New Race: Psi-Ghost

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To Approve Psi-Ghost? (Note: Only GM Accounts May Vote)

Approved (All Approved House Rules Are Subject to Play Testing)
5
83%
Approved (For Limited Play Testing Only, Approval Required for Each Character)
0
No votes
Needs Work
0
No votes
Disapproved
1
17%
Abstain
0
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Total votes: 6

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Pursuit
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New Race: Psi-Ghost

Post by Pursuit »

Psi-Ghost

Description: Psyscape, p. 73. Psi-Ghosts are human mutants with the power to become intangible at will! The power of intangibility, or “ghosting” as they call it, is not a psionic power, altough it requires mental discipline, focus and concentration. The ability to ghost is passed down from parent to child, and if both parents are Psi-Ghosts, their offspring is always a Psi-Ghost. If only one parent is a Psi-Ghost, there is a 50% chance that the child will be a Psi-Ghost, too (Interestingly, Psi-Ghosts may reproduce with Psi-Stalkers, but the offspring of such a union is always a Psi-Stalker without the ability to ghost).

Among adventurers, spies and thieves, Psi-Ghosts have a reputation as the very best (or very worst, depending on one’s perspective). They excel at bypassing security measures, whether guards, high-tech alarms, or traps, and, according to hype on the street, there is no security system that a Psi-Ghost cannot defeat.
  • Racial Abilities and Complications
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicing the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the blood stream and does +4 damage/is -4 to resist. (+5, due to gas limitation)
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls. (+2)
  • Inherently Gifted: Psi-Ghosts have a natural prediliction toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not. (+1)
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known. (-1)
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table. (-1)
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow. (-2)
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it. (-1)
  • Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit. (-1)
Original Draft
Psi-Ghost

Description: Psyscape, p. 73. Psi-Ghosts are human mutants with the power to become intangible at will! The power of intangibility, or “ghosting” as they call it, is not a psionic power, altough it requires mental discipline, focus and concentration. The ability to ghost is passed down from parent to child, and if both parents are Psi-Ghosts, their offspring is always a Psi-Ghost. If only one parent is a Psi-Ghost, there is a 50% chance that the child will be a Psi-Ghost, too (Interestingly, Psi-Ghosts may reproduce with Psi-Stalkers, but the offspring of such a union is always a Psi-Stalker without the ability to ghost).

Among adventurers, spies and thieves, Psi-Ghosts have a reputation as the very best (or very worst, depending on one’s perspective). They excel at bypassing security measures, whether guards, high-tech alarms, or traps, and, according to hype on the street, there is no security system that a Psi-Ghost cannot defeat.
  • Racial Abilities and Complications
  • Ghostng: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicing the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). (+2)
  • Trained from Birth: All Psi-Ghosts are taught from birth to take advantage of their natural predeliction toward Stealth. Psi-Ghosts begin with a d6 in the Stealth skill. (+1)
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls. (+2)
  • Inherently Gifted: Psi-Ghosts have a natural prediliction toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not. (+1)
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known. (-1)
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table. (-1)
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. This need to honor one’s contracts is taught to Psi-Ghosts from a young age and, as a result, all Psi-Ghosts begin with the Code of Honor Hindrance in addition to any others taken at character creation. (-2)
  • Racial Loyalty: A Psi-Ghost would never betray one of her own, and begins with the Loyal Hindrance, for no added benefit, in addition to any other Hindrances taken at character creation. (-1)
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: New Race: Psi-Ghost

Post by Ndreare »

I would consider the ability to use a power without paying the PPE cost worth at least 4 or maybe even 5 points.

While they said they removed the reference so people would not be expected to buy extra books. The original Science fiction companion race creation tables suggested a 1 to 1 value for SPC2 powers versus racial abilities so perhaps 5 points would be fair.
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: New Race: Psi-Ghost

Post by Pursuit »

RFT wrote:I would consider the ability to use a power without paying the PPE cost worth at least 4 or maybe even 5 points.

While they said they removed the reference so people would not be expected to buy extra books. The original Science fiction companion race creation tables suggested a 1 to 1 value for SPC2 powers versus racial abilities so perhaps 5 points would be fair.
Honestly, I was not sure how to price that one. I settled on +2 because that was the most frequently used one for powerful attributes, but I could certainly see it going higher. Anyone who worked on the ARES protocol, how did you price the intangibility ability there? Maybe we could just copy it for this.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Freemage
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Re: New Race: Psi-Ghost

Post by Freemage »

Being able to go Intangible at-will, for no PPts is NOT a 2-point ability. It's a 7-point ability (2 for the shadow-AB of SPC Superpowers, 5 for Intangibility). Yes, that's expensive. Near-total immunity to all mundane damage, plus bypassing virtually all barriers, at no cost or roll, should be.

