If we're going to use Psionic Powers to represent the Force, let's break down what the Force
actually does. The Force tends to do one of three things, broadly speaking:
Provide information to the Jedi (ESP), allow him to interact with
other minds (Telepathy) and allow him to manipulate the physical
world (Psychokinesis). There are many edge cases: “Force
Lightning” seems to be Electrokinesis; some fiction discusses
“force healing” which seems to be psychic healing, and some
fiction seems to imply low-level force wielders might have
“probability manipulation.” Not all of this works, of course:
Force Wielders tend to lack cryokinesis or pyrokinesis, for example,
and if they have electrokinesis, it seems limited to lightning blasts
(there are jedi mind tricks, but no jedi droid tricks), and so on.
Still, we can use this as a basis for where we start with our power
choices.
The following attempts to distill the power choices down to a few
options, so we can get an idea of what psi in the Psi Wars setting
might look like, without trying to digest the entire book at once.
I'm choosing the most obvious and iconic powers, just to start with, rather than exhaustively cataloging every power that ever showed up, or could theoretically show up, in Star Wars.
All page references are for GURPS Psionic Powers unless otherwise stated. For other Psi packages, look at GURPS Psis.
ESP
|
ESP |
Combat Sense (page 37): This
ability perfectly represents a Jedi's swift reflexes: he's not moving
faster than other people, he's sensing the future and reacting ahead
of time. The only thing that bothers me about it is that you need to
roll IQ for it each and every turn you want to use it (so an
acrobatic Jedi with Combat sense using Precognitive Parry makes up to
4 rolls for every defense. Tedious). It's also exceedingly expensive
at 24 points per level. At 2 levels, your 50-point budget is already
full.
Prognostication (page 37): Another
classic power, giving a psi the ability to read the future.
Prognostication is already useful at 18 points for the first level,
and additional levels aren't that interesting.
Retrocognition (page 38): A
tricky power, it shows up more often in Clone Wars than in Star Wars,
but Jedi seem able to sense if a place has bad vibes or not. Level 1
or 2 is usually as far as most Psi will go (14-20 points).
Signature Sniffer (page 38): I'm
not sure if anyone used this in Star Wars, but it seems a must-have
for Psi Wars: The ability to tell if a particular psi used his powers
in a particular area. Signature Sniffer is quite cheap, and level 1-2
is usually sufficient (4-9 points), but ideally signature sniffer is
better if you already have psi-sense.
Awareness (page 39): This
seems to cover almost all aspects of a Jedi's ability to “see
without senses.” It'll do for our purposes. Awareness is also
pretty cheap at 9 points +2 per level, but you need quite a few
levels before it's useful (360 degree vision out to ten yards costs
21 points).
Visions (page 39): Definitely
apply to Psi Wars, as they've exceedingly common in Star Wars.
Visions vary between 5-18 points, making them a fairly cheap option.
Psi Sense (page 41): The
ability to sense that someone is using Psi definitely fits into the
Star Wars model. Psi-Sense seems like must have, and is pretty cheap
at 8 points, but rapidly becomes very expensive. I woudn't spend more
than 22 points.
Psidar (page 41): As does
the ability to sense if someone is pisionic, and perhaps to give an
idea of their “signature,” which fits into the Signature Sniffer
power above. Psidar is not just must-have, but a decent purchase at
between 9-29 points.
Psychic Hunches (page 42): “Trust
in your feelings, Luke!”, the ability to know what choice is “best”
definitely fits into the Star Wars milieu, but it's very expensive at
between 14 and 51 points!
ESP Perks (page 42): Particularly
appropriate or useful perks might be Exposition Sense, Insider
Glance, Know-It-All, and Visions (Aspected Dreams).
ESPer Characters
What can about 50-100 points of ESP get you? Assuming ESP Talent
of at least +1 [5], and ~5 points in Psionic skills, that leaves us
with 40 points for powers.
ESPer Warrior: ESP Talent
+1 [5], Combat Sense 1 [24] and Awareness 5 [17] with 4 points in Psi
Skills (2 in each skill gives (H) IQ* [2]). This character has
Danger Sense at IQ, +1 to all defenses and Combat Reflexes, and the
ability to see-without-seeing up to 20 yards in front of him. Lethally dangerous in a dark room or in a fog.
Oracle: ESP Talent +1
[5], Prognistication 1 [18], Visions (Full) [18], Know-it-All [1],
and 8 points in Psi Skills (both (H) IQ+1* [4]). This character
suddenly receives visions whenever appropriate and also has
danger-sense, and can also instantly guess what's coming up in mere
moments, allowing him to impress people. If he needs to learn
something specific about the future, he can push into a trance and
find what needs to be found. You could replace one of the above
skills with Retrocognition or Psychic Hunches instead.
