lifeweb by tanathiel |
Before we begin, some notes. The Magic-as-Psi system removes the standard prerequisite system. Instead, it counts prereqs and requires a Will + Talent equal to 10 + prerequisites, so a spell with 2 prerequisites requires a Will + Talent of 12 before you can learn it. Furthermore, for our purposes, I'm going to disregard individual talents in favor of more generic Magery. This tests the "pure" magic system better, and better emulates the generalist nature of the Jedi. Finally, the article offers "recommended spells", but we won't use all of them (for example, we won't have pyrokinetic space knights), and we'll add a few more to emulate specific elements (for example, their list seems to neglect Choke).
I have collected a list of recommended powers per talent below, including the Will + Magery prerequisite, the spell, a page reference (always to GURPS Magic) and a cost, the last for my own reference to get an idea of how much energy reserves a typical Space Knight might need to accomplish much.
ESP
Suggested ESP Spells:
Will + Magery
|
Spell
|
Page
|
Cost
|
10
|
Detect Magic
|
101
|
2
|
10
|
Sense Danger
|
166
|
3
|
11
|
Sense Mana
|
101
|
3
|
11
|
Aura
|
101
|
3
|
11
|
Identify Spell
|
102
|
2
|
11
|
Mage Sense
|
102
|
2
|
11
|
Seek Magic
|
102
|
6
|
11
|
Watchdog
|
167
|
Area 1
|
11
|
Sense Observation
|
167
|
Area 1
|
13
|
Analyze Magic
|
102
|
8
|
14
|
History
|
106
|
3-10
|
15
|
Ancient History
|
106
|
3-10
|
16
|
Prehistory
|
106
|
3-10
|
16
|
Projection
|
105
|
4
|
18
|
Oneiromancy
|
109
|
10
|
Sample ESPer
An Esper might look something like this (Assuming a base IQ/Will of 12):
Magery +2 [25]
Energy Reserves +5 [15]
Aura (H) IQ* [1]-12
History (H) IQ* [1]-12
Mage Sense (H) IQ+1* [2]-13
Sense Danger (H) IQ+2* [4]-14
Sense Mana (H) IQ* [1]-12
This ESPer is fairly certain to detect when he may be in danger, or when other psis are near. He's modestly good at glancing at a person and learning a great deal about them, and can sense when he's in a place where “the dark side is strong.” He can even read the history of an object, but this is generally the most exhausting thing he can do.
Telepathy
Will + Magery
|
Spell
|
Page
|
Cost
|
10
|
Sense Foes
|
44
|
Area 1
|
10
|
Sense Life
|
45
|
Area 0.5
|
11
|
Daze
|
134
|
3
|
11
|
Sense Emotion
|
45
|
2
|
12
|
Command
|
136
|
2
|
12
|
Fear
|
134
|
Area 1
|
12
|
Hide Emotion
|
45
|
2
|
12
|
Mental Stun
|
135
|
2
|
12
|
Persuasion
|
45
|
2 to 10
|
12
|
Sleep
|
135
|
4
|
12
|
Truthsayer
|
45
|
2
|
12
|
Vexation
|
45
|
2 to 10
|
13
|
Compel Lie
|
137
|
4
|
13
|
Compel Truth
|
47
|
2
|
13
|
Hide Thoughts
|
46
|
3
|
13
|
Mass Sleep
|
137
|
Area 3
|
13
|
Mind-Reading
|
46
|
4
|
13
|
Terror
|
134
|
Area 4
|
14
|
Mind-Search (VH)
|
46
|
6
|
14
|
Mind-Sending
|
47
|
4
|
15
|
Suggestion
|
140
|
4
|
15
|
Telepathy
|
47
|
4
|
16
|
Mass Suggestion
|
141
|
Area 4
|
19
|
Communication (VH)
|
48
|
4
|
A Telepath might look something like this (Assuming a base IQ/Will of 12):
Magery +2 [25]
Energy Reserves +5 [15]
Sense Life (H) IQ* [1]-12
Sense Emotion (H) IQ* [1]-12
Command (H) IQ+1* [2]-13
Hide Thoughts (H) IQ+1* [2]-13
Mind-Reading (H) IQ* [1]-12
Mind Sending (H) IQ* [1]-12
Compel Truth (H) IQ+1* [1]-12
This telepath can sense when people are nearby, sense what they are feeling, read their mind, communicate briefly with them, force them to briefly act in a particular way, force people to speak the truth, and protect himself from mental intrusion. A Jedi Mind Trick is just out of reach for this relatively novice character (Sorry Rey!).
