Powers: Metacreativity
I like psionics. But who doesn't? GURPS Psionic Powers is an amazing supplement, that provides tons of interesting powers, abilities, and modifiers. We all are used to the telepaths, tekes, pyros, espers, but those who came from D&D may notice the absence of the metacreativity power. In Dungeons and Dragons psionics is often associated with ectoplasm and crystals. Why? I don't know, but I would like to know. But anyway, here's my take on the metacreativity power in GURPS.
A psi specializing in metacreativity is called
a shaper. This power includes abilities that allow the psi to draw ectoplasm
from the Astral Plane to create semisolid or solid objects.
Power Modifier: Every ability in this power has
the limitation Metacreativity, -10%. This reflects that it is part of this
power, and that it uses the rules under How
Psi Works (GURPS Psionic Powers, pp. 6-11).
Astral Construct – 11 points
Skill: Astral Construct (IQ/Hard).
You can conjure an astral construct made of
ectoplasm by making a successful skill roll. The astral construct appears
within your arm’s reach, ready to obey your orders. The construct lasts for 10
minutes and disappears when the duration ends. You need to wait at least 5
minutes before you can conjure a new one. If it is killed, the you must wait a
full day to call replacements. Dismissing the astral construct is a free
action, but you may only dismiss it if it is physically present. You can use
this ability only if your character’s point total is at least 2 times bigger
than the construct’s. The stats for the astral construct’s basic form can be
seen below, but the existing traits can be modified and new traits can be added
with the GM’s approval.
Statistics:
Ally (Astral Construct; Built on 50%; No roll required; Conjured, +100%; Metacreativity, -10%; Maximum Duration, 10 minutes, -50%; Minion, +0%, Requires IQ Roll, -10%) [11].
Adjust Construct – Hard
Default: Astral Construct-2; cannot exceed Astral Construct.
When using this technique, you may modify the traits of the astral construct. However, each trait must be approved by the GM. This does not count as a separate construct for the purpose of determining the wait time after dismissal or death.
Concealing Amorpha – 5
points/level*
Skill: Concealing Amorpha (IQ/Hard).
You can create an ectoplasmic shell that warps
light in your immediate vicinity, causing it to wrap around you. This ability functions identically to Photorefraction from GURPS Psionic Powers, page 36.
Crystallize –
30/33/36/41 points for levels 1-4
Skill: Crystallize (Will/Hard).
You seed the subject’s flesh with
supersaturated crystal. In an eyeblink, the subject’s form seems to freeze
over, as its flesh and fluids are instantly crystallized. Following the
application of this power, the subject appears lifeless. In fact, it is not
dead (though no life can be detected with powers or spells that detect such). To
crystallize your victim you must win in a Quick Contest of your skill against
your victim’s HT. The effect lasts for 1 minute per your margin of victory. A crystallized victim has DR 4 and Brittle.
At
level 1, you must make skin-to-skin contact to use Crystallize. At level 2, any
touch will do. At level 3, you can use your ability at range; your skill roll
is at -1/yard. At level 4, apply normal range penalties (p. B550) instead.
Statistics: Affliction
1 (HT; Contact Agent, -30%; Malediction 1, +100%; Melee Attack, C, No Parry, -35%; No Signature,
+20%; Paralysis, +150%; Metacreativity, -10%) [30]. Further
levels remove Contact Agent [33], then Melee Attack [36], and then improve Malediction
to 2 [41].
Crystal Statue – Hard
Default: Crystallize-15; cannot exceed Crystallize.
You turn the victim into a crystal statue permanently. This effect can only be dispelled with the Remove Curse spell or similar effects.
Crystal Shard – 6 points/level
Skill: Crystal Shard (IQ/Hard).
You can crystalize small pieces of ectoplasm
from the Astral Plane and launch them at bullet-like speeds, all in a single,
practiced action. Take an Attack maneuver and make a skill roll, with all
normal modifiers for a ranged attack. Note that this is not a silent attack –
the shard breaks the sound barrier as it flies. This shard can affect
insubstantial beings.
Damage is 1d-1 pi per level of Crystal
Shard; you can do less damage if you wish. Other stats are Acc 3, Range
500/2,000, RoF 1, Rcl 1.
GMs may wish to set a maximum power
level for this advantage. Alternatively, the rules for Arms Control (GURPS Powers, p. 138) can be applied.
Statistics:
Piercing Attack 1d-1 (Based on IQ, +20%; Increased 1/2D, x50, +20%; Increased
Max x20, +15%; Variable, +5%; Affects Insubstantial, +20%; Metacreativity,
-10%) [6/level].
Rapid Fire – Hard
Default: Crystal Shard-7; cannot exceed Crystal
Shard.
You throw a handful of shards instead of one –
your attack has RoF 7 (adding +1 to effective skill).
Ectoplasmic Armor – 5 points/level
Skill: Ectoplasmic Armor (IQ/Hard).
You can create a transparent ectoplasmic shell
to deflect attacks. This affects physical and energy attacks, but doesn’t
affect purely mental attacks. Every time you are hit by an attack, roll against
your skill. Success provides DR equal to your Ectoplasmic Armor level. In a
situation where you’re under constant “attack” (i.e., caught in a vicious
hailstorm), roll once per minute. This is a passive ability.
Statistics:
Damage Resistance (Force Field, +20%; Requires IQ Roll, -10%; Metacreativity,
-10%) [5/level].
Ectoplasmic Bonds – 2 points/level
Skill: Ectoplasmic Bonds (IQ/Hard).
You can launch a lump of sticky ectoplasm that
can hold your target in place. Ectoplasmic Bonds is a ranged attack with 1/2D
–, Max 10, Acc 3, RoF 1, Shots N/A, and Recoil 1. This attack uses your skill
to hit and can affect insubstantial targets.
On a hit, your victim is grappled
(see B370) and rooted in place. He cannot select the Move or Change Posture
maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal
to your Ectoplasmic Bonds level, but you can layer additional attacks on a
successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a
Quick Contest of ST or Escape skill against the ST of your Ectoplasmic Bonds.
Each attempt takes one second. If the victim fails to break free, he loses 1 FP
but may try again. Alternatively, he may try to destroy the Ectoplasmic Bonds.
Innate Attacks hit automatically; other attacks are at -4. External attacks on the
Ectoplasmic Bonds take no penalty, but risk hitting the victim on a miss (see Striking
Into a Close Combat, B392).
The Ectoplasmic Bonds have DR equal
to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST
0, the Ectoplasmic Bonds are destroyed and the victim is freed.
Statistics:
Binding (Affects Insubstantial, +20%; Based on IQ, +20%; Metacreativity, -10%;
Reduced Range, 1/10, -30%) [2/level].
Ectoplasmic Cocoon – Hard
Default: Ectoplasmic Bonds-6; cannot exceed
Ectoplasmic Bonds.
Your Ectoplasmic Bonds pin the target. He
cannot move his limbs or speak; his only options are to use purely mental
abilities, to attack the Ectoplasmic Bonds with an Innate Attack, or to try to
break free using ST (not Escape skill). If he tries to break free and fails, he
is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he
becomes so entangled that he cannot escape on his own!
Psionic Creation – 23 points/level
Skill: Psionic Creation (IQ/Hard).
You can create a blob of ectoplasm or an
ectoplasmic object weighing up to 10*(level squared) lbs. To do so, take a Concentrate
maneuver and roll vs. your skill. Success means the ectoplasm coalesces in your
hand or within your arm’s reach. Failure
means nothing happens. Critical failure means ectoplasm appears, but in a way
that’s inconvenient or dangerous – the GM should be creative! Each attempt,
successful or not, requires 2 FP. You can only create objects made of ectoplasm
that normally are made of dead plant matter. For example, you can create a
quarterstaff, a chair, or a shirt, but you cannot create a steel sword or a
stone axe. To create a complex item and not a blob of ectoplasm, an appropriate
skill roll is required (Carpentry, Sewing, Artist, and so on). Created object
will have all properties of the object being imitated and additionally will be
able to affect insubstantial beings, as if it had the Affects Insubstantial
enhancement. Created ectoplasm is unstable – it vanishes in 10 seconds.
Statistics:
Create (Ectoplasm; Link, +10%; Can’t stabilize, -10%; Metacreativity, -10%)
[9/level] + Control (Created ectoplasm; Link, +10%; Persistent, +40%;
Metacreativity, -10%) [14/level].
Additional Metacreativity Abilities
The following traits require no
special modifiers to be Metacreativity abilities.
-
Detect (Ectoplasm; Metacreativity, -10%) [5]. Skill: Detect Ectoplasm
(Per/Hard).
- Protected Power (Metacreativity,
-10%) [5]. No skill needed; passive ability.
In addition, the following
advantages make good starting points for those who wish to build new Metacreativity
abilities: Extra Life (Copy) to simulate ectoplasmic copies of your body; Healing
(Ectoplasmic beings only); and so on.
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