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TM
Written by SEAN PUNCH
Illustrated by IGOR FIORENTINI, JOYCE MAUREIRA, and NEIL MELVILLE
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-0324
®
Version 1.0 – August 2011
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C ONTENTS
Where there’s psi,
there are Elder Things.
GURPS System Design STEVE JACKSON
GURPS Line Editor SEAN PUNCH
Managing Editor PHILIP REED
e23 Manager STEVEN MARSH
Page Design PHIL REED and
JUSTIN DE WITT
Art Director SAMUEL MITSCHKE
Production Artist & Indexer NIKOLA VRTIS
Prepress Checker MONICA STEPHENS
Marketing Director PAUL CHAPMAN
Director of Sales ROSS JEPSON
GURPS FAQ Maintainer –––––––
VICKY “MOLOKH” KOLENKO
Additional Material: Jason “PK” Levine
Reviewer: Steven Marsh
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GURPS Dungeon Fantasy 14: Psi is copyright © 2011 by Steve Jackson Games Incorporated. All rights reserved.
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C ONTENTS
2
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I NTRODUCTION
Even the GM who doesn’t permit the heroes to wield psi can
surely use a few freaky threats and monsters that magic can’t
dismiss with ease!
Psi and magic can achieve many of the same effects . . .
However, they are different.
GURPS Basic Set
GURPS Dungeon Fantasy 3: The Next Level brought with
it psionics, powersofthemind.Mostly,thesearen’tthescience-
fictionabilitiesofbald-headedfuture-folk,butthecheesybolts
of mental force found in “kitchen-sink fantasy” that shame-
lessly rips off the trope. Mostly.
As Dungeon Fantasy 2: Dungeons strongly insinuated
with the mindwarper, there’s some manner of connection
between psionics and Things from Beyond Time and Space.
These creatures, customarily dubbed “Elder Things,” are def-
initely bald-headed and may hail from some (horrid!) future
somewhere. Where there’s psi, the Elder Things aren’t far
behind–nottomentionAstralThings,whichmayormaynot
be the same Things.
The GM decides where psi stands in his campaign. Psi isn’t
magic, so it’s hard for spells to cope with, which might upset
theproverbialapplecart.Thenagain,spellscan’tinterferewith
Chi Mastery, Druidic Arts, or Holy Might, as Dungeon
Fantasy 1: Adventurers takes pains to point out – and this is
equally true of Ninja Training, from Dungeon Fantasy 12:
Ninja. Eventhepowersthat Dungeon Fantasy 9: Summoners
describes for spellcasters aren’t entirely susceptible to magic.
If all that is fine, then psi shouldn’t present a problem.
And this seems like a good place to mention that psi comes
withauniquebalancingfactor:Itsabilitiesbringtrouble,cour-
tesy of the aforementioned Things. Not every time, but fre-
quently enough to encourage mentalists to be circumspect.
P UBLICATION H ISTORY
ThePsionicspowerfrom GURPS Dungeon Fantasy 3: The
Next Level – about half a page of material – is repeated here in
greatlyexpandedform.Afewabilitiesarelooselycribbedfrom
GURPS Psionic Powers, too. And of course psi powers are
builtfromtraitsdescribedin GURPS Powers. However,thisis
aself-containedwork;youdon’t need anyofthosesupplements
to use this one!
A BOUT THE A UTHOR
Sean “Dr. Kromm” Punch set out to become a particle
physicist in 1985, ended up the GURPS Line Editor in 1995,
and has engineered rules for almost every GURPS product
since. He developed, edited, or wrote dozens of GURPS Third
Edition projects between 1995 and 2002. In 2004, he produced
the GURPS Basic Set, Fourth Edition withDavidPulver.Since
then, he has created GURPS Powers (with Phil Masters),
GURPS Martial Arts (with Peter Dell’Orto), and the GURPS
Action, GURPS Dungeon Fantasy, and GURPS Power-Ups
series . . . and the list keeps growing. Sean has been a gamer
since 1979. His non-gaming interestsinclude cinema, cooking,
and wine. He lives in Montréal, Québec with his wife, Bonnie,
and their two cats, Banshee and Zephyra.
About GURPS
Steve Jackson Games is committed to full support of
GURPS players. Our address is SJ Games, P.O. Box
18957, Austin, TX 78760. Please include a self-addressed,
stamped envelope (SASE) any time you write us! We can
alsobereachedbye-mail: info@sjgames.com .Resources
include:
New supplements and adventures. GURPS continues to
grow – see what’s new at gurps.sjgames.com .
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tures,playaids,andsupportinPDFform...digitalcopies
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Just head over to e23.sjgames.com .
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temless locations, adventures, and much more. Look for
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www.sjgames.com for errata, updates, Q&A, and much
more. To discuss GURPS with our staff and your fellow
gamers, visit our forums at forums.sjgames.com . The
web page for GURPS Dungeon Fantasy 14: Psi is located
at gurps.sjgames.com/dungeonfantasy14 .
Bibliographies. Many of our books have extensive bib-
liographies, and we’re putting them online – with links to
let you buy the resources that interest you! Go to each
book’s web page and look for the “Bibliography” link.
