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Orichalcum Universe: Mind Shield Power and Skill...

 
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Johnny1a

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Since: May 09, 2007
Posts: 178



(Msg. 1) Posted: Sat Dec 27, 2008 11:20 pm
Post subject: Orichalcum Universe: Mind Shield Power and Skill...
Archived from groups: rec>games>frp>gurps (more info?)

In my universe, which is based on the GURPS 3e system and psi rules
with some house modifications, _every_ Homosentient is a potential
psion. Everyone has the theoretical potential to display all the
Powers, but in most people the powers are both weak and self-canceled
by their own native Antipsi abilities.

My modified psi rules are here:

http://groups.google.com/group/rec.games.frp.gurps/browse_thread/threa...9f03eed

The mindshiedl rules are modfied further and expanded as follows:

Absolutely anyone can possess a mind shield, regardless of whether s/
he has any other active psionic abilities. Some people do have a
default natural mind shield, with a default Power of Will-5 and a
default skill level of IQ-6.
(In the earlier thread it was said that 'most' people have such
natural shields, this is an error. About ten percent of the
population of _H. sapiens_ has a natural mind shield at these levels).

A character can purchase the Mind Shield Power and skill at character
creation, just as they can any other ability, if they do so it
_replaces_ the natural, automatic shield if they already had one.

The Mind Shield _power_ costs 3 pts/lvl, the Mind Shield _skill_ is
Mental/Hard.

Also, anyone possessing Mind Shield _skill_ of 10 or better can choose
to add their Will to the Power level of their shield for a given turn,
at a cost of 1 Fatigue per turn.

EXAMPLE: Paul's player purchased the Mind Shield ability at Power 10,
at a cost of 30 character pts. He wishes to buy the associated skill
at 12.

The character has an IQ of 12, so as a M/H skill bought at IQ level,
it costs 4 pts.

So at a cost of 34 character pts Paul has a skill-12 Power 10 Mind
Shield, which works most as described in the GURPS 3e psi rules.

Since he has a skill greater than 10, Paul has the option of adding
his Will to his mind shield's native Power. He has IQ 12 and two
levels of Strong Will, so by spending 1 Fatigue point he can raise his
mind shield from Power 10 to Power 24 (10+14), for _one turn_. He can
repeat this but each turn of doing so costs another point of Fatigue,
it can rapidly become exhausting.
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Johnny1a

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Since: May 09, 2007
Posts: 178



(Msg. 2) Posted: Sun Dec 28, 2008 5:17 pm
Post subject: Re: Orichalcum Universe: Mind Shield Power and Skill... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 28, 1:20 am, Johnny1a <shermanl....TakeThisOut@hotmail.com> wrote:
> In my universe, which is based on the GURPS 3e system and psi rules
> with some house modifications, _every_ Homosentient is a potential
> psion.  Everyone has the theoretical potential to display all the
> Powers, but in most people the powers are both weak and self-canceled
> by their own native Antipsi abilities.
>
> My modified psi rules are here:
>
> http://groups.google.com/group/rec.games.frp.gurps/browse_thread/thre...
>
> The mindshiedl rules are modfied further and expanded as follows:
>
> Absolutely anyone can possess a mind shield, regardless of whether s/
> he has any other active psionic abilities.  Some people do have a
> default natural mind shield, with a default Power of Will-5 and a
> default skill level of IQ-6.
> (In the earlier thread it was said that 'most' people have such
> natural shields, this is an error.  About ten percent of the
> population of _H. sapiens_ has a natural mind shield at these levels).
>
> A character can purchase the Mind Shield Power and skill at character
> creation, just as they can any other ability, if they do so it
> _replaces_ the natural, automatic shield if they already had one.
>
> The Mind Shield _power_ costs 3 pts/lvl, the Mind Shield _skill_ is
> Mental/Hard.
>
> Also, anyone possessing Mind Shield _skill_ of 10 or better can choose
> to add their Will to the Power level of their shield for a given turn,
> at a cost of 1 Fatigue per turn.
>
> EXAMPLE:  Paul's player purchased the Mind Shield ability at Power 10,
> at a cost of 30 character pts.  He wishes to buy the associated skill
> at 12.
>
> The character has an IQ of 12, so as a M/H skill bought at IQ level,
> it costs 4 pts.
>
> So at a cost of 34 character pts Paul has a skill-12 Power 10 Mind
> Shield, which works most as described in the GURPS 3e psi rules.
>
> Since he has a skill greater than 10, Paul has the option of adding
> his Will to his mind shield's native Power.  He has IQ 12 and two
> levels of Strong Will, so by spending 1 Fatigue point he can raise his
> mind shield from Power 10 to Power 24 (10+14), for _one turn_.  He can
> repeat this but each turn of doing so costs another point of Fatigue,
> it can rapidly become exhausting.

Addendum: Nobody can have Mind Shield Power _and_ Telepathy Power,
since the former is just a special case of the later. Mind Shield
Power can only be bought separately if the character is _not_ also
buying Telepathy. If a character with Mind Shield Power later gains
Telepathy, s/he must take Telepathy as the same level as the Mind
Shield ability, which is subsumed into the Telepathy ability, _and_
pay the difference in point cost.
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