Psi Hunter: ESP Talent +1
[5], Psidar 3 [19], Signature Sniffer 1 [9], Psi-Sense 1[8] and 9
points of skills (1 skill at (H) IQ-1* [1] and two skills at (H)
IQ+1* [4]). This character can pick up on a psi and learn a great
deal about him. He can also sense that psi powers are in use, or
that they were in use. The GM might allow you to connect a
particular signature with a particular psi that you detect.
For more packages, any of the ESP Psi Packages from GURPS Psis will work nicely (page 24-25).
Telepathy
|
Telepathy |
Emotion Sense (page 58): Another
classic Force ability, so much so that most RPGs or computer games
fold it in with other abilities. I wouldn't bother with the level 1
version (skin contact?), just go straight for level 2 (9 points)
Telerecieve (page 58): Often
featured in Star Wars, especially in the Force Awakens. Any level is
appropriate, but it seems to happen most often at close range: Level
3 would be the most common, at a staggering 42 points.
Telesend (page 59): More
rarely featured in Star Wars, but might be appropriate for Psi Wars.
Extremely close ranges aren't that useful, but any level will do, but
it quickly gets expensive at between 9-42 points.
Aspect (page 61): Too
subtle to be sure it appears in Star Wars, but it's an ability I'm
very fond of, and explains why psionic characters might be extremely
persuasive. Also very affordable at 4/level.
Suggestion (page 63): The
classic Jedi Mind Trick. The typical version is level 3 (30 points),
but any level will do, though level 5 (50) is as high as most
characters can expect to afford.
Instill Fear (page 64): While
I don't find that Emotion Control is necessarily that common in Star
Wars, Instill Fear certainly seems to have a place. The intimidating
power of the a dark psion would fit, hand in glove, with this power.
It's decently affordable too, starting at 18 points.
Mind Clouding (page 66): This
might
be what Obi-Wan was using in A New Hope, but regardless, if we have
space samurai, we can have space ninja, and this is a perfect element
to include. It's also highly affordable at 6/level, though I suspect
“true invisibility” starts to clock in around level 5 (30
points).
Telepathic Perks (page 63):
Quite
a few of the Telepathy Perks are very appropriate. Avatar
might
not fit Star Wars, but I very much like it. I
Know What You Mean is
exceedingly useful in a universe full of languages. Intimidation
Factor might
fit into a “dark psion” type who impresses others with how
powerful he falsely seems. Ping
seems
odd… but it's probably what Luke did in Cloud City when he said "Leia... Leia, hear me." and she suddenly knew where he was It's arguably more appropriate than Telesend, as you rarely see Jedi communing with one another on a purely telepathic level.
Tactical Reading
is
also a classic, subtle “This is why Jedi are so hard to fight”
trick.
Telepathic Characters
Telepathy doesn't feature as strongly in Star Wars. Almost every
Jedi shows some psychokinetic ability or ESP, but beyond Emotion
Sense 2 and Suggestion 3 (which are affordable in 50 points), most
characters don't use telepathy as regularly.
Telepathic Warrior: Tactical
Reading [1], Telereceive 3 [42], Telepathy Talent 1 [5], Telereceive
(H) IQ* [2]. This character can not only read minds, but use his
ability to read minds to better defend against his opponents. Take
Instill Fear 1 [18]
for an even more powerful warrior.
Psychic Master: Suggestion
3 [30], Aspect +2 [8], Telepathy Talent 1 [5], Avatar [1],
Intimidation Factor [1], Ping [1], Suggestion (H) IQ* [4], Aspect (H)
IQ-1 [1]. This character can do a jedi mind trick, he impresses
everyone around him, and he can reach out and leave a psychic calling
card on your psyche. Those who try to read him find staggering
depths of power within his intricate psychic avatar. The result is
the impression
of a legendary psionic master that will have most dark psions
hesitating to oppose. The character also makes an excellent center
for a conspiratorial web, and he's also the sort of character that
other people like
when he manipulates them, likely leading to frustration from more
aggressive and villified psions.
Inquisitor: Emotion Sense
level 2 [9], Instill Fear 5 [32], Telepathy Talent 1 [5], Emotion
Sense (H) IQ* [2], Instill Fear (H) IQ* [2]. This character can
first get a feel for his subjects, detect if they're lying, or how
they work, and then if that line of questioning doesn't work, hammer
then with mind-blowing terror (Fear Check -4!). Telerecieve would be
even better than Emotion Sense, and makes a good upgrade, but is too
expensive for a 50-point package.
