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GURPS: FALLOUT - Fallout GURPS - Free

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PSI-devices unique for the <strong>Fallout</strong> Setting<br />

• Mental Nullifier. This is an unpowered device consisting of iron<br />

bands which wrap around the wearer's head. It is an<br />

impenetrable barrier for all mind alteration powers. The design is<br />

not commonly known, but it is easy enough to build with a TL7<br />

Mechanic Toolkit, costs 200 bottlecaps if available for sale, and<br />

weighs about 4 lbs. If worn by a psyker, psykers own mind<br />

alteration abilities can be used at a -10 penalty.<br />

A Tinfoil Hat also offers some protection, but it is not as good – It only<br />

gives -4 penalty to TP, PV and EK powers. It costs 10 bottlecaps and has<br />

negligible weight. Well known design, but wearing it is usually worth a<br />

small reaction penalty (-1). Wearers own mind alteration abilities can be<br />

used at a -2 penalty through the tinfoil hat.<br />

Psychokinesis Fix for <strong>GURPS</strong> Psionics (3e)<br />

Telekinesis<br />

Instead of using the usual method for calculating ST and lift weights,<br />

assume that each level of power buys 1 level of Telekinetic Strength (TK<br />

ST) until ST30, after which each level of power buys 10 levels of TK ST.<br />

For calculating TK lift weight, use the Quad ST rule and encumbrance<br />

modifier depending on the level; 2x for 4 or less, 4x for 8 or less, 6x for 12<br />

or less, 8x for 16 or less and 12x for 17 or over.<br />

Power TK ST Lbs. Dmg Power TK ST Lbs. Dmg<br />

1 1 0.2 0 21 21 530 4d-1<br />

2 2 0.8 0 22 22 590 4d<br />

3 3 1.8 0 23 23 640 4d+1<br />

4 4 3.2 1d-6 24 24 700 4d+2<br />

5 5 10 1d-5 25 25 750 5d-1<br />

6 6 14 1d-4 26 26 820 5d<br />

7 7 20 1d-3 27 27 880 5d+1<br />

8 8 26 1d-2 28 28 950 5d+1<br />

9 9 50 1d-1 29 29 1,000 5d+2<br />

10 10 60 1d 30 30 1,100 5d+2<br />

11 11 73 1d+1 31 40 1,900 7d-1<br />

12 12 86 1d+2 32 50 3,000 8d-1<br />

13 13 140 2d-1 33 60 4,300 9d<br />

14 14 160 2d 34 70 5,800 10d<br />

15 15 180 2d+1 35 80 7,600 11d<br />

16 16 210 2d+2 36 90 9,700 12d<br />

17 17 350 3d-1 37 100 12,000 13d<br />

18 18 390 3d 38 110 14,500 14d<br />

19 19 440 3d+1 39 120 17,000 15d<br />

20 20 480 3d+2 40 130 20,000 16d<br />

+1 +10 +1d<br />

• Top speed of an object moved by Telekinesis is calculated with<br />

the following formulas. Note: This is more or less controlled<br />

movement, with a 'telekinetic grip' maintained on the object all<br />

the time. Object can also be the psyker himself (in which case<br />

this is called levitation).<br />

sf = surface area in square feet, depends on the object; 20sf for a person.<br />

tkSpeed (in mph) = (7500 x (Excess TK ST/sf))^(1/2)<br />

tkAccel (in g:s) = tkSpeed/20<br />

Note: The speed formula only applies if there is at least 1 level of power<br />

over the minimum level required to lift the object.. If the psyker can barely<br />

lift the weight, Move is 1. Also, when using the formula, treat any result<br />

less than 1 as 1.<br />

• When moving very small objects, actual velocity of controlled<br />

movement is limited by the psykers ability to accurately<br />

visualize the objects motion - Usually this means a maximum<br />

move of 50-100 yards per second and limits the distance<br />

between object and psyker to that which the psyker can see the<br />

small object at...<br />

• Actually shooting or throwing away small objects with TK ST<br />

places no such limits on velocity - Use the stats of a typical<br />

stockless TL7 handgun with equivalent damage for shooting<br />

pebbles or ball bearings. Randomly shaped stone pebbles are<br />

at -1 to -2 to Acc, but marbles or ball bearings are at no penalty.<br />

For other thrown objects, simply use the thrown weapons rules<br />

with TK ST instead of normal ST. Use Telekinesis skill to prepare<br />

the TK throw attack, and Throwing or Thrown Weapon skill for<br />

hitting the target.<br />

Telekinesis skill roll modifiers:<br />

• Levitation take-off (no further rolls are necessary to maintain the<br />

power) +0.<br />

• Precise Aim, Slow and Simple Movement (guiding a coin into<br />

a slot) -1.<br />

• Precise Aim, Slow Movement (putting an engine back into a car<br />

properly) -2.<br />

• Precise Aim, Fast Movement (throwing a shuriken) -4.<br />

• Precise Aim, Subsonic Movement (throwing a small rock<br />

quite fast) -5.<br />

• Precise Aim, Supersonic Movement (shooting a bullet) -6.<br />

• Precise Aim, Hypersonic Movement (TK equivalent of a railgun)<br />

-7.<br />

• Fast movement, must maintain orientation (throwing a knife<br />

point first all the way) -3 in addition the above.<br />

• Complex Movement (picking a lock, drawing a picture, operating<br />

a keyboard) -2.<br />

• Grab a moving target, subtract the speed+range penalty (must<br />

be able to see the target).<br />

• Deflect a moving target, as above for Grabbing, but add a +4<br />

bonus, or +6 for long targets like spears.<br />

• Grab a stationary target (a guard just standing there) +0.<br />

• Using TK as a form of radar sense (very lightly touches<br />

everything nearby in a 90 degree arc) -4.<br />

• Using TK ST to add to the psykers own ST (divide the smaller of TK<br />

ST or ST by 4) +0.<br />

• Performing Multiple TK effects at once, cumulative -4 for each<br />

additional effect.<br />

Levitation<br />

This one is simple to fix: There is *no* separate Levitation PSI skill, and<br />

there is no free 'power bonus' for levitation. Instead, 'For Levitation Only<br />

-25%' becomes a possible limitation for the Telekinesis power, in this case<br />

the levitation uses the Telekinesis skill for activation and 'Flight:Wingless'<br />

P/A skill for advanced maneuvering in the air (basic maneuvering or<br />

routine flight takes no skill rolls).<br />

At levels too low to lift the psyker, levitation is still useful for providing<br />

partial 'contragravity' effects and it still does give slow levitation movement<br />

(move 1 and tkAccel:0.1) in zero or microgravity.<br />

Outside an atmosphere, ignore the tkSpeed value and use the tkAccel<br />

statistic as the levitators space maneuvering rating (sMR).<br />

32

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