Psi-Warrior power list

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Power list look okay?

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Tribe of One
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Psi-Warrior power list

Post by Tribe of One »

This either was cut off or forgotten when the Psi-Warrior MARS package was approved.

The Mind Melter powers list doesn't really make sense, as the Psi-Warriors are described as being more physical or reactive psychics, so I tweaked the Cyber-Knight list a bit:

[Additions in yellow]

Psi-Warrior MARS Package
Said to have trained in techniques passed down from long lost Psyscape, the Psi-Warriors of the Magic Zone hone body and mind into living weapons. Forged by arduous testing of mind and body, Psi-Warriors use self-denial and spiritual centering to bolster both flesh and mental defenses and to summon swords and shields of pure mental force. Many ally with Psi-Stalkers, Cyber-Knights and other foes of the supernatural, opposing injustice while avoiding politics and petty machinations as much as possible. Some few use their powers for personal gain, but even the blackest villain maintains a rigorous level of control.
MARS Package Benefits
  • Major Psionic: The Psi-Warrior has the Arcane Background (Psionics) and Major Psionic Edges, and starts with Psionics d8. The Psi-Warrior starts with the smite and telekinesis powers and may select one more from the following list: armor, barrier, bolt, boost trait, clairvoyance, darksight, deflection, detect/conceal arcana, environmental protection, healing, pummel, quickness, speed, succor, warrior’s gift.
  • Control of Body and Blade: The Psi-Warrior starts with the Psi-Warrior Initiate and Psi-Blade Edges.
  • Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits.
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Re: Psi-Warrior power list

Post by Ndreare »

I think it looks solid and balanced.
Approved without changes suggested.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Psi-Warrior power list

Post by High Command »

I say make the change. You're right it was an oversight not to include it.
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Re: Psi-Warrior power list

Post by Tribe of One »

Okay, I'll go ahead and update.
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Re: Psi-Warrior power list

Post by Freemage »

I'm a bit interested in the thought process behind some of the deviations from the CK list.

You took out: confusion N, havoc S, and speak language N.

In their place, you put: clairvoyance S, detect/conceal arcana N, and telekinesis S; you also gave them lower trait N (C-Ks only get their self-only boost.

I'm mostly wondering about the rational for giving them clairvoyance and removing havoc, which seems like it very much belongs on a telekinetic's list. In addition, it means you cut two Novice and one Seasoned Power, but added two Seasoned and one Novice Power, plus half a Novice Power to them. And honestly, I'm not sure Lower Trait, which is the most flexible de-buff spell in the game, is a good fit.

My gut would be:
Cut confusion and speak language from the original list.
Add telekinesis and farsight.

It's still two Novice powers off, one Novice and one Seasoned on, but at least both the additions very much fit the idea of a gunslinger (note the effect of farsight on range, which makes far more utility than clairvoyance for a shooter).
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Re: Psi-Warrior power list

Post by Tribe of One »

Freemage wrote:I'm a bit interested in the thought process behind some of the deviations from the CK list.

You took out: confusion N, havoc S, and speak language N.

In their place, you put: clairvoyance S, detect/conceal arcana N, and telekinesis S; you also gave them lower trait N (C-Ks only get their self-only boost.

I'm mostly wondering about the rational for giving them clairvoyance and removing havoc, which seems like it very much belongs on a telekinetic's list. In addition, it means you cut two Novice and one Seasoned Power, but added two Seasoned and one Novice Power, plus half a Novice Power to them. And honestly, I'm not sure Lower Trait, which is the most flexible de-buff spell in the game, is a good fit.

My gut would be:
Cut confusion and speak language from the original list.
Add telekinesis and farsight.

It's still two Novice powers off, one Novice and one Seasoned on, but at least both the additions very much fit the idea of a gunslinger (note the effect of farsight on range, which makes far more utility than clairvoyance for a shooter).
This is for the psi-warrior, not the psi-slinger. They're basically Jedi (without the mind control), from the Psyscape book. In the original their powers are focused on body control, psi-blade/psi-shield, close-range telekinesis for attack and defense, then later sensory powers (See Aura, Sense Magic, Clairvoyance, etc.). So the additions -- clairvoyance, detect/conceal arcana, and telekinesis -- are all straight from the original OCC, and represent fairly iconic abilities gained at various levels of advancement. As for adding lower trait, that just seemed like an automatic thing, since they don't have the default "self-only as a free action" trapping that C-K's do. Is there any other IF that only gets boost trait?

As far as the powers removed: They don't have anything like confusion or speak language in the original, so those were easy. And havoc, while potentially trapped as telekinetic, is a ranged attack that isn't really the style of the Psi-Warrior. They're not throwing bombs around the battlefield, but might use personal range telekinetic pushes (pummel) to disrupt enemies in the immediate vicinity.

Also, while I used the C-K list as the baseline, it's not necessarily the best comparison if power balance is the concern. By default, an AB: Psionics user would get access to the Mind Melter list, which has a LOT more powers, of higher rank. Overall, this is probably a downgrade, but teleport, puppet and drain Power Points just don't fit this sort of physical psychic.
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Re: Psi-Warrior power list

Post by Freemage »

Well, first off, I'm obviously more tired than I thought--yes, the difference between 'warrior' and 'slinger' pretty much covers just about all of my earlier comments.

Now, as for your comments about the balance--well, then, maybe the CK wasn't the best choice for the base. Did you consider using the Crazy's list as a base (they're another heavy-martial Psychic, after all)?
GM Bennies (7th SET, Joker's Jokers): 8/8
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GMC Bennies:
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PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
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Re: Psi-Warrior power list

Post by Tribe of One »

Freemage wrote:Well, first off, I'm obviously more tired than I thought--yes, the difference between 'warrior' and 'slinger' pretty much covers just about all of my earlier comments.

Now, as for your comments about the balance--well, then, maybe the CK wasn't the best choice for the base. Did you consider using the Crazy's list as a base (they're another heavy-martial Psychic, after all)?
Considered it, but the Crazy list has a ton of inappropriate powers (damage field, entangle, slumber, puppet, illusion ... the list goes on). The C-K list is 90 percent appropriate, so it's easier to start there. Despite being more focused than the standard AB: Psionics list, I think it's fine.
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