Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Psionics for Novus - an Overview -- Opinions wanted...  (Read 1924 times)

0 Members and 4 Guests are viewing this topic.

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #30 on: January 05, 2014, 09:11:52 PM »
I expect that wilders would be less likely to choose any sort of skill booster (not many of them to begin with), and likely choose something a bit more interesting/useful.


imported_Witchking20k

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #31 on: January 06, 2014, 02:56:31 PM »
Does physical abilities include DEF?  And how is armour a factor in Psionics?

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #32 on: January 06, 2014, 04:30:12 PM »
It depends on the given bonus I think. I can easily see a fighting character eager to boost his weapon stat and/or speed. My point is: if he gains +2 to strength for example via a psion (so +2 to his AB and damage in the case of a strength-based weapon) but it costs him 3 slots to activate and so gives him a -2 to all physical activity, the interest is dubious.
It is this kind of things that have to be finely tuned IMO.
Of course, the same character can acquire a danger sense or a feather landing ability to full benefit.

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #33 on: January 06, 2014, 04:50:01 PM »

Does physical abilities include DEF?




I am going to presume that you mean the negative modifier to physical activities. And in regards to DEF,  hmm... I have no actually thought about that yet, but I was likely thinking that such a modifier did not apply to DEF (but would apply to physical-based Saving Throws).




 And how is armour a factor in Psionics?




At the moment, it is not a factor at all, BUT helms would be....

My initial instinct here is to say that a helm's bonus to saves vs stuns would also apply to saves vs psions. As for the psion user, I would say that that SAME modifier would increase the TN of the activation rolls --

For example -- target is wearing a Reinforced Leather Pot Helm (+3 vs Stuns), and our psion user is wearing a Chain Coif (equivalent of a metal skullcap; +3 vs. Stuns). Our psion user would then have a base activation roll TN of 18 (15 + 3 for the coif). And our defender/target (who has a Will of 15, giving a standard Will Save mod of 6) would have a Save vs Psions of +9 (Will Save mod + 3 RL Pot Helm).

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #34 on: January 06, 2014, 04:59:14 PM »
As for physical abilities, the only psions that can boost anything, so far, are as follows:

Minor Disciplines


  • Armored Skin - give self tough skin (counts as AR versus attacks)
  • Enhanced Strength - increase strength (up to max allowed for character)
  • Heightened Senses - gains a +4 to all perception rolls (increase bonus for every bit over TN)
  • Intensify - Con, Intelligence, & Willpower (and maybe wisdom), can raise one stat by x amount, but reduces the others by same amount - only affects skill rolls - not saves, hits, or anything along those lines

and perhaps a few more along those lines.... but I haven't actually gotten to writing them up yet, they are still in notes stage (as seen above).


[/list]

imported_Witchking20k

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #35 on: January 06, 2014, 08:34:41 PM »
I think I'm going to watch Firestarter this week.  LOL.  I think that was the name of the movie....

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #36 on: January 06, 2014, 08:45:31 PM »
with drew barrymore, yeah

Offline Sunwolf

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #37 on: April 04, 2014, 12:39:06 AM »
Interesting.
For me I have always wanted a system that would let me duplicate the Pliocene Exile Saga which would be 5 rather than 6 categories + wild talents.
I do think you should consider wild talents in any case.  These are Psionic abilities that don't fit in the normal categories that some characters might have.

Will definitely try and visit the forums more often to see what you come up with.

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #38 on: April 04, 2014, 04:51:22 AM »
Sunwolf -- in my first post, I listed 6 Paths, but those were simply examples, not meant to be specific categories. In fact, there will not be any categories, at least not in the RM/SPAM and AD&D 2nd ed ways of thinking where psionics were

Here is a current overview of how things look.....

There will be 2 professions, the Phrenic and the Adept. Each will have a specific number of "slots" for use in choosing psionic abilities.
Adept can have (3 +Will Stat Bonus) slots while the Phrenic will have (5 + (2* Will Stat Bonus)) slots to use to acquire psionic abilities. Wild Psions have a number of slots equal to their (Will Stat Bonus + 1),

(xx)Path -- group of to 2 Major disciplines & 4 Minor Disciplines. These disciplines must be related in some manner, either through special effects or source of ability (i.e. fire-based psions would be a special effect base, while those gained from manipulating one's own bio-energy to supercharge the body in some manner would be source based). Costs 4 slots to acquire/build)

Major Disciplines -- Costs 2 slots to acquire - the more powerful psionic abilities

Minor Disciplines -- Costs 1 slot to acquire -- the less powerful Psionic abilities



Offline Sunwolf

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #39 on: April 04, 2014, 11:54:40 AM »
Have you considered having talents that would increase the number of slots available or would they simply need to raise their Will Stat bonus?  I might also consider having an option where the Will Stat Bonus doesn't factor in at all and Slots are bought seperately, allowing a powerful but gullible Psionic.

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #40 on: April 04, 2014, 09:22:01 PM »
Good Suggestions!  I was already favoring the idea of having some psionic related talents..

hmm...

