Power Writeups
This section describes the game mechanics of the power
descriptions. The powers and their associated Power Groups are listed
in the preceeding Power Groups section and the powers
themselves are individually described in their own sections.
The format used in describing a power is as follows:
Cloud Mind
Axioms: Social 20
Groups: Telepathy
Activation Difficulty: 16
Difficulty based on: Social
Psi Strain: Effect Value
Base Effect Value: variable
Base Range: skill in meters
Base Duration: 5 (10 seconds)
Bonus Number to: Duration
Description: reduces target's Mind attribute
Axiom requirements and groups were discussed in previous sections. The
remaining sections of the writeup are described below.
- Activation Difficulty
- Psi Strain
- Base Effect Value
- Base Range
- Base Duration
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Activation Difficulty
The Base Difficulty of a Power is the Difficulty
Number at the axiom level(s) specified in the Axioms line of the
writeup. In many cases a character will have Difficulty Numbers for his
powers that are not the same as the Base Difficulties.
To begin with, the player looks at the Difficulty
based on: line of the writeup and compares the appropriate axiom value
of his character to the axiom requirement of the power. If the character has
a higher axiom then the difference between the two is subtracted from the
Base Difficulty. If the character has a lower axiom then the difference
is added to the Base Difficulty. Almost all powers will have their difficulties
based on the Social axiom, except for the Kinesis powers which are based on
the Tech axiom.
Example: a player decides to give his Core Earth psychic a new Power.
The Power chosen has a Base Difficulty of 16 and the next line indicates
that it is based on Social. The power has a Social axiom requirement of 18.
Since Core Earth's Social axiom is 21, the player subtracts (21 - 18) three
points from the Base Difficulty for a new difficulty of 13.
Example: a second player decides to give his Akashan psychic the
same power. Because the Star Sphere's Social Axiom is 27, the second
player subtracts (27 - 18) nine from the Base Difficulty for a new difficulty
of 7.
Psi Strain
The Psi Strain entry indicates what value(s) of the
power you use to determine its psi strain rating during use. In most cases
it will be the Effect Value, though some powers will use Range or a combination
of Effect Value and Range instead. Some powers come with a minimum psi strain
rating which will be indicated by an entry such as "8 + Effect Value".
Base Effect Value
The inherient "strength" of the power. It can
be a weight value, a damage value, a defensive modifier, or any number of
possible effects. Most powers will not have a specified Effect Value
and will read "variable". What this means is that the character can
set the Effect Value to whatever value he believes is required for the task
at hand. For example, a character who wanted to move a pencil across
a desk with his Telekinesis III would only need an Effect Value of
zero since the Effect Value determines the weight value that can be moved
around, and one kilogram is more than enough to cover a pencil's weight. But
if he wanted to lift an automobile, he would need a much higher Effect Value.
Similarly, a character using Thought Scan may
assume that his target is sufficiently intelligent enough to have a high Mind
attribute and would set his Effect Value high enough to overcome it.
An Effect Value of 13 would be sufficient to scan the thoughts of any
normal human, but it may not be high enough to prevent them from detecting
the scan so he chooses to go with an Effect Value of 16 to be certain of
success and of avoiding detection. But against someone of inferior
intelligence, the Effect Value would not have to be as high and he can set
it accordingly.
In many cases the psi strain rating of using a power
will be equal to its Effect Value, so setting the Effect Value too high can
prove detrimental to a character's health.
Base Range
This is the standard distance at which a power may
be used. Most powers will base their range on the character's psionic
manipulation skill in one way or another. There are three general
range categories for Powers: Skill Adds, Skill Value and Skill Measure:
- Skill Adds: The number of skill adds the character has in
psionic manipulation indicate the number of meters (unless otherwise
specified) the character has as the range of the power. A character
with +3 adds in psionic manipulation would have a range of three
meters.
- Skill Value: The character's psionic manipulation
skill value indicates the number of meters (unless otherwise specified)
the character has as the range of the power. A character with a psionic
manipulation skill of 13 would have a range of 13 meters.
- Skill Measure: The character's psionic manipulation
skill value is read on the Torg Value Chart and the measure is the
range of the Power. A character with a psionic manipulation skill
of 13 would have a range of 400 meters, the measure of a value of 13.
Some Powers will have a range modifier in the
format of "skill value +N" where N is some number. For these powers
consider N to be like additional skill adds and figure the range as described
above based on this effective number of skill adds.
Example: A character with +3 adds in psionic manipulation has
a power with a Base Range of "skill adds +3". The range of his power
is then six meters instead of three meters.
Example: A character with a psionic manipulation skill value
of 13 has a power with a Base Range of "skill value +3". The range
of this power is 16 meters instead of 13 meters.
Example: The same character has another power with a Base Range
of "skill measure +3". The range of this power is 1500 meters (measure
of 16) instead of 400 meters (measure of 13).
Base Duration
Duration indicates how often psi strain is assessed
when a power is in use, not how long the power functions (this is a change
from the Space Gods sourcebook.) For most powers the base duration
will be one round (ten seconds). Except in a few cases a power can
function for as long as the character is able to maintain it against the psi strain. Some
powers cannot be maintained though, in which case the Duration does indicate
how long the power functions before it must be reactivated with a new psionics
manipulation skill check. Powers that operate in this fashion will
be indicated in their writeups.
Some powers will have the bonus number applied to the
Duration. Any positive bonus number the player