That said, I'd probably throw in a couple Racial Edges that allow them to take the +2 Modifiers to the Powers (Tag Along and Reflexive Control), if those fit the fluff from Palladium's version.

The other option is AB: Psionics, 10 ISP, with three pre-set Powers (say, Intangibility, Invisibility and Darksight or somesuch). That's a +2 ability; if they take an IF with Psionics, they get the bonus Power like the Simvan. You'd probably want to give them a d6 Psionics to start instead of the +5 ISP; that'll be enough to ghost periodically.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
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?)
.
User avatar
Ndreare
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Re: New Race: Psi-Ghost

Post by Ndreare »

Pursuit wrote:
RFT wrote:I would consider the ability to use a power without paying the PPE cost worth at least 4 or maybe even 5 points.

While they said they removed the reference so people would not be expected to buy extra books. The original Science fiction companion race creation tables suggested a 1 to 1 value for SPC2 powers versus racial abilities so perhaps 5 points would be fair.
Honestly, I was not sure how to price that one. I settled on +2 because that was the most frequently used one for powerful attributes, but I could certainly see it going higher. Anyone who worked on the ARES protocol, how did you price the intangibility ability there? Maybe we could just copy it for this.
For ARES we argued a lot but the pricing was 5 points from SPC2
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: New Race: Psi-Ghost

Post by Ndreare »

DELETED
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: New Race: Psi-Ghost

Post by Pursuit »

RFT wrote:
Pursuit wrote:
RFT wrote:I would consider the ability to use a power without paying the PPE cost worth at least 4 or maybe even 5 points.

While they said they removed the reference so people would not be expected to buy extra books. The original Science fiction companion race creation tables suggested a 1 to 1 value for SPC2 powers versus racial abilities so perhaps 5 points would be fair.
Honestly, I was not sure how to price that one. I settled on +2 because that was the most frequently used one for powerful attributes, but I could certainly see it going higher. Anyone who worked on the ARES protocol, how did you price the intangibility ability there? Maybe we could just copy it for this.
For ARES we argued a lot but the pricing was 5 points from SPC2
If we’ve got a precedent from ARES, I’ll just use that and adjust the stats accordingly. No need to re-hash old arguments if they’ve already been settled.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Freemage
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Re: New Race: Psi-Ghost

Post by Freemage »

RFT wrote:
Freemage wrote:Being able to go Intangible at-will, for no PPts is NOT a 2-point ability. It's a 7-point ability (2 for the shadow-AB of SPC Superpowers, 5 for Intangibility). Yes, that's expensive. Near-total immunity to all mundane damage, plus bypassing virtually all barriers, at no cost or roll, should be.

The other option is AB: Psionics, 10 ISP, with three pre-set Powers (say, Intangibility, Invisibility and Darksight or somesuch). That's a +2 ability; if they take an IF with Psionics, they get the bonus Power like the Simvan. You'd probably want to give them a d6 Psionics to start instead of the +5 ISP; that'll be enough to ghost periodically.
I have seen both you and Jon mention this before.

There is no precedence anywhere in print for the 2 point tax you title as Shadow of SPR Super powers. (Even when suggested in SFC they do not mention adding a tax of 2)
SFC, Page 5:
SUPER ABILITIES
For truly exotic abilities, such as amorphous forms, undead, and so on, the Super Powers
Companion might be more appropriate. This makes for extremely powerful characters and a
very different kind of scifi setting, so make sure the GM allows it.
Each Power Point selected from the Super Powers Companion is equal to one point of Racial
Abilities. Characters in actual supers campaigns get Arcane Background (Super Powers)
for free, DELETEDNote that not every ability is exactly the same (or has the same value) between these two
books. Flight in a superhero setting, for example, is based on a different trope than species
are usually depicted in science fiction, and is thus far more powerful. If an ability is found
in this book, use it. If not, and with the GM’s permission, use the Super Powers Companion.
It's there, Rob. This is not a Supers setting, it's a Sci-Fi/High Fantasy setting.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
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?)
.
User avatar
Freemage
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Joined: Thu May 11, 2017 7:09 am

Re: New Race: Psi-Ghost

Post by Freemage »