Class Slots
Phrenic == 10 slots
Adept = 6 Slots

Talents
Wild Psion Talent = 3 Slots (deliberately set so that a Path would not be accessible)
Extra Slots = +2 Slots (same cost as Wild Talent, must already have Psion Slots (i.e. from Class feature or Wild Psion talent))
Mentalist Talent = +Will Stat Bonus to number of slots (must track what psions acquired using these slots as loss of Will would mean loss of those abilities)


How does that sound?

Offline Sunwolf

  • Newbie
  • *
  • Posts: 0
  • Karma: +0/-0
    • View Profile
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #41 on: April 07, 2014, 11:45:41 AM »
sounds pretty good

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #42 on: April 11, 2014, 04:44:20 AM »
Okay a little bit more refinement......

Pure Psion == Talent grants Psionic Focus as Favored Skill, a +5 to Psionic Focus, and 10 slots for picking Disciplines, +1 to activation rolls for Path for 4 CP, +1 to activation rolls for individual Discipline 2 CP

Semi-Psion == Talent grants Psionic Focus as Favored Skill, a +3 bonus to Psionic Focus, 5 slots for picking Disciplines, +1 to activation rolls for Path for 5 CP, +1 to activation rolls for individual Discipline 3 CP

Wild Psion == Talent grants 3 slots for picking Disciplines, character may learn 3 slots worth of Disciplines, +1 to activation rolls for Path for 5 CP, +1 to activation rolls for individual Discipline 3 CP

Extra Slots == Character gains additional 2 slots for learning Disciplines. Requires that the character already have psion slots to begin with

Mentalist == Gain Will Stat Bonus to total number of slots for picking Disciplines

Psionic Focus == new skill (Favored for Phrenic and Adept; skill uses Willpower Stat Bonus - total bonus equals how many psions can be active at one time (Minor Disciplines require 1-5 points of Focus to be active, Major Disciplines require 3-10 points of Focus to be active

(xx)Path -- costs 4 Slots to build using 6 slots worth of Disciplines, a Path must include a minimum of 1 Major Discipline and 2 Minor Disciplines at the least. The other 2 slots may be used for a second Major or 2 more Minor Disciplines at the choice of the player. All Disciplines within a Path must be related in some manner, either through special effects or source of ability (i.e. fire-based psions would be a special effect base, while those gained from manipulating one's own bio-energy to supercharge the body in some manner would be source based).

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #43 on: April 11, 2014, 01:52:26 PM »
In the core Novus, I put a limit of 7 magic items that may be possessed by a character, and tied this limit to the 7 chakra that are in the body. In the psionic rules I am expanding that explanation to define the chakra as wellsprings or knots of life force for a character, and that the chakra are gateways between the character's own aura and the aura of magical items. Or more generally, between the character's aura and the world around it.

The chakra then actually work to impose a limit on how many psions may be active at one time. No more than 7 in total. And then the Psionic Focus skill would work as a guide to how strong those psions can be. Each psion will have a also have a Psion Focus rating, which will work much like I described in post 11 of this thread, quoted below (I made some changes to the quote to reflect the refinement of ideas...):




Okay, say our psion user has the following abilities (the number in parenthesis represent the costs for using in a given round)
  • Dangersense (PF 4) - warns of danger a round before it happens, Will Save (TN18) to activate
  • Mindsense (PF 3) - locates all minds within a 50'; add +1 to cost for each aditional 50'; Will Save (TN20) to activate
  • Telekinetic Bolt (PF 5) - bolt does 5 points of Base Damage, range 50'; Will Save (TN15) to activate, use Bolt Skill (Favored) to aim/attack with Bolt
  • Inertial Shield (PF 3) - gives +2 to AR; +1 for each additional +1
  • Deflection Field (PF 3) - gaives +2 to DEF; +1 for each additional +1

Our psion user has a total skill bonus of 10 for his Psionic Focus skill

So, in a given round, he could have Deflection Field, Mindsense and Dangersense all up and running, but could not use any other abilities as he has no more mental capcity left.

If in combat, he could drop the Danger Sense and Mindsense, only keeping the Deflection Field up, but strengthening it to a +4 to DEF (total PF of 5) and still be able to pummel a foe with his telekinetic bolt (at base damage, and base range)

Now, of course, the above numbers are made up...  But they give the general idea....
[/list]




Additionally, while a character will have a number of slots which determine how many psions he can learn, he must still learn them. The costs of learning will be based upon the Major/Minor distinction of the psion, and upon the Pure/Semi/Wild Psion user categorization of the character. This way, a player won't have to choose his psionic Disciplines immediately (unless he is building a Path, which MUST be defined  upfront, even if all the Disciplines in the Path are not purchased right away).

And as mentioned before, each psion would have an Activation roll which worked in a manner similar to a Saving Throw, but had a few minor differences...

