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Critique my Arcane Background (Telepath)

 
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thwill
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Location: Manchester, England

PostPosted: Sun Feb 07, 2010 5:59 pm    Post subject: Critique my Arcane Background (Telepath) Reply with quote

Hi folks,

I'm working on a Telepathy arcane background for my "hard scifi" game and have found that the published systems in SW:Ex, the SciFi Toolkit and Slipstream are all a bit "blasters & sorcery" for my taste.

I've come up with something more subtle and dangerous and thought I would post it in the hopes of constructive criticism before letting my players loose on it.

Note that this borrows heavily from John Ossaway's cool (but non-Savage) "Cthulhu Rising" setting http://www.cthulhurising.co.uk/.

Arcane Background (Telepath)

Arcane Skill: Telepathy (Spirit)
Starting Power Points: n/a
Starting Powers: 3

Using Telepathic Powers: Telepathic powers do not cost Power Points. Instead each power is listed with a Telepathy Modifier which is applied to the skill roll. A roll of 4+ is required for success, and for “resisted” powers the rolled value is used as the Target Number for the target’s resistance roll.

Resistance Rolls: When a character is targeted by a hostile telepathic power they resist by making a Spirit or Telepathy roll using the Telepath’s modified die roll as the Target Number. If they succeed then they can ignore the effect.

Telepaths are trained to use their powers against other humans. Non-humans get a +2 (or better) bonus to their resistance rolls.

Brainburn: Any (non-resistance) Telepathy roll of 1 or less causes the Telepath to be immediately Shaken, this can cause a wound. In addition the Telepath may not use another telepathic power for 1 hour.

A natural 1 on the skill die (regardless of the Wild Die) also causes Brainburn even though the power may also succeed (i.e. the Wild Die rolls 4+).

Torn Veils: On a critical failure the Telepath has torn the veil and catches a glimpse of the madness beyond. In addition to being Shaken the Telepath loses 1 point of Sanity, suffers 1 point of Fatigue (recovered after 1 hour of rest) and may not use another telepathic power for 24 hours.

Range Modifier: The Telepathy Modifier for some powers is determined by the range to the target:

Touch .............................. +1
Spirit ............................... 0
Within sight .................... -1
Same continent .............. -2
Same planet or from orbit -3
Same solar system ......... -4

New Edges: Most of the "Power Edges" aren't appropriate for this system, but I have added "Psi Corps Training" and "Improved Psi Corps Training" which both add +1 to a characters Telepathy rolls.

Assault
Telepathy Modifier: -2 / target
Range: Spirit
Requirements: Stun
Resistance Roll: Yes
Time Taken/Duration: 1 action / instant
Target’s that fail their resistance roll are Shaken and suffer 1 wound plus 1 additional wound for every 4 points they failed by.
e.g. If the attacker rolls a modified 8 and the target rolls a 4 then the target is Shaken and takes 2 wounds.

Compulsion
Telepathy Modifier: -4
Range: Spirit (requires eye or bodily contact)
Requirements: Suggestion
Resistance Roll: Yes
Time Taken/Duration: 1 action / 1 minute
Compulsion is a much more powerful version of Suggestion. It allows the telepath to take control of the actions of another individual using the power of their mind.
The target will attack friends and even commit suicide, though such actions allow the target another resistance roll to break free of the effect.

Mind Wipe
Telepathy Modifier: -4
Range: Spirit (requires eye or bodily contact)
Requirements: Probe
Resistance Roll: Yes
Time Taken/Duration: 1 minute
Mind Wipe allows a telepath to erase memories from a target’s mind. Specific memories cannot be erased, only blocks of memory (e.g. a period of hours or days).
A telepath must know the period of time that they wish to wipe (possibly via a Probe) before using this power.