For more packages, check out Empath, Local Scan, Mental Guard and Shadow from GURPS Psis (page 31).
Psychokinesis
|
Psychokinesis |
PK is where elements begin to break down for Psi Wars, as much of
what happens in Star Wars is simply not economical, point-wise, in a
TL 11 setting. You're better off with a blaster at your side than
with TK-Bullet, for example.
TK-Crush (page 54): It
doesn't do much damage, but it fits into Star Wars nicely (especially
the Throat-Squeeze version) and
it bypasses DR, giving an unarmed Psion a potentially lethal weapon
against even heavily armored foes. At 5/level, it's also quite
affordable.
TK-Grab (page 55): This
is the other typical power: the ability to pick up stuff and move
them around. At 7 points per level, it's not too bad… but you
need to realize that it's fairly weak. Level 1 will struggle to pick
up even a single pound. Level 3 will fairly easily move a pistol, and
level 7, which costs nearly 50 points, will pick up around 10 lbs. A
cheaper version, the Short-Ranged version, will work for most
cinematic scenes and costs a mere 4 points per level. Thus, for 40
points, you can have as much strength as a typically grown man.
Super Jump (page 57): A
classic Jedi, and wuxia, trick. Rather than fly, Jedi leap about,
thus our Psi Wars characters would be expected to do the same. Rather
expensive at 19/level, but you only need one or two.
Increased ST (page 57): Darth
Vader seemed impossibly strong, and perhaps that was the cybernetics,
but we could as easily make the case that he used the Force to
temporarily amplify his ST. This improves both Striking ST and
Lifting ST by +1 per level, but is rather expensive for your utility
at 7.2/level.
TK-Thrust: A
new ability that represents the typical Jedi ability to knock things
over with a blast of invisible force. Each level applies two points
of no-wounding knockback. Innate Attack (Crushing, 1 point of cr dbk
nw) (double knockback +20%, No Signature +20%, No Wounding -50%,
Reduced Range 5 (max only) -10%, Increased Range (1/2D only) +10%)
[1.35/level].
- TK-Burst (Hard; TK-Thrust-3):
You
apply your thrust to everyone immediately around you, blasting them
away from yourself. Modifier:
Emanation -20%, Area 1 +50%
- TK-Pull (Hard; TK-Thrust-3):
You
may apply your thrust from a different direction: pushing the target
towards you, rather than away from you. Modifier:
Overhead +30%
- TK-Wave (Hard; TK-Thrust-7):
You
may apply your TK thrust to an entire group up to 10 yards away fro
your attack point (typically your hand) up to three yards across.
Modifier: Cone 3
+80%, Reduced Range (Max Only) 10 -15%
TK Perks (page 56): The
most appropriate are Small-Scale TK, for budding psis, and
Telekinetic Tether, for rapid retrieval of dropped force swords.
Strong Blade might apply if a character is forced to fight with a
vibrosword vs a force sword.
Psychokinetic Characters
Psionic Powers has a great suggestion
that I'm totally going to recommend: Unified Telekinesis. Most Force
Users in Star Wars just seem to be able to move stuff. They can be
delicate (TK-Grab), or they can brute force something away from them
(TK-Thrust), or they can choke it (TK-crush), or they can super jump.
We treat these all as alternate abilities for one another.
If we use the same basic rules as
unified TK here, we get every level of unified TK contains TK-Grab
(short ranged), (4/level) and TK-Thrust (1.35/level). Every three
levels contains TK-Crush (1.67/level), and let's make every five
levels give us Super-Jump (1.8/level). This gives us a cost of
4.964 per level, or ~5.
We could do the same thing and grant a
level of Striking/Lifting ST per level of unified TK. This makes
Psychokinetic ST (7.2/level) the prime trait of our alternate
abilities, and the total of all the other aiblities plus
Psychokinetic ST becomes 8.964, or ~9. Thus, this becomes about 4
points more expensive. Given how rare it “touch-based PK” seems
to be in Star Wars, I feel safe ignorking it.
A typical Unified-PK wielder could then
chooose to take 8 levels of Unified TK [40], PK Talent of +1 [5] and
five points worth of skills. Such a character can inflict 16 points
of knockback (which will push ST 10 characters back two yards, and ST
18 characters back one yard), it will inflict 2 points of crush
damage per turn, it will allow a character to double his jump
distance, and it gives him a Basic Lift of ~13 out to 20 yards.
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