Character Requirements
Player characters will be based on 100 points. This is slightly less than
we are used to, for a number of reasons. First, I plan to start the game
slow. I also plan to advance people fairly quickly early on. Second, I
plan to use a three-card hand of Masterbook cards translated to GURPS.
Third, I plan for the game to go on for a while, so the characters will
certainly become more powerful as time goes on.
The PC group will be a reformer "cell". At least semi-secrecy is
important in the Federated States for reformers in general. Because of
LA's isolation and Admin Julien's dictatorial power, it is doubly
important to take great care. There should be some discussion of how
"dirty" we want the group to be at the outset. Are they over, clean-cut
Troomer Party activists with semi-secret backers? Or are they skulking
back-room espionage-style ideologues?
I am going to require everyone to have a reformist Patron or some version
of Vow/Higher Purpose/Code of Honor/Duty that will truly dedicate the PC
to change, even if it is for selfish reasons. This will be the first
"hook" for a PC group (others will be cooked up.) Any psi order (except
the Norca) or Aeon Trinity will fulfill this requirement. (Norca-loyal
PCs are allowed, but required to take another reformist-motivation
Advantage or Disadvantage.)
I am going to be very generous with Contacts and Allies at character
creation. These will help me construct the game and I will reward you
commensurately for helping me out.
GURPS Trinity Materials
NEW STATS
PSI POWER: This stat is the average of your IQ and HT.
It is the basis for all psionic skills. Technically, baselines and
Aberrants have this stat as well, but they cannot access it.
Psi: This stat is like the Psi pool in the Trinity book.
It determines things like the range of your abilities, the power of the
abilities, and how often you can use them. The starting psion has Psi 2
(see Advantage: Psion, below). Psi can never rise above your PSI POWER
stat. Like the Power stat in GURPS Basic's psionics rules, it costs 5
points per level.
ADVANTAGE: Psion (15 points)
This provides the psion with:
- the Basic Technique of the mode that they are dunked in (at PSI
POWER-3)
- access to imprintable bioware
- 2 points of Psi in your chosen Aptitude (max potential is PSI POWER)
- 20 points to be spent only on psi abilities and extra Psi
The Psi Orders and Aeon Trinity are Patrons that must be purchased
separately. They are each worth 10 points. See the overview page for a quick rundown of the
orders.
PSI ABILITIES
Each psi Technique costs 5 points to learn at a default of PSI POWER-4.
Two of the Modes are Mental/Very Hard, and one is Mental/Hard (selected by
the player at character creation). Remember, PSI POWER is the average of
your IQ and HT. A full point must be put into "lower" Techniques before
moving on to a "higher" Technique, though there is no reason you can't
concentrate on improving a more complicated Technique rather than a less
complicated one. Basic Techniques default to PSI POWER-3 and are
Mental/Hard.
New Techniques will be fit into the hierarchy as best as possible, and are
encouraged for players to write.
PSI ADVANTAGES
Psi Aptitude (15/25/35). See Magic Aptitude on B21.
Extra Psi Energy (3/6/9). This gives you +1 to +3 to
your Psi score only for the purpose of determining how
many psi abilities you can use before needing to replenish them. (not for
range or power)
Psi Sink (2/4/8) (baselines and Aberrants only) This
provides a +1 to 3 to ANY attribute for the purpose of resisting psi rolls
(including damage, to-hit for imprinted bioware, and so forth.) However,
it also makes imprinted bioware more difficult to use, or, in some cases,
impossible.
PSI DISADVANTAGES
Non-Order Patron (-5) Because the psi orders and Aeon
specialize in training and understanding psi powers and (as yet) the
governments, corporations and groups of the world do not, they are not as
good as the Orders at coping with the PC psion. GMs may apply limitations
to the training and so forth as the game progresses.
Freelance Psion (-10) Independent psions have a very
difficult time coping with the world and trying to make ends meet without
being shafted by one of the Orders. Relations with the rest of the world
are likely to be very cool for the freelance, especially in the
psion-wary FSA.
Rogue Psion (-20) Rogues are actively hunted by one
authority or another, since their motivations are inimicable to one of the
Orders or Aeon Trinity. (This Disadvantage includes a fairly substantial
Hunted disadvantage too.)
Dunked By Unfriendly Order (-2: Non-Ministry Telepath, -5:
Non-Norca Biokinetic) Some orders (ISRA)
will dunk whoever
has the tendency to their sort of psi without keeping track of reciprocal
triggering. Some orders will just take care of reciprocation themselves
without expecting the psion to do anything in particular (Orgotek). The
Legion will let you do whatever you want once your tour of duty is up.
Others
are not so generous: the Ministry generally expects at least a small favor
in the future, and Norca is notorious for just re-appropriating
biokinetics whenever they need them.
PSI SKILLS
Psi Resistance (Mental/Very Hard - no default). Like
Running, this skill,
divided by 8, adds to Will for the purposes of resisting psi abilities.
This replaces the Psionic Resistance Advantage.
Venetian GURPS
Advantages
Cipher (2/4/6/8/10). This is as described in the Trinity
book. The higher your Cipher, the more difficult it is for people to find
information about you on the OpNet. 10 points is the
equivalent of Zeroed.
Disadvantages
Can't Swim (-10). Everyone is assumed to be able to swim
at a generous
default level, and in ordinary circumstances will have no more trouble swimming
than they will walking. However, those with this Disadvantage will not.
Falling into deep water without a floatation device will probably result
in drowning.
Skills
Watermusic Navigation (Mental/Hard, defaults to IQ-6, Area
Knowledge-3 or appropriate musical skill -2). This is the
ability to navigate around the ruins of Tidalay by the sounds of the sea.
Specific Psi Skills
Most psi powers in Trinity translate very easily into GURPS terms.
However, there are a few differences between Trinity and GURPS that make a
few powers slightly different.
Stun
To use the Stun power, the psychic must spend a Psi point. For every
Elektrokinesis power purchased other than Stun, the range of the power is
increased by one meter. (If you haven't purchased any others, the range
is touch.) The degree to which the skill check is made is the penalty to
the HT roll to resist the stunning. Once stunned, the character makes a
HT roll every round to snap out of it, just as if stunned in normal GURPS
terms.
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