The bonus for making the activation roll is as follows (depending upon how many stats are associated with a specific Discipline):
1 stat == 5 + stat bonus (+ any activiation bonuses)
2 stats == 3 + stat bonus 1 + stat bonus 2 (+ any activiation bonuses)
3 stats == stat bonus 1 + stat bonus 2 + stat bonus 3 (+ any activiation bonuses)

As mentioned in the Pure/Semi/Wild Psion descriptions above, a character may purchase a bonus to the activation rolls of an entire Path, or to individual Disciplines. These are quasi-skills in that they provide bonuses, but they also are not effected by increasing costs, and there will most likely be a limit of no more than a single bonus per level allowed (if playing levelless, then that would be no more than +1 to any psion activation roll for every 15 Character Points that the character has spent.

As for the psions themselves. I am trying to limit myself to no more than 100 Minor Disciplines, and no more than 40 Major ones (though I may also try to cut these initial numbers in half just to make things more managable, saving the rest for a later product...

imported_Rasyr

  • Guest
Psionics for Novus - an Overview -- Opinions wanted...
« Reply #44 on: July 04, 2014, 07:55:31 PM »
Still working on this... In fact, I just started working on writing up the actual Disciplines

To recap/update where this is going we have the following:

Psionic Talents
There are a number of psionic Talents, such as Major Psionic Potential, Minor Psionic Potential, and Wild Psionic Potential. The first two are for making what for want of a better term Pure and Semi psion users, and the third allows for psionic dabblers....

A number of the core talents will be listed as being possible Innate Psionics that can be acquired by the above 3 types, regardless of that Talent's Trainability aspect. There are also a number of other Psionic Talents that can be acquired by anybody with one of those three main talents.

Psionic Disciplines and Paths
Each character will have a number of Discipline Slots. And they can use those Slots to TAG or mark Disciplines for later acquisition. It requires 1 slot to tag a Minor Discipline, 2 slots to tag a Major Discipline. Disciplines may be tagged at any time, so long as the player as slots available. A player may keep Slots in reserve until he is ready to tag a Discipline that he wants to learn, be that 1 or 10 levels down the road.....

Characters can also spend Discipline Slots to tag an entire Path. A Path is a group of related Disciplines. 4 DS to get a Minor Path (which contains 6 DS worth of Disciplines) and 6 DS to tag a Major Path (which contains 9 DS worth of Disciplines). When a character "tags" a Path, ALL of the Disciplines that will be contained in that Path must be determined at that time, and cannot be changed later.  Note that while I will be providing some SAMPLE Paths, they are just samples, and it is the player who determines the actual composition of any Path he knows. There are some rules for building Paths....

There are currently 50 Minor Disciplines and 32 Major Disciplines

To actually acquire/learn a Discipline, the player must spend Character Points -- double the PF in CP for  stand-alone Disciplines, PF+1 in CP for Disciplines that are part of a Path

Note: using a Path means that a player cannot change his mind later as to what Disciplines are in the Path - but in exchange, he gets a few extra Disciplines and a cheaper cost -- the trade-off for the reduction in flexibility

Psionic Basics



    [li]a Psion user can have no more than 7 Disciplines active at any given time[/li]
    [li] Each Discipline requires that the psion user devote some of his Psionic Focus (which is a Favored skill for the character), and the total amount of PF of all active Psions cannot exceed the character's Psionic Focus skill total[/li]
    [li]To activate a Discipline, the player makes an activation roll -- which has a TN of 15 (+1 for every discipline the character already has active). This TN may be increased by other modifiers or options selected the psion user[/li]
    [li]Activation rolls use a base 2d10 + Stats+ other mods to make the activation rolls -- if a psion has a single stat, it uses that stat bonus+5; if a psion has 2 stats, it uses those stat bonuses +3; if a psion has 3 stats, it uses the sum of all 3 stats (and yes, negative stat bonuses reduce this total).[/li]
    [li] Pure psion users get a +4 to all activation rolls, semis get a +2, and there are talents that can increase the activation rolls for individual Disciplines or entire Paths -- and yes, they do stack[/li]
    [/list]


    Sample Discipline
    -- here is the first one I have written up...

    ADAPTATION
    PF: 2
    Stats: Will/Con
    Save: None
    Description: While the Discipline is active, the target's body will adapt to survive the surrounding conditions. This could be used for something as simple as being able to see in complete darkness, or to survive in cold weather without freezing or even as complex as being able to survive at the bottom of the ocean. For example, if the target is underwater, they would be able to breathe and see, at least up to 100', at any depth. The target will automatically adapt to any environment encountered so long as the Discipline is active.

    The base form of this Discipline is only for a single target. That target must be willing, or the Discipline will not work on him. Additional targets may be included, but adding additional targets increases the PF requirement and the TN of the activation roll by 1 for each additional target. Once active, targets cannot be dropped from the Discipline or other targets added without shutting the Discipline down and reactivating it.
    Activation Options          PF  ATN
       Additional Targets........  +1....  +1




    Thoughts? Comments?[/list]