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Psi Sleights

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Kai.Gillespie Kai.Gillespie's picture
Psi Sleights
CodeBreaker seems to have reverse engineered the Morph design rules. I'm curious if anyone has done the same kind of thing for Psi Sleights.
"But the rules don't say that you can't," is the rallying cry of callous abuse. Don't just eat your game RAW - put it through a COoKER (Complete Overhaul of Known Exploited Rules)!
CodeBreaker CodeBreaker's picture
Re: Psi Sleights
I cannot be certain but I am fairly sure that the Psi sleight system was done fairly arbitrarily. The benifits you get from most of them are in general non-mechanically RAW strict. What kind of new sleights are you thinking of?
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Kai.Gillespie Kai.Gillespie's picture
Re: Psi Sleights
Coming from 4th Edition Shadowrun, I'm used to Spells/Sleights having a rough design pattern. A system that keeps the Drain/Strain Value roughly equivalent to the capabilities of the Spell/Sleight. I thought perhaps such a system may have been used by the developers. Particularly, I'd be interested in seeing a system for GMs to create Epsilon Sleights that aren't completely overpowered. They give examples of what Epsilon Sleights are capable of, but no reference to the degree of power with which they can be wielded.
"But the rules don't say that you can't," is the rallying cry of callous abuse. Don't just eat your game RAW - put it through a COoKER (Complete Overhaul of Known Exploited Rules)!
Decivre Decivre's picture
Re: Psi Sleights
Kai.Gillespie wrote:
Coming from 4th Edition Shadowrun, I'm used to Spells/Sleights having a rough design pattern. A system that keeps the Drain/Strain Value roughly equivalent to the capabilities of the Spell/Sleight. I thought perhaps such a system may have been used by the developers. Particularly, I'd be interested in seeing a system for GMs to create Epsilon Sleights that aren't completely overpowered. They give examples of what Epsilon Sleights are capable of, but no reference to the degree of power with which they can be wielded.
It would be nice to know. In fact, I'm very much hoping that a psi book might be a future release, and detail just such a thing. I have been dabbling into making psi powers, and might post the ones I've come up with on the forums. As for psi epsilon, they are essentially plot device powers. They aren't intended to have any specific power restrictions, because they aren't meant for players. GMs are expected to use pE powers in whichever way they deem fit for the psi-capable villain they are using. However, they are also expected to have massive drawbacks in critical failures. One of my games actually dealt with such an effect, when my players were fighting an exsurgent async that had the power to create and manipulate warps in spacetime. They were eventually forced to flee when the async critically failed while using his power, and created a powerful warp on himself... converting his own body into a black hole.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
CodeBreaker CodeBreaker's picture
Re: Psi Sleights
I have a sneaky feeling that Hotfix might have some more Psi stuff. If there are more sleights then I would be happy to look for a way to write up a quick system for making your own. At the moment, however, we simply do not have enough sleights that are based on solid game information (things that boost skills/aptitudes or have a real, measurable bonus) to do so. It is the same issue I ran into when I first tried to work out the Synthetic Morph creation rules with just the Core morphs to play about with. The only reason I worked them out in the end (I promise I will make them look nice and post them sooner or later) is because we got more examples in Sunward. P.S, good to see you back Decivre. Had been wondering where you had gotten yourself to for the last fortnight.
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Decivre Decivre's picture
Re: Psi Sleights
CodeBreaker wrote:
I have a sneaky feeling that Hotfix might have some more Psi stuff. If there are more sleights then I would be happy to look for a way to write up a quick system for making your own. At the moment, however, we simply do not have enough sleights that are based on solid game information (things that boost skills/aptitudes or have a real, measurable bonus) to do so. It is the same issue I ran into when I first tried to work out the Synthetic Morph creation rules with just the Core morphs to play about with. The only reason I worked them out in the end (I promise I will make them look nice and post them sooner or later) is because we got more examples in Sunward. P.S, good to see you back Decivre. Had been wondering where you had gotten yourself to for the last fortnight.
Balancing sleights might have two major hurdles in front of it. On one hand, active sleights tend to have fairly unique effects, and one can only really use sleights as a guideline for new sleight mechanics where effects overlap. There are some decent possibilities for sleight modification (for instance, the Cognitive Boost sleight could be applied to the other 6 aptitudes for 6 more sleights, with the same cost and effect on a different aptitude). However, the majority of unique ones might not give us too much insight on how to design more, especially where the offensive sleights are concerned; it isn't like Shadowrun's system where you have multiple elements to play with, or other such things. Especially difficult will be balancing the passive sleights. They have no costs, so must all be balanced equally. Of course, there could be ways to balance them despite this, such as by setting prerequisite sleights for more powerful passive effects. And thanks for the welcome. I've been largely net-less for about a month and a half, and I'm just now getting back into my groove. I hope to be posting more often around here, especially with all the activity going on.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]