Probe
Telepathy Modifier: -2
Range: Spirit (requires eye or bodily contact)
Requirements: Read Surface Thoughts
Resistance Roll: Yes
Time Taken/Duration: 10 minutes
Probe allows a telepath to read the innermost thoughts of a target and the answers to specific questions obtained.
If the telepath suffers Brain Burn or Torn Veils whilst attempting a Probe then the target is also Shaken and suffers a wound.
Unlike Read Surface Thoughts the target of a Probe knows (to the limits of their understanding) that they have been probed, but not necessarily by whom.

Project Thoughts
Telepathy Modifier: By range
Range: Varies
Requirements: none
Resistance Roll: Optional
Time Taken/Duration: 1 action / 1 minute
Project Thoughts allows a telepath to send thoughts to others. This transmission is in the form of words only, occurs at normal speaking rate and is one-way only.

Read Psychic Imprint
Telepathy Modifier: Special
Range: Touch
Requirements: none
Resistance Roll: No
Time Taken/Duration: 10 minutes
When a person dies, they leave a residual telepathic imprint that can remain after their death. This power allows a telepath to detect this telepathic imprint, and gain an impression of the last thoughts and feelings of the recently deceased. This impression comes in the form of cryptic flashes of images and words (the GM should decide as to what these words and images actually are).
The Telepathy roll is made with a -1 modifier for every hour since the person died.

Read Surface Thoughts
Telepathy Modifier: 0
Range: Spirit
Requirements: none
Resistance Roll: Yes
Time Taken/Duration: 1 action / 1 minute
Read Surface Thoughts allows a telepath to read the minds of others. On a success the telepath reads the target’s current surface thoughts. Unless the target is also a telepath such an intrusion goes unnoticed.

Sense Life
Telepathy Modifier: By range
Range: Varies
Requirements: none
Resistance Roll: No
Time Taken/Duration: 1 action / 1 minute
Sense Life allows a telepath to sense the presence of other minds. The information obtained includes an approximate number of minds present, whether they are animal, human or alien and their approximate location.
The shielded minds of other telepaths are only detectable with a raise.

Suggestion
Telepathy Modifier: -2
Range: Spirit (requires eye or bodily contact)
Requirements: Project Thoughts
Resistance Roll: Yes
Time Taken/Duration: 1 action / 1 minute
Suggestion allows a telepath to secretly implant a thought into a target’s mind. Such a thought should be small and seemingly innocuous, e.g. ‘these are not the droids you are looking for’ or ‘sit down’ or ‘you are really hungry’. Suggestions that put the individual in immediate and obvious danger, or those that go totally against their nature, fail automatically.

Stun
Telepathy Modifier: -1 / target
Range: Spirit
Requirements: none
Resistance Roll: Yes
Time Taken/Duration: 1 action / instant
Target’s that fail their resistance rolls are Shaken.

[Edit: thwill 10 Feb 2010: reworked some of the text just to be safe in the matter of copyright.]


Last edited by thwill on Wed Feb 10, 2010 12:00 pm; edited 1 time in total
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UmbraLux
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PostPosted: Sun Feb 07, 2010 10:23 pm    Post subject: Re: Critique my Arcane Background (Telepath) Reply with quote

thwill wrote:
Using Telepathic Powers: Telepathic powers do not cost Power Points. Instead each power is listed with a Telepathy Modifier which is applied to the skill roll. A roll of 4+ is required for success, and for “resisted” powers the rolled value is used as the Target Number for the target’s resistance roll.
Is there anything (other than brainburn) preventing the telepath from casting all day long? If not, does that fit in with the power level of other characters in your game?

Quote:
Resistance Rolls: When a character is targeted by a hostile telepathic power they resist by making a Spirit or Telepathy roll using the Telepath’s modified die roll as the Target Number. If they succeed then they can ignore the effect.
Is this an opposed roll or saving throw? In other words, does the resistance roll affect how well the telepath succeeds?

Quote:
Range Modifier: The Telepathy Modifier for some powers is determined by the range to the target:

Touch .............................. +1
Spirit ............................... 0
Within sight .................... -1
Same continent .............. -2
Same planet or from orbit -3
Same solar system ......... -4
It looks like Sense Life and Project Thoughts are the only two powers the range table applies to, is that correct?

