all of my responses in this post. Sorry if this is long,
but that's life.
You know who wrote:
[I've been giving some thought at work today
with regards to the Wild Psi. While I still feel it is something that is
needed due to realism and fictional precedent, I would like to establish
some better rules with regards to what they can do at creation. I don't
remember seeing any suggestions like this previous, but that doesn't mean
that somebody didn't make it (so I'm not stealing anything :-)]
Ah, the classic ass-covering line from one steals something
but can't remember where he stole it from =)
[The Wild Psi: (Rating C [D for meta])
Limited to one Dicipline
Unlimited number of abilities (special, see below)
Standard Psionic Pool and Psionic rating A Wild Psi does not spend
tech points for abilities. Instead, they get a rating of 2 in the
dicipline of their choice. Initially, they do not get any abilities.]
Sounds cool.
[Wild Psis, initially, can perform no ability other
than hacking a power (at a maximum rating of 1). Karma can be spent to
further train in the dicipline or to get abilities. Wild Psis are limited
to one dicipline like Adepts.]
I like this idea. Sort of like the weird looking kid in Akira
lashing out with his powers. Doesn't really understand it but can do
weird, albeit weak, stuff with it. It also gives the player some time to
figure out what abilities he likes before he actually buys them.
[Rationale:
Wild Psis are basically totally untrained, and often unaware of
their powers. But, by paying a 'C' rating, you get the POTENTIAL to use
psionics later (after spending karma, of course). Because there is some
limited, albiet unpredictable, power, the Wild PSI can hack psionic powers
(by allocating 2 dice per level, to no greater than 1/2 the dicipline
ratinghip betweials and some numbers and I think I came up with something
useable. It does create an additional Pool, but it is based on Psionic
Theory and Mastery Level, and has some different uses than the standard
Psi Pool.]
While this works, I think it might bog down play and/or complicate
things during actual play ("Okay, hold on a sec, I said I used 2 dice from
my Psi Pool! Not my Psi-Hacking Pool! No, I stopped sustaining the TK
shield with my Psi-Hacking Pool last turn, so I get my two dice back into
my pool!")
[Let me know if this works. I worry that it might be a little
too easy for the PSI to hack, still, but I think using the 2x(force) dice
was too much. Let me know]
Consider yourself known :^)
[Psionic Hacking Pool:
Psionic Theory (Hacking) Rating + Mastery Level How to Hack
Allocate dice from your Psionic Hacking Pool. Each dice
allocated represents one for level of force.
Maximum force of power to be hacked cannot exceed 1/2 the
dicipline rating.
You cannot add additional Psionic Hacking Pool, Psionic Pool, or
Task Pool dice to the rolling. Karma, as always, will
allow re-rolls.]
Just for the success roll or for drain too? Because in your
example, you had him use Psi Pool to resist the drain.
[ Any sustained hacked power gives a +(force) penalty to additional
power uses (instead of the standard +2) _OR_ you can
allocate up to (force) Psionic Hacking Pool dice to negate
the penalty. Standard Psionic Pool dice cannot be used to
systain a hacked power. You can also mix-and-match for
allocated dice or penalties. (ie, a sustained force 4
power could sustain with two dice and take a +2 penalty).]
Makes sense. Sustaining something weak, should require less
concentration/distraction than say, a TK dam holding back a river.
[Example: Trog the Troll is a Psionic adept with the following Psionic
abilities.]
You got some Troll fetish Rob?
Wouldn't the TN of a barrier be 6? =) (Gotcha back for that combat
sense you caught me on in my example)
[On the next turn, Trog decides that
he wants to sustain the hacked Bullet Barrier. Deciding he wants at least
three hacking dice left for later use, he allocates two dice to the task
of sustaining the barrier, taking a sustained +1 penalty for sustaining
the ability.]
Again! Doesn't this guy take a break? =)
[I made a suggestion last week on what might work for the PSI pool, but
it was either missed, ignored, or quietly giggled at.]
Actually, it was more of a guffaw =)
[Here's my idea: PSI POOL =
Psionic Manipulation Skill + 1/2 Willpower + Mastery Level Now, before you
reach for the flaming carp, yes, I know that gives you an average pool
that is higher than mages, but I still remain firmly convinced that
willpower must play more of a role than just resisting drain.]