Pursuit wrote:
RFT wrote:
Pursuit wrote:
Honestly, I was not sure how to price that one. I settled on +2 because that was the most frequently used one for powerful attributes, but I could certainly see it going higher. Anyone who worked on the ARES protocol, how did you price the intangibility ability there? Maybe we could just copy it for this.
For ARES we argued a lot but the pricing was 5 points from SPC2
If we’ve got a precedent from ARES, I’ll just use that and adjust the stats accordingly. No need to re-hash old arguments if they’ve already been settled.
The point is that the ARES version already includes that +2 as part of the broader build (or at least it should've).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
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?)
.
User avatar
Pursuit
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Re: New Race: Psi-Ghost

Post by Pursuit »

Ok, I updated the original post with a +5 cost, added appropriate negative attributes, and dropped the d6 in Stealth.

It looks like there is some disagreement on how it was priced for ARES. Once someone can give me a definitive answer on that, I’ll update (or not) as needed.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Ndreare
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Re: New Race: Psi-Ghost

Post by Ndreare »

@Freemage

I have edited out the part of your post that showed I was wrong and deleted my own post so there will be no evidence.

OOC Comments
PS: That is an irrational just stupid and inconsistent with the way other AB's are treated. Buy equivalent logic a character like a Dogboy with the ability to detect arcana should have to purchase the Arcane Background edge and the Detect Arcana ability. But I do understand the bias as Shane and Clint have both expressed openly their preference for street level games.
  • 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: New Race: Psi-Ghost

Post by Pursuit »

RFT wrote:@Freemage

I have edited out the part of your post that showed I was wrong and deleted my own post so there will be no evidence.

OOC Comments
PS: That is an irrational just stupid and inconsistent with the way other AB's are treated. But equivalent logic a character like a Dogboy with teh ability to detect arcana should have to purchase the Arcane Background edge and the Detect Arcana ability. But I do understand the bias as Shane and Clint have both expressed openly their preference for street level games.
Wait, you edited what out of who’s post now?
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Re: New Race: Psi-Ghost

Post by Ndreare »

Nothing, nothing at all.

Only saying I concur with Freemage that 7 is the correct value of intangibility at will and I was mistaken at my previous pricing of 5.
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: New Race: Psi-Ghost

Post by Pursuit »

RFT wrote:Nothing, nothing at all.

Only saying I concur with Freemage that 7 is the correct value of intangibility at will and I was mistaken at my previous pricing of 5.
Aha. Ok. If the consensus is that it’s a 7 point ability, I’ll update the post to reflect in a bit.
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Re: New Race: Psi-Ghost

Post by High Command »

Yes ARES included the SPC tax already. It also had a lot more going on. So with Intang at 7, the stealth boost at 2, and PP at 1, it's a 10 point race. Seems reasonable to me. Or you could remove the Stealth boost and leave it as a 8 point race.
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Re: New Race: Psi-Ghost

Post by Pursuit »

Anyone have a good idea for final negative attributes to balance out the +2 from going from 5 to 7? Maybe a Wanted or Enemy Hindrance to reflect that Psi-Ghosts have enemies in the underworld or with the law? The fluff says their original village was decimated by rival underworld organizations, for example, and forced them all into hiding.

I thought about Distinctive D-bee, but with Bad Reputation already (which I think fits well), that felt like stacking on useless penalties. If you have low Charisma, we get it, people don’t like you.
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Re: New Race: Psi-Ghost

Post by Hans Greuber »

Maybe they are Physically weak and have a -1 to Strength rolls? (a -2 Racial Penalty)
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Re: New Race: Psi-Ghost

Post by Pursuit »

Hans Greuber wrote:Maybe they are Physically weak and have a -1 to Strength rolls? (a -2 Racial Penalty)
I could see this. The fluff could be something like “a Psi-Ghost spends so much time intangible that their muscles aren’t as well-developed as an average person.”

Anyone else have ideas?
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Re: New Race: Psi-Ghost

Post by Tribe of One »

The OP still shows only a +5 cost for the ghosting ability when it should be +7, plus you've listed Cyber-Resistant twice, so you actually need another 3 pts of drawbacks.

Possibilities could include a form of Loyalty or Vow related to supporting (and never 'ratting' on) other Psi-Ghosts. Maybe Greedy. Weakness: Gas attacks definitely fits (see the intangibility write-up in the Psyscape RCC).
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Re: New Race: Psi-Ghost

Post by Pursuit »

Tribe of One wrote:The OP still shows only a +5 cost for the ghosting ability when it should be +7, plus you've listed Cyber-Resistant twice, so you actually need another 3 pts of drawbacks.