Quote:
Assault
Telepathy Modifier: -2 / target
Range: Spirit
Requirements: Stun
Resistance Roll: Yes
Time Taken/Duration: 1 action / instant
Target’s that fail their resistance roll are Shaken and suffer 1 wound plus 1 additional wound for every 4 points they failed by.
e.g. If the attacker rolls a modified 8 and the target rolls a 4 then the target is Shaken and takes 2 wounds.
While I'm not sure what powers you have in your game, this seems out of line with standard SW powers. Shouldn't the first success be a Shaken result only? This also seems to have all the advantages of ranged weapons with none of the disadvantages.

Quote:
Compulsion
Telepathy Modifier: -4
Range: Spirit (requires eye or bodily contact)
Requirements: Suggestion
Resistance Roll: Yes
Time Taken/Duration: 1 action / 1 minute
The duration makes this far more powerful than Puppet. It also has the potential of sidelining players for extended periods in combat.

-----
I didn't go through all the powers in detail, they look reasonably close in power with the possible exception of those using the range table. Overall, it looks like it might fit in a Supers game. It does seem significantly more powerful than published SWEX ABs and edges - which is only an issue if you're mixing them.
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thwill
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Location: Manchester, England

PostPosted: Mon Feb 08, 2010 5:50 am    Post subject: Re: Critique my Arcane Background (Telepath) Reply with quote

UmbraLux wrote:
thwill wrote:
Using Telepathic Powers: Telepathic powers do not cost Power Points. Instead each power is listed with a Telepathy Modifier which is applied to the skill roll. A roll of 4+ is required for success, and for “resisted” powers the rolled value is used as the Target Number for the target’s resistance roll.
Is there anything (other than brainburn) preventing the telepath from casting all day long? If not, does that fit in with the power level of other characters in your game?


No, it's just Brainburn, and I was actually thinking I've made that too severe and it should only happen on a natural 1 on the skill die.

UmbraLux wrote:
thwill wrote:
Resistance Rolls: When a character is targeted by a hostile telepathic power they resist by making a Spirit or Telepathy roll using the Telepath’s modified die roll as the Target Number. If they succeed then they can ignore the effect.
Is this an opposed roll or saving throw? In other words, does the resistance roll affect how well the telepath succeeds?


With the exception of resisting "Assault" all the target has to do is equal or beat the Telepath's roll.

UmbraLux wrote:
thwill wrote:
Range Modifier: The Telepathy Modifier for some powers is determined by the range to the target: ...
It looks like Sense Life and Project Thoughts are the only two powers the range table applies to, is that correct?


Yes.

UmbraLux wrote:
thwill wrote:
Assault
Telepathy Modifier: -2 / target
Range: Spirit
Requirements: Stun
Resistance Roll: Yes
Time Taken/Duration: 1 action / instant
Target’s that fail their resistance roll are Shaken and suffer 1 wound plus 1 additional wound for every 4 points they failed by.
e.g. If the attacker rolls a modified 8 and the target rolls a 4 then the target is Shaken and takes 2 wounds.
While I'm not sure what powers you have in your game, this seems out of line with standard SW powers. Shouldn't the first success be a Shaken result only? This also seems to have all the advantages of ranged weapons with none of the disadvantages.


The powers listed in this post are the only arcane powers that PC's will have access to.

I did initially think about Shaken as the first result, but whilst I haven't run the numbers completely my gut feeling is that the odds of a d6 Telepath causing a wound to a d6 target would only run at about 10%, and the odds of Brainburn would be greater.

I would have throught that the reduced range, and danger of Brainburn or Torn Veils make this power considerably weaker than the average assault rifle, which also has the possibilities of 3RB and Autofire.

