Utgardloki
Mongoose
Okay, I am going to do it. I am going to make psionics a part of Runequest.
My plan is very simple. Basically, as in GURPS, each psionic effect is a separate skill. (Levitation, Telekinises, Mind Reading, etc).
In some instances, as noted in the skill description, one skill may be used for another. For example, Telekinesis can be used as a substitute for Levitation, but this is a Difficult task (i.e., modified as for a Difficult task), and requires the psionic to choose some object as an anchor. This is also a bit risky, because if the object he uses as an anchor is moved, turned, or toppled over, then he is going with that object. ("Hey! Hey! Hey! Hey! Hey!) This can really be difficult if a large, solid object is hard to find (such as in a desert). The object has to be heavy enough, or well secured enough, because it will have to support the psionic. (Trying to use a pebble as an anchor will probably result in the pebble getting pushed along the ground of turning over, for example.) This would all be noted as a possible use for Telekinesis.
Instead of Magic Points, psionics use Psionic Points. A beginning psionic starts out with a number of Psionic Points equal to his power, but may increase them with Improvement Rolls as if his Psionic Point total was a skill. Thus, psionics have an advantage of having lots of psionic points to play with, but a disadvantage of having to build up each psionic effect separately and not as part of an overreaching Runecasting skill. Also, psionic effects don't have a magnitude but instead cost power points according to what the psionic tries to do.
Because psionic combat can burn through points very quickly, I think I'll implement three point totals: psionic attack, psionic defense, and psionic effects. Psionic attack points would be used to do psionics on a resisting person's mind (whether simple mind reading, sending out a psionic blast, or trying to psionically dominate someone). Psionic defense points would be spent defending a psionic from attack. And psionic effects would be used for anything else, including using telekinesis to move another person around. Each of these totals would be built up separately. This avoids the problem in D&D 3.0 where psionic characters could not really use their powers for fear of being attacked by a psionic monster later on in the day.
Any thoughts, comments, cries of outrage?
My plan is very simple. Basically, as in GURPS, each psionic effect is a separate skill. (Levitation, Telekinises, Mind Reading, etc).
In some instances, as noted in the skill description, one skill may be used for another. For example, Telekinesis can be used as a substitute for Levitation, but this is a Difficult task (i.e., modified as for a Difficult task), and requires the psionic to choose some object as an anchor. This is also a bit risky, because if the object he uses as an anchor is moved, turned, or toppled over, then he is going with that object. ("Hey! Hey! Hey! Hey! Hey!) This can really be difficult if a large, solid object is hard to find (such as in a desert). The object has to be heavy enough, or well secured enough, because it will have to support the psionic. (Trying to use a pebble as an anchor will probably result in the pebble getting pushed along the ground of turning over, for example.) This would all be noted as a possible use for Telekinesis.
Instead of Magic Points, psionics use Psionic Points. A beginning psionic starts out with a number of Psionic Points equal to his power, but may increase them with Improvement Rolls as if his Psionic Point total was a skill. Thus, psionics have an advantage of having lots of psionic points to play with, but a disadvantage of having to build up each psionic effect separately and not as part of an overreaching Runecasting skill. Also, psionic effects don't have a magnitude but instead cost power points according to what the psionic tries to do.
Because psionic combat can burn through points very quickly, I think I'll implement three point totals: psionic attack, psionic defense, and psionic effects. Psionic attack points would be used to do psionics on a resisting person's mind (whether simple mind reading, sending out a psionic blast, or trying to psionically dominate someone). Psionic defense points would be spent defending a psionic from attack. And psionic effects would be used for anything else, including using telekinesis to move another person around. Each of these totals would be built up separately. This avoids the problem in D&D 3.0 where psionic characters could not really use their powers for fear of being attacked by a psionic monster later on in the day.
Any thoughts, comments, cries of outrage?