Reaches quickly for flaming carp, but realizes he ran out and
hasn't had a chance to go to the grocery store to resupply. Willpower
doesn't neccessarily equal effort. In some cases it does, but not always.
One can have a lot of Willpower, but just be too pooped to run that last
mile. Sure, he can resist the temptations of evil women (a skill I sorely
have yet to use), but he just doesn'y have that extra erg of power left.
Granted, there are cases where "by pure will," the hero manages to get up
and throw the switch to save his girlfriend from the evil Dr. Zorba, but
that doesn't occur that often. Willpower, is instead, mental fortitude.
This
is represented by using it to resist Drain. If you possess a strong
will, things affecting your mind (like drain) don't affect you as much.
[The above will give a PSI an average of an addition 1.5 dice to their
pool over a similiarly created mage. It's not a lot, except at early
levels. But when you factor in the importance of the hacking rules as
being the one major balancing factor that a PSI has over mages (who get
astral + spirits/elementals), that two dice fall right in line. In
addition, some representation of Willpower MUST be in the pool, because
the pool represents, partially, the ability to pump extra oomph into a
power (and where does that come from? Willpower). I don't think that it
would significanly upset any balance and I believe it is perfectly
logical.]
Of course Spock. Now get your ass back to your post and go do some
Vulcan stuff! =) Say I have a Dwarf. I stick him with a Willpower of 7
and a Psionic Manip of 6. That's 9 dice to fool around with. Now,
[slipping into Munchkin mode], I use the Psi power, Increase Will (like
the mage spell) +4. I roll and need a 14 to succeed. Say I have the
power of 4 and use 4 of my Psi Pool. That's 8 dice to get a 14. Sure
I screw up the first 6 times. Each time, I resist the drain by rolling
my Will (7) and using the other 5 Psi-Pool dice. That's 12 dice to resist
a drain of 4D (going by the mage spell, I've only got the 1st ed. with me
so this might be wrong). Now, I need 8 4's to take no drain (mental
drain,
by the way). I need 3/4 of my rolls to be successes to take no drain.
Even if I only get 1/2, that's a light mental wound. Roll my 7 Will to
lower
it. TN3 with a base time of 10 minutes. In about 2 minutes, I'm ready
to try again. So, I eventually get it. Now, I've got a will of 11. That
pumps
my Psi-Pool to 11. Using 4 dice from my Psi Pool, I negate the
sustaining
penalties. Now I've got a Psi Pool of 7. Still pretty high, and now
I;ve got an 11 Willpower to resist drain, thus freeing up more of my Psi
Pool for the
success test. Hold on a sec. I just realized that none of this really
pertains
to the Psi Pool. But I do think I figured out why SR doesn't have a
magic pool dependent upon Intelligence. Anyways, I still think it's too
many dice.
Sure the hacking ability is a major ability of Psis (like conjuring is
for mages),
but we were talking about Psis being able to control spirits. That's
pretty powerful. Just wait for some mage to summon a spirit, take control
and then start kicking ass. All you need is to wait for the opportunity.
And I also think that hacking is a pretty potent ability all by itself.
We don't want
to make it too potent. And if you use the Hacking Pool, it get's worse.
I could just use my hacking pool to roll 3 dice (6 in whatever category
Increase Will+4 is in), That's 3 dice to get a 14. Using my 7 will +3
dice from whatever pool, that's 10 dice to resist the drain. Needing 8
3's to take no drain. I'd probably take a Mod or a Light. Use my Will to
lower
the Mental Fatigue. Ready to try again in a few minutes. When I finally
do get the success, I've got the 11 Will again. Now I use 4 dice from my
hacking Pool to have no modifiers. I still have 2 dice in my hacking
pool, 11 Willpower, and an 11 Psi-Pool. Scary. This is the end of my
lecture on how to make a Psi a monster when he's not even created yet.
Thank you and goodnight.
Kyle Kohler
kkohler@*****.ucr.edu
Who is dying by only posting once a night.