UmbraLux wrote:
thwill wrote:
Compulsion
Telepathy Modifier: -4
Range: Spirit (requires eye or bodily contact)
Requirements: Suggestion
Resistance Roll: Yes
Time Taken/Duration: 1 action / 1 minute
The duration makes this far more powerful than Puppet. It also has the potential of sidelining players for extended periods in combat.


Yes, it is more powerful than Puppet (but less powerful than a certain "Charm Person" spell from a well known RPG). But it's pretty difficult to succeed, even a maxed out Telepath (Telepathy d12+2, Improved Psi Corps Training) is only going to succeed against a d6 target about 60% of the time and suffer Brainburn 8% of the time (very roughly, and ignoring the wild dice).

UmbraLux wrote:

I didn't go through all the powers in detail, they look reasonably close in power with the possible exception of those using the range table. Overall, it looks like it might fit in a Supers game. It does seem significantly more powerful than published SWEX ABs and edges - which is only an issue if you're mixing them.


Interesting. I'm not intending to mix with any other AB, but nevertheless thought what I'd come up with was considerably weaker.

Thanks for the feedback,

Tom
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Sitting Duck
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PostPosted: Mon Feb 08, 2010 6:39 am    Post subject: Re: Critique my Arcane Background (Telepath) Reply with quote

thwill wrote:
New Edges: Most of the "Power Edges" aren't appropriate for this system, but I have added "Psi Corps Training" and "Improved Psi Corps Training" which both add +1 to a characters Telepathy rolls.


As a rule of thumb, Edges shouldn't provide flat bonuses on combat or arcane skill rolls. Instead, such bonuses should be circumstantial (like Mentalist) or provide some other benefit. Perhaps said Edges could partially negate negative telepathy modifiers.
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thwill
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Joined: 12 Aug 2009
Posts: 67
Location: Manchester, England

PostPosted: Mon Feb 08, 2010 6:46 am    Post subject: Re: Critique my Arcane Background (Telepath) Reply with quote

Sitting Duck wrote:
thwill wrote:
New Edges: Most of the "Power Edges" aren't appropriate for this system, but I have added "Psi Corps Training" and "Improved Psi Corps Training" which both add +1 to a characters Telepathy rolls.


As a rule of thumb, Edges shouldn't provide flat bonuses on combat or arcane skill rolls. Instead, such bonuses should be circumstantial (like Mentalist) or provide some other benefit. Perhaps said Edges could partially negate negative telepathy modifiers.


Yes, I was aware of that rule, and as you probably recognised those Edges are primarily there to offset the more severe modifiers ... they're really the equivalent of the "Power Points" Edge for a system that uses no PP.

That said, I'm not sure that restricting the bonus as you suggest is worth the additional trouble of remembering the restriction.

Thanks for the feedback,

Tom
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UmbraLux
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PostPosted: Mon Feb 08, 2010 8:22 pm    Post subject: Re: Critique my Arcane Background (Telepath) Reply with quote

thwill wrote:
No, it's just Brainburn, and I was actually thinking I've made that too severe and it should only happen on a natural 1 on the skill die.
It is just on a 1 if I'm reading it correctly. That's part of why I consider it more powerful than standard SWEX...the only limitation on casting is one which has a very good chance of being overridden by spending a benny. The end result is very little limitation on power use.

Quote:
With the exception of resisting "Assault" all the target has to do is equal or beat the Telepath's roll.
Sorry, I don't think I was clear when asking. If the telepath rolls an 8 and the victim rolls a 7, is it a success? ('Saving' throw failed.) Or does the telepath need to beat the victim's roll by 4? (Opposed rolls.)

Quote:
I did initially think about Shaken as the first result, but whilst I haven't run the numbers completely my gut feeling is that the odds of a d6 Telepath causing a wound to a d6 target would only run at about 10%, and the odds of Brainburn would be greater.
I think this depends on whether the roll is an opposed roll or not. If the telepath's TN is 4 while the victim's TN is whatever the telepath rolled, the telepath will succeed a significant percentage of the time.

