Thursday 4 May 2023

Powers: Photokinesis

Powers: Photokinesis

In GURPS Psionic Powers, the Ergokinesis powers contains three subpowers - Cyberpsi, Electrokinesis, and Photokinesis. Since I'm mostly running D&D-style games, Cyberpsi is practically useless, and while in modern or sci-fi games Ergokinesis and Photokinesis do work well together, in a more fantasy setting, they feel like separate powers - that why I actually made Electrokinesis a separate power, and that leaves just Photokinesis. D&D doesn't have a photokineticist class, but it does have some light-based powers that one can use for inspiration. Also, I decided to merge Photokinesis with the Umbrakinesis subpower of Necropsi (Pyramid #3-99), as that would make sense, but I removed the Silhouette ability - this is too much even for a fantasy game (and I hate "variable" costs).

 
This power includes abilities that allow the psi to create and manipulate light.
 
Power Modifier: Every ability in this power has the limitation Photokinesis, -10%. This reflects that it is part of this power, and that it uses the rules under How Psi Works (Psionic Powers, pp. 6-11).
 
Flash – 22 points for level 1, plus 5 points for each additional level
Skill: Flash (Will/Hard).
 
See GURPS Psionic Powers, p. 35.
 
Overwhelm – Hard
Default: Flash-4; cannot exceed Flash.
 
See GURPS Psionic Powers, p. 35.
 
Hologram – 10/13/15/18/20/23/25/28/30/33 points for levels 1-10*
Skill: Hologram (IQ/Hard).
 
See GURPS Psionic Powers, p. 35.
 
Broad Spectrum – Hard
Default: Hologram-6; cannot exceed Hologram.
 
See GURPS Psionic Powers, p. 36.
 
Increased Size – Hard
Default: Hologram-5; cannot exceed Hologram.
 
See GURPS Psionic Powers, p. 36.
 
Independent – Hard
Default: Hologram-4; cannot exceed Hologram.
 
See GURPS Psionic Powers, p. 36.
 
Light Beam – 7 points/level
Skill: Light Beam (IQ/Hard).
 
You can fire a laser-like beam of light. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack.
Damage is 1d tight-beam burning per level of Light Beam; you can do less damage if you wish. Other stats are Acc 3, Range 20/200, RoF 1, Rcl 1. You can use Light Beam underwater, but range will be reduced to 2/20.
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 Range, 2x, +10%; Nuisance Effect, Reflective, -5%; Photokinesis, -10%; Underwater, +20%; Variable, +5%) [7/level].
 
Intensified Light Beam – Hard
Default: Light Beam-5; cannot exceed Light Beam.
 
Your beam of light gets a (2) armor divisor.
 
Photokinetic Shield – 7 points for level 1, plus 3 points/additional level
Skill: Photokinetic Shield (IQ/Hard).
 
You can partially or completely divert incoming light-based attacks, such as lasers. Every time you are hit by a light attack, roll against your skill. Success provides DR equal to your Photokinetic Shield level, plus a +5 bonus to HT to resist noxious light effects that affect your sight. In a situation where you are under constant “attack” roll once per minute.
Statistics: Damage Resistance (Force Field, +20%; Limited, Light, -40%; Photokinesis, -10%; Requires IQ Roll, -10%) [3/level] + Protected Vision (Photokinesis, -10%; Requires IQ Roll, -10%) [4].
 
Expansion – Hard
Default: Photokinetic Shield-5; cannot exceed Photokinetic Shield.
 
Like the Expansion technique for EK Shield (GURPS Psionic Powers, p. 33).
 
Suppression – Hard
Default: Photokinetic Shield-5; cannot exceed Photokinetic Shield.
 
Like the Suppression technique for EK Shield (GURPS Psionic Powers, p. 33).
 
Photorefraction – 5 points/level*
Skill: Photorefraction (IQ/Hard).
 
See GURPS Psionic Powers, p. 35.
 
Broad Spectrum – Hard
Default: Photorefraction-4; cannot exceed Photorefraction.
 
See GURPS Psionic Powers, p. 36.
 
Expansion – Hard
Default: Photorefraction-5; cannot exceed Photorefraction.
 
See GURPS Psionic Powers, p. 36.
 
Reactive Use – Hard
Default: Photorefraction-4; cannot exceed Photorefraction.
 
See GURPS Psionic Powers, p. 37.
 
Shadow Control – 16.5 points/level
Skill: Shadow Control (IQ/Hard).
 
See Pyramid #3-99, p. 8.

Statistics: Control Visible Light (Accessibility, Darkness effects only, -20%; Persistent, +40%; Photokinesis, -10%) [16.5/level]. Note: As it is in Pyramid #3-99, this ability's statblock makes no sense. Visible Light is treated as a Rare type of energy that is priced at 10 points/level, while GURPS Powers says that it should be Occasional, at 15 points/level. Furthermore, the ability's description says that the effect persists for 10 seconds, while the statblock doesn't have Persistent. The statblock, however, has Reduced Fatigue Cost 2, +40%, and Control doesn't even have an FP cost. It seems that the author was looking at Create rather than Control, as Create prices Visible Light at 10 points/level and has a 2 FP cost.

 
Deep Shadows – Hard
Default: Varies; cannot exceed Shadow Control.
 
See Pyramid #3-99, p. 8.
 
Gloom – Hard
Default: Shadow Control-10; cannot exceed Shadow Control.
 
See Pyramid #3-99, p. 9.
 
Ranged – Hard
Default: Shadow Control-4; cannot exceed Shadow Control.
 
See Pyramid #3-99, p. 9.
 
Shadow Light – Hard
Default: Shadow Control-2; cannot exceed Shadow Control.
 
See Pyramid #3-99, p. 9.
 
Ubiquitous Vision – 28 points
Skill: Ubiquitous Vision (IQ/Hard).
 
You bend the light around you so that it reaches your eyes without you needing to turn your head. With this all-around vision, you do not get a penalty to defend against rear or side attacks. You can even attack foes in these directions without making a Wild Swing, but you are at -2 to hit due to the clumsy angle of attack. Finally, you are at +5 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it also is concealed from sight. You still require eyes and light to see, however. Roll against your skill once per minute.
Statistics: 360° Vision (Panoptic I, +20%; Photokinesis, -10%) [28].
 
Light Sense – Hard
Default: Ubiquitous Vision-2; cannot exceed Ubiquitous Vision.
 
When using this technique, you do not require eyes – you can see all around you even when blinded or blindfolded.
 

Photokinesis Perks
Concealing Shadows (Pyramid #3-99, p. 11)
Controllable Disadvantage (Supernatural Features (No Reflection) (GURPS Power-Ups 2: Perks, p. 12)
Controllable Disadvantage (Supernatural Features (No Shadow) (GURPS Power-Ups 2: Perks, p. 12)
Illumination (GURPS Power-Ups: Perks, p. 10)
Light Amplification (GURPS Psionic Powers, p. 35)
Periscope (GURPS Power-Ups: Perks, p. 11)
Robust Vision (GURPS Power-Ups: Perks, p. 14)

 
Additional Photokinesis Abilities
The following traits require no special modifiers to be Photokinesis abilities.
- Infravision (Photokinesis, -10%) [9]. No skill needed.
- Protected Power (Photokinesis, -10%) [5]. No skill needed; passive ability.
- Protected Vision (Photokinesis, -10%) [5]. No skill needed; passive ability.
- Telescopic Vision (Photokinesis, -10%) [5]. No skill needed; passive ability.
- Ultravision (Photokinesis, -10%) [9]. No skill needed.

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