Telekinesis
Will + Magery
|
Spell
|
Page
|
Cost
|
10
|
Apportation
|
142
|
1+
|
11
|
Holdfast
|
143
|
1+
|
11
|
Jump
|
143
|
1-3
|
11
|
Poltergeist
|
144
|
1-2
|
12
|
Manipulate
|
145
|
4+
|
15
|
Choke
|
40
|
4
|
A Psychokinetic might look something like this (Assuming a base IQ/Will of 12):
Magery +2 [25]
Energy Reserves +6 [18]
Apportation (H) IQ* [1]-12
Jump (H) IQ+1* [2]-13
Poltergeist (H) IQ+1* [2]-13
Manipulate (H) IQ+1* [2]-13
This creates a rather abbreviated list of powers. Choke is just out of reach for a novice. A few spells is sufficient to do most Jedi tricks, so I've chosen extra Energy Reserves instead.
Other Sample Characters
GURPS Magic's structure tends to make it front-loaded: If you've already purchased magery and energy reserves and such, it applies to all of your spells, making it very cheap to simply expand out. With this particular model, I've chosen to discard the “College-focused” talents in favor of general magery. The result is that we don't have to focus a character in one direction. He can easily have a variety of spells, instead of a single psi power, as you see when we treat the Force as Psi.Sample Space Knight
A Space Knight might look something like this (Assuming a base IQ/Will of 12):
Magery +2 [25]
Energy Reserves +5 [15]
Apportation (H) IQ* [1]-12
Command (H) IQ* [1]-12
Hide Thoughts (H) IQ* [1]-12
Jump (H) IQ* [1]-12
Mage Sense (H) IQ* [1]-12
Mind Sending (H) IQ* [1]-12
Mind-Reading (H) IQ* [1]-12
Poltergeist (H) IQ* [1]-12
Sense Danger (H) IQ* [1]-12
Sense Mana (H) IQ* [1]-12
This character can sense the nature of the mana around him, whether he is in danger, and can pick up on nearby magical individuals or items. He can make super-jumps, move things around, or fling things at his enemies. He can command someone, read their mind, send his thoughts to another, and protect his mind from intrusion. He has a broad spectrum of Jedi-like abilities that makes him close enough to a Jedi that most people might find it acceptable. He even has ~15 points of fatigue that allows him to easily use his abilities, and he can continue to expand his power by improving his Will and his Magery.
Sample Dark Inquisitor
Magery +2 [25]
Energy Reserves +5 [15]
Compel Truth (H) IQ* [1]-12
Daze (H) IQ* [1]-12
Fear (H) IQ* [1]-12
Hide Thoughts (H) IQ* [1]-12
Holdfast (H) IQ* [1]-12
Mage Sense (H) IQ* [1]-12
Mass Sleep (H) IQ* [1]-12
Sense Danger (H) IQ* [1]-12
Sense Observation (H) IQ* [1]-12
Terror (H) IQ* [1]-12
Here's a character that's equally valid, but absolutely does not conform to "Jedi Norms." He's aware when someone is watching him or when he's in danger. He can sense magic or magical being. He can force you to stay where you stand, force you to speak the truth, or blast you with fear. He also has the ability to wipe the consciousness people, or put an entire room of people to sleep, allowing him to slip in and out of places unseen. All of this together makes for an excellent spy.
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