Quote:
I would have throught that the reduced range, and danger of Brainburn or Torn Veils make this power considerably weaker than the average assault rifle, which also has the possibilities of 3RB and Autofire.
Assault doesn't list LoS as a requirement. So the telepath would be able to hit targets while he's in the next room or behind solid cover. He can keep hitting him also...just reroll Brainburn results. This also makes the perfect assassin - or is there some visible sign of the telepath's power use?

Quote:
Yes, it is more powerful than Puppet (but less powerful than a certain "Charm Person" spell from a well known RPG).
<shudder>

Quote:
But it's pretty difficult to succeed, even a maxed out Telepath (Telepathy d12+2, Improved Psi Corps Training) is only going to succeed against a d6 target about 60% of the time and suffer Brainburn 8% of the time (very roughly, and ignoring the wild dice).
That may answer which type of roll you're planning...opposed rolls (with your numbers) between minions will fail 38% of the time and the saving throw method between minions will fail 18% of the time. If you add the Wild die to the telepath and use opposed rolls, he'll fail 36% of the time. So the wild card vs minion will succeed approximately 64% of the time. (None of the numbers I ran account for exploding dice, just base rolls.)

But my biggest concern here is really the duration, particularly when used against PCs. Many players get frustrated when it takes more than a round or two to get un-Shaken. A one minute duration will take them entirely out of most combats. It's more a 'fun' issue than a 'power' issue.

Quote:
Interesting. I'm not intending to mix with any other AB, but nevertheless thought what I'd come up with was considerably weaker.
If you're using opposed rolls (which your percentages suggest) it looks roughly equivalent to existing ABs. I was working under the assumption you were using a saving throw method since the AB's description states "A roll of 4+ is required for success, and for “resisted” powers the rolled value is used as the Target Number for the target’s resistance roll." That appears to say the telepath needs a 4 or higher while the resister needs to beat whatever the telepath rolls. May want to clarify if that wasn't your intention. Smile

To clarify my opinion on power level, it's only significantly higher powered than SWEX if you're not using opposed rolls. Opposed rolls do lower the power level.
Quote:
Thanks for the feedback,

Tom
You're welcome. Glad you took it in the spirit intended. And you're welcome to rip apart the stuff I've thrown up also. Smile
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thwill
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PostPosted: Tue Feb 09, 2010 5:52 am    Post subject: Re: Critique my Arcane Background (Telepath) Reply with quote

UmbraLux wrote:
thwill wrote:
No, it's just Brainburn, and I was actually thinking I've made that too severe and it should only happen on a natural 1 on the skill die.
It is just on a 1 if I'm reading it correctly. That's part of why I consider it more powerful than standard SWEX...the only limitation on casting is one which has a very good chance of being overridden by spending a benny. The end result is very little limitation on power use.


As originally written my intention was that any modified skill roll of 1 or less (or a natural 1 on the skill die) would cause Brainburn.

e.g. If a Telepath (without the Psi Corps Training edges or d12+1, d12+2 skill) tries to use Assault (-2) and rolls a 1,2,3 then they suffer Brainburn.

I think this is possibly too harsh, but just having Brainburn on a natural 1 is too lenient - other suggestions are welcome

UmbraLux wrote:
Quote:
With the exception of resisting "Assault" all the target has to do is equal or beat the Telepath's roll.
Sorry, I don't think I was clear when asking. If the telepath rolls an 8 and the victim rolls a 7, is it a success? ('Saving' throw failed.) Or does the telepath need to beat the victim's roll by 4? (Opposed rolls.)


Rather than debate the merits of the terms "Saving roll" and "Opposed roll" I'll just make another attempt to describe the system I'm proposing:

The Telepath has to roll (with modifiers) at least a 4 AND greater than the target's resistance roll.

An alternative would be to derive a Telepathic Resistance = 2 + Target's Spirit Die / 2 and simply make this the TN for the Telepathy roll.