Possibilities could include a form of Loyalty or Vow related to supporting (and never 'ratting' on) other Psi-Ghosts. Maybe Greedy. Weakness: Gas attacks definitely fits (see the intangibility write-up in the Psyscape RCC).
Whoops; that second one was supposed to be restricted path. I'll update it, and the 5 to 7.

Good suggestions.

Edit: I already had restricted path. I promise I can math... sometimes.
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Re: New Race: Psi-Ghost

Post by High Command »

Weakness to Gas attacks works as a good one to build into intangible to bring its cost down to a five. Thereby eliminating any math gymnastics
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Re: New Race: Psi-Ghost

Post by Radecliffe »

If you strip of the stealth bonus and the bonus ISP you are there.
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Re: New Race: Psi-Ghost

Post by Pursuit »

Okay, updated. I'll add a poll once I get to my computer (I'm on mobile).
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Re: New Race: Psi-Ghost

Post by Pursuit »

High Command wrote:Weakness to Gas attacks works as a good one to build into intangible to bring its cost down to a five. Thereby eliminating any math gymnastics
Done. Is that +4 damage?
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Re: New Race: Psi-Ghost

Post by Freemage »

+4 damage, -4 to resistance rolls.
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Re: New Race: Psi-Ghost

Post by Freemage »

RFT wrote:@Freemage

I have edited out the part of your post that showed I was wrong and deleted my own post so there will be no evidence.

OOC Comments
PS: That is an irrational just stupid and inconsistent with the way other AB's are treated. Buy equivalent logic a character like a Dogboy with the ability to detect arcana should have to purchase the Arcane Background edge and the Detect Arcana ability. But I do understand the bias as Shane and Clint have both expressed openly their preference for street level games.
So I tried to reverse-engineer the DogBoy Psychic Sense power. First, I went to the other comparison race, the Psi-Stalker:

Outsider: -1
Psychic Vampire: -2 (as Dependency)
Restricted Paths: -1
Racial Enemy: -1

So, that's -5, meaning that using standard rules, the Psi-Stalker should be a +7 race. We know their other positive traits:

Ambidexterity: +2
Animal Empathy: +1
Fast: +1
Psychic Sense is therefore a +3 ability. The issue with trying to rebuild it is that there is no particular "Detect Arcana" ability in the SPC, so they clearly pulled a number out of a hat. It "feels" right to me (a Shadow AB of +2, and another +2 for an SWD Power; -1 for being hindered by Ley Lines).

Or at least, it seems clear, until we get to the Dog-Boy:

Breed Edge +2
Keen Sense of Smell +3
Natural Weapons +1
Psychic Sense +3

Outsider -1
Wanted (Minor) -1
Restricted Path -1
Psychic Sensitivity: In order for DogBoys to make sense, a level of fatigue from LL Storms should be ranked as a -4 racial disadvantage. Basically, DogBoys got built extra sweet for reasons of writer-bias. Using them as a point of comparison isn't gonna get you anywhere. Just accept that they're all good dogs, Brent, and move on.
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Re: New Race: Psi-Ghost

Post by Pursuit »

Freemage wrote:+4 damage, -4 to resistance rolls.
Gracias. Updated.
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Re: New Race: Psi-Ghost

Post by Pender Lumkiss »

My only thought on this, and bare in mind I love the psi-ghost, isn't this more of an IF and not a race? I mean couldn't you just make a mind melter race?

What would a psi-ghost look like as a MARS IF?
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Re: New Race: Psi-Ghost

Post by Tribe of One »

Pender Lumkiss wrote:My only thought on this, and bare in mind I love the psi-ghost, isn't this more of an IF and not a race? I mean couldn't you just make a mind melter race?

What would a psi-ghost look like as a MARS IF?
Well, it's a race because it's a specific kind of human mutant -- you can't have an elf psi-ghost, or a quick-flex psi-ghost (at least per the PR fluff). Now, with their cyber- and AB limitations, MARS (or ARES, I guess), Burster or Mind Melter are really your only options, but that at least gives you a range of vocations, either more mundane thief (with MARS) or one who has developed additional psionic powers.
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Re: New Race: Psi-Ghost

Post by Freemage »

Pender Lumkiss wrote:My only thought on this, and bare in mind I love the psi-ghost, isn't this more of an IF and not a race? I mean couldn't you just make a mind melter race?