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doourbesttofixourerrors.Up-to-dateerratapagesforall
GURPS releases, including this book, are available on our
website – see above.
Rules and statistics in this book are specifically for the
GURPS Basic Set, Fourth Edition. Pagereferencesthatbegin
withBrefertothatbook,notthisone.
I NTRODUCTION
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C HAPTER O NE
P SIS
A psi (or psionic ) is somebody who exerts power over his
environment not via beefy arms, memorized mumbo-jumbo,
or callused hands that can shatter harmless wooden planks,
but through sheer force of mind over matter. This gift is usu-
ally inborn – you have it or you don’t – but heroes who spend
a lot of time in the dungeon sometimes become psis by virtue
of exposure to weird energies (or repeated head blows . . . one
of those). Weak psis are actually worse off than non-psis; their
abilitiesdrawElderThingstothembutaren’tuptofightingoff
said Things. Powerful psis, like all high-powered delvers, are a
force to be reckoned with!
Freak of nature, born with a
certain form of ESP; derangement
of the synapses which we call
telepathy.
– Dr. Paul Ruth, in Scanners
Psi Glossary
Beyond Time and Space: Where the Elder Things are.
Elder Thing: Any of the hostile extradimensional crea-
turesthataredisturbinglyinterestedinchaos,madness,
and psi (all senses).
Elsewhere: Same as Beyond Time and Space.
mentalist: Adelverdevotedtodevelopingandunderstand-
ing Psionics.
Outside Time and Space: Sameas Beyond Time and Space.
psi: 1. Any being with abilities from or similar to the
Psionics power; pl. psis. 2. A catchall term for the phe-
nomena surrounding these beings, the power of Psion-
ics, and the weird artifacts, creatures, and energies
that inevitably crop up when such people and abilities
are around.
psionic: 1. Same as psi (sense 1); pl. psionics. 2. Of or per-
taining to psi (sense 2). 3. Oh, you get the idea! It’s a
noun, an adjective, and even a prepositional phrase . . .
a word as versatile as the mind itself!
Psionics: A supernatural power that springs not from gods,
spirits,ormana,butfromwithintheuser–abitlikeChi
Mastery, but mental rather than physical. When includ-
ing the power’s incidental gifts, side effects, and associ-
ated skills, it’s usually written lowercase ( psionics ).
psychic: Aconmanintownwhogetsrichdiviningmissing
items or people that he probably stole or abducted in
the first place. Don’t use this term for a real psi unless
you want your head to explode (even though he calls
many of his own abilities “psychic” something).
Thing: Short for Elder Thing.
Thing Man Was Not Meant To Know: A godlike Elder
Thing, the mere sight of which can induce madness in
beings that respect time and space.
P SIONICS
The Psionics power enables its wielder to affect the real
world with his mind alone. Its abilities are subject to the
Psionics power modifier, while all success rolls to use those
gifts enjoy a bonus equal to the wielder’s Psi Talent level.
Thus,Psionicsisstructuredmuchlikethepowersonpp.21-22
of Adventurers, with one additional twist: all of the traits
(advantages, perks, skills, etc.) associated with it have Unusual
Background (Psionic) as a prerequisite; see p. 14.
For many more options, see GURPS Powers, GURPS
Psionic Powers, andpp.B254-257.Beawarethatthosesources
describe multiple psionicpowersusingthefullmightof GURPS,
while Psi describes a single, simplified power. Psionics is a big
enough deal in Dungeon Fantasy to merit its own supplement,
butmakingseparatepowersoutofESP,Telepathy,etc.wouldbe
slicing things too finely in a genre where hacking and slashing
are the norm!
Psi Talent
5 points/level
Psi Talent gives +1 per level to all rolls (most often against
IQ, Will, or Perception) to activate Psionics abilities, analyze
feedback from them, target psi attacks, and so on. The usual
upper limit is Psi Talent 6, but some Elder Things clearly have
higher levels, while the GM may wish to limit starting delvers
to Psi Talent 4.
P SIS
4
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Power Modifier: Psionics
Alternative Abilities
Psis who want to buy many capabilities cheaply may
specify sets of Psionics abilities ( not Unusual Background,
Psi Talent, perks, or power-ups) that don’t work simultane-
ously. Consulting the Psionic Abilities Table (pp. 11-13):
1.Pickasetofmutuallyexclusiveabilitiesforwhichyou
have all necessary prerequisites. No ability can belong to a
set with its own prerequisite (e.g., the set can’t include Bat-
tlesense and Mind Reading, or Fear and Telesend).
2. Buy the most expensive ability at full price – “Cost
(Full)” on the table.
3. Buy the other abilities at “Cost (Alt.)” on the table.
4. Note the abilities as exclusive. If you have multiple
sets, group them visually on your character sheet.