The reason I excluded this was to allow the possibility of multiple target's for Stun/Assault where some might resist and others not. Though I'm now beginning to think that allowing multiple target's for Stun/Assault may not be the correct decision.

UmbraLux wrote:
Quote:
I did initially think about Shaken as the first result, but whilst I haven't run the numbers completely my gut feeling is that the odds of a d6 Telepath causing a wound to a d6 target would only run at about 10%, and the odds of Brainburn would be greater.
I think this depends on whether the roll is an opposed roll or not. If the telepath's TN is 4 while the victim's TN is whatever the telepath rolled, the telepath will succeed a significant percentage of the time.


In a d6 vs. d6 conflict the telepath will get a success:

* When they roll a 4 and the target rolls 1-3
* When they roll a 5 and the target rolls 1-4
* When they roll a 6 and the target rolls 1-6 (ignoring exploding die)

Which = 12/36 = 33% of the time

And a success with a raise:

* When they roll a 5 and the target rolls 1.
* When they roll a 6 and the target rolls 1-2. (ignoring exploding die)

Which = 3/36 = 8.3% of the time (which is the ~10% I quoted)

Actually it's all much worse than this because of the -2 penalty which I seem to have forgotten in my original numbers Wink

UmbraLux wrote:
Quote:
I would have throught that the reduced range, and danger of Brainburn or Torn Veils make this power considerably weaker than the average assault rifle, which also has the possibilities of 3RB and Autofire.
Assault doesn't list LoS as a requirement. So the telepath would be able to hit targets while he's in the next room or behind solid cover. He can keep hitting him also...just reroll Brainburn results. This also makes the perfect assassin - or is there some visible sign of the telepath's power use?


Excellent point. The Telepath needs to be aware of the target and there should probably be an additional -2 if they don't have LoS.

Regarding "Compulsion" ...

UmbraLux wrote:
But my biggest concern here is really the duration, particularly when used against PCs. Many players get frustrated when it takes more than a round or two to get un-Shaken. A one minute duration will take them entirely out of most combats. It's more a 'fun' issue than a 'power' issue.


This AB is really for the PC's ... or one PC in particular, the Psi Corps Attache to the Colonial Marines that the rest of the players are playing. I am very conscious of trying not to favour the Telepath PC which is one of the reasons I was looking for criticism.

The bad-guys will have all the powers of "Cthulhu horror" and won't be worried by a little thing like "Compulsion".

Nevertheless I will think about the duration again because your concern is valid. I just think 3 rounds is rather lame for a power that I would have thought should at least allow the PC to gain control of an NPC guard and have him lead the PC's through a secure building (more than 18 seconds worth of control).

Thanks again for the feedback, it's appreciated.

Yours truly,

Tom
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Crossroads
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PostPosted: Tue Feb 09, 2010 9:59 am    Post subject: Reply with quote

For the long haul, you might want to add something like:


Psychic Healing
Telepathy Modifier: 0
Range: Touch
Requirements: Read Surface Thoughts
Resistance Roll: No
Time Taken/Duration: 10 minutes
Psychic Healing allows a telepath to heal damage that the target’s mind has suffered from Assault. Healing one wound on a success (two on a raise).



Psychic Surgery
Telepathy Modifier: -3
Range: Touch
Requirements: Psychic Healing and Probe
Resistance Roll: Maybe
Time Taken/Duration: 10 minutes
Psychic Surgery allows a telepath to repair long term damage that the target’s mind has suffered (sanity lose, psychoses, that type of thing).
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thwill
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PostPosted: Wed Feb 10, 2010 9:11 am    Post subject: Reply with quote

Yes, since it wouldn't make sense for normal "trauma" healing to help with the damage from "Assault" there would be a need for "Psychic Healing".

I'm not so sure about "Psychic Surgery". Having such an "easy" way to deal with Sanity loss and psychoses would rather undermine the mood that I'm aiming for.

Thanks for your feedback,

Tom
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