What would a psi-ghost look like as a MARS IF?
As Tribe said, assassins and thieves. Figure PCO, most commonly. They could make decent Wilderness Scouts and Vagabonds, too, really--most critters out there wouldn't be able to touch them, so they can ignore herds of Rhino-Buffaloes stampeding through them. Of course, since their intangibility power isn't PPE/ISP-based, they could also do quite nicely as Glitterboys, Robot Armor Pilots and Power Armor Jocks. Lock the seals, so that only you can get in or out! Of course, a Rogue Scholar who specializes in raiding libraries and ruins for artifacts would be pretty cool, too.

Crap, now I have another back-burner concept.
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Re: New Race: Psi-Ghost

Post by Pender Lumkiss »

Tribe of One wrote:
Pender Lumkiss wrote:My only thought on this, and bare in mind I love the psi-ghost, isn't this more of an IF and not a race? I mean couldn't you just make a mind melter race?

What would a psi-ghost look like as a MARS IF?
Well, it's a race because it's a specific kind of human mutant -- you can't have an elf psi-ghost, or a quick-flex psi-ghost (at least per the PR fluff). Now, with their cyber- and AB limitations, MARS (or ARES, I guess), Burster or Mind Melter are really your only options, but that at least gives you a range of vocations, either more mundane thief (with MARS) or one who has developed additional psionic powers.
Psi-ghost cyber knight sounds fun.
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Re: New Race: Psi-Ghost

Post by Pursuit »

Pender Lumkiss wrote:My only thought on this, and bare in mind I love the psi-ghost, isn't this more of an IF and not a race? I mean couldn't you just make a mind melter race?

What would a psi-ghost look like as a MARS IF?
I used the way they converted Psi-Stalkers as a sort of template for Psi-Ghosts; Psi-Stalkers were Master Psionic RCCs in Palladium, too, but in Savage Rifts they are just another playable race.

Here, I wanted to get what makes Psi-Ghosts unique, which is their intangibility and sneakiness, and I added the +5 ISP in homage (of sorts) to their status as Master Psionics in Palladium.
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Re: New Race: Psi-Ghost

Post by Radecliffe »

Personally I would have given the 7 point ghosting ability and left it at that. I would have played that race. Might have made Mind Melters interesting. Good luck with this.
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Re: New Race: Psi-Ghost

Post by Pursuit »

Radecliffe wrote:Personally I would have given the 7 point ghosting ability and left it at that. I would have played that race. Might have made Mind Melters interesting. Good luck with this.
Sorry you feel that way. I honestly thought about going this route, but the fluff is just too explicit that they’re great at all of the things the Stealth skill represents for me to feel good about leaving that out. Heck, not just that they’re great, that they’re the best out there, and I wanted the build to reflect that in a meaningful way. I think the +2 to Stealth gets there, and the +5 ISP flowed naturally from their psionic affinity.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Radecliffe
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Re: New Race: Psi-Ghost

Post by Radecliffe »

I had an art teacher tell me when I was a kid that you have to know when you have done enough and stop. That was over 40 years ago and it's still stuck with me. So here is my suggestion.
  • Racial Abilities and Complications
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicking the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). (+7)
  • Outsider: Psi-Ghosts are secretive and distrusted by the general population that are aware of their existance. (-1)
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table. (-1)
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow. (-2)
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it. (-1)
Note that I also change Binding Word to a Major Vow. I think that fits the original fluff better than Code of Honor. Also, I did code of honor for a race once and I think it ends up being very awkward. Especially when it came to playing a cyber knight that also has that hindrance. My objections have less to do with the extra goodies than the extra penalties you're settling the race with.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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High Command
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Re: New Race: Psi-Ghost

Post by High Command »

Gas vulnerability is literally a part of their intangibility. Its written into the power as a drawback. It's also rare, and more of a targeted attack when you know a Psi-Ghost is active (or if a critter has a natural gas attack).

Doing that allows you the extra 2 points for either the Stealth bonus or the Psi Bonus. They are meant to be master psi, and short of writing up a dragon style IF (which is a waste of time) that blends race and IF, its the best way of giving them the same bonus that the Dnorr have and Psi-Ghosts should.

Now I like your version of Binding Word, a lot. It feels right.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Pursuit
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Re: New Race: Psi-Ghost

Post by Pursuit »

Updated Binding Word and Racial Loyalty.
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Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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