In play, only one ability per set can produce effects at a
time! You need a full Ready maneuver to change settings –
althoughafteryou’veswitchedtoanattack(anyofDispelPsi,
Fear, Madness, Mind Blast, Mind Stab, Psychokinetic Lash,
or Pyrokinetic Bolt), selecting another attack is a free action
onceperturn.IfyouuseSecondNature(pp.21-22)formul-
tiple psionic feats, you must keep the same setting for them
all. Andyoucan’tactivateErgokineticShield,MindShield,or
PsychicArmor,orparryusingPsychokineticLashorPyroki-
netic Bolt, unless that’s your current setting.
It’s impossible for multiple abilities in a set to have any
simultaneous effects. If you switch partway through the
minutethat1FPbuysinmostcases,allongoingeffectsend
immediately and ungracefully; e.g., a portal neutralized by
DispelPsireactivates,Levitationdumpsyouontheground,
or someone dominated with Mind Control regains his wits.
Resuming ended effects demands a new use with its own
FP cost and risk of psionic threats.
Finally, anything that disables any of the abilities takes
down the whole set. IfEmpathy,MindReading,andTelesend
areboughtasaset,andanElderThingpotionsilencesMind
Reading, then all three are inoperative for the duration.
Example: Ulli Greer has Psi Talent 3. The abilities he
wants,andtheirfullcosts,areErgokineticShield6[21],Lev-
itation 2 [18], Psychokinetic Lash 3 [15], and Telekinesis 13
[46]. He buys them as a set. Telekinesis is most expensive,
andcostsitsfull46points.Theothersuse“Cost(Alt.)”onthe
table: Ergokinetic Shield is 5 points, Levitation is 4 points,
and Psychokinetic Lash is 3 points. Total cost is 46 + 5 + 4 +
3=58points–inreachofastartingmentalist.However,Ulli
can’tlevitate,resistfire, and graborlashpeople;hemustpick
one.IfhesmacksawizardwithPsychokineticLashandgets
a Fireball in return, tough; he’d need a Ready maneuver to
switch on Ergokinetic Shield, and that won’t help him now!
If you tire of the drawbacks of alternative abilities, you
can pay points to convert them into standalone gifts; see
Adding and Improving Psi Abilities (p. 20).
-10%
Psi abilities require 1 FP to activate for a minute and 1
FP/minute to maintain – or 1 FP per attack, for offensive
capabilities such as Fear and Mind Stab. Using them
attracts psionic dangers. The GM will secretly roll 3d each
time a psi activates one of his gifts out of combat (at most
onceperminute),andonceafteranybattleinwhichpsiwas
used at all (regardless of what abilities, by whom, or how
often). On 6 or less, some psionic threat appears; the GM
can roll on the Psionic Encounters Table (pp. 37-41) or pick
out something nasty. The odds rise to 9 or less in a locale
where such dangers are present already! See Perilous
Encounters (p. 36) and What’s the Use? (p. 36) for qualifica-
tions and thoughts, and Chapter 4 for gory details.
P SIONICS A BILITIES
Psis seem to develop their abilities almost at random –
which is to say, when they have sufficient points to afford
what they want. However, the most powerful gifts have pre-
requisites: lesser abilities and/or a minimum level of Psi
Talent (p. 4). The Psionic Abilities Table (pp. 11-13) summa-
rizes these and other details. All Psionics abilities have the
Psionics power modifier, abbreviated “PM” here.
Battlesense
24 points/level
Prerequisites: Mind Reading, plus Psi Talent 2+ for level
1, Psi Talent 4+ for level 2, or Psi Talent 6 for level 3.
While this ability is switched on, you can read the com-
bat intentions of sentient (IQ 1+) foes well enough to get +1
per level, maximum three levels, to active defense rolls
against their attacks. This costs the usual 1 FP per minute,
not per defense. You must turn on Battlesense consciously;
you cannot trigger it in response to an attack. However, if
you activate it in combat (a Ready maneuver), you’ll enjoy
its bonus from that point on – and while it won’t warn you
ofambushes,youcanwalkaroundwithitpowereduptoaid
any defense rolls allowed if you’re waylaid. It’s of no value
against IQ 0 opponents (e.g., erupting slimes) or mindless
traps(asopposedtothosesetoffbysentientbeings,likeevil
teddy bears pulling a rope to roll logs onto you), even if the
threat is in plain sight!
Advantages: Enhanced Block (Accessibility, Not against
mindless, -10%; PM, -10%) [4/level] + Enhanced Dodge
(Accessibility, Not against mindless, -10%; PM, -10%)
[12/level] + Enhanced Parry (All; Accessibility, Not
against mindless, -10%; PM, -10%) [8/level].
Dispel Psi
20 points/level
Prerequisites: Unusual Background (Psionic), plus Psi
Talent 2+ for level 1 or Psi Talent 4+ for level 2.
This ability lets you negate one instance of psionic activity
peruse.TakeanAttackmaneuver,pickaknownorsuspectedpsi
effect (“Stun caused by that mentalist’s Mind Blast on Darryl,”
“Whatever is levitating that sword, which might be Telekinesis,”
“The force field around the disembodied brain,” etc.), and roll a
Quick Contest of Will against the individual who initiated it.
EachofyoumayaddPsiTalent.Ifyou win, andifyourtargetis
indeed a consequence of psi, you dispel the effect immediately.
P SIS
5
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