Wednesday, 8 March 2017

Psionics: Energy Blasting

Psionics: Energy Blasting

Psionic in GURPS is mostly subtle, but this does not hold true for some other systems and media. For example, D&D psions are able to project not only rays, but also area blasts and cones of various energy types. If you want to recreate the "blaster" psion archetype in GURPS, you can create simple attack abilities with techniques that can apply to any of them. Buying them as alternative abilities and using the Skill Adaptation perk to use a single skill for all of them seems reasonable enough. Electricity Ray should belong to the Ergokinesis power, while the rest of the rays - to the Psychokinesis power.


Cold Ray – 5.5 points/level*
Skill: Cold Ray (IQ/Hard).

You can fire a ray of cold. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
Damage is 1d burning per level of Cold Ray; you can do less damage if you wish. This ray cannot set anything on fire, because the damage comes from extreme cold, not heat. Other stats are Acc 3, Range 20/100, 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: Burning Attack 1d (Based on IQ, Own Roll, +20%; Increased 1/2D, 2x, +5%; No Incendiary, -10%; Psychokinesis, -10%; Variable, +5%) [5.5/level*].
* Calculate the full cost and then round up.

Electricity Ray – 9.5 points/level*
Skill: Electricity Ray (IQ/Hard).

You can fire a ray of electricity. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
Damage is 1d burning surge per level of Electricity Ray; you can do less damage if you wish. Other stats are Acc 3, Range 20/100, RoF 1, Rcl 1. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover.
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: Burning Attack 1d (Based on IQ, Own Roll, +20%; Ergokinesis, -10%; Increased 1/2D, 2x, +5%; Side Effect, Stunning, +50%; Surge, +20%; Variable, +5%) [9.5/level*].
* Calculate the full cost and then round up.

Fire Ray – 6 points/level
Skill: Fire Ray (IQ/Hard).

You can fire a ray of fire. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
Damage is 1d burning per level of Fire Ray; you can do less damage if you wish. Other stats are Acc 3, Range 20/100, 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: Burning Attack 1d (Based on IQ, Own Roll, +20%; Increased 1/2D, 2x, +5%; Psychokinesis, -10%; Variable, +5%) [6/level].

Sonic Ray – 5 points/level
Skill: Sonic Ray (IQ/Hard).

You can fire a ray of sound. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
Damage is 1d burning per level of Sonic Ray; you can do less damage if you wish. This ray cannot set anything on fire, because the damage comes from sonic vibrations, not heat. Other stats are Acc 3, Range 20/100, 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: Burning Attack 1d (Based on IQ, Own Roll, +20%; Environmental, Sound-transmitting mediums, -10%; Increased 1/2D, 2x, +5%; No Incendiary, -10%; Psychokinesis, -10%; Variable, +5%) [5/level].


Energy Barrage – Hard
Default: prerequisite skill-7; cannot exceed prerequisite skill.

You fire a series of rays – your attack has RoF 7 (adding +1 to effective skill).

Energy Blast – Hard
Default: prerequisite skill-5; cannot exceed prerequisite skill.

The ray affects an area of a 2-yard radius instead of affecting a single target. Everything in the area suffers the attack’s damage. On a miss, use the scatter rules (p. B414) to see where the area is centered. Active defenses don’t protect against an area attack, but victims may attempt to dive for cover or dodge and retreat to leave the area. For every 5 points by which the (penalized) roll succeeds, add another level of the Area Effect enhancement to the attack.

Energy Cone – Hard
Default: prerequisite skill-5; cannot exceed prerequisite skill.

The ray spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The width of the cone, in yards, at the ray’s maximum range is equal to 1 yard plus 1 yard for every 1 points by which the (penalized) roll succeeds.

No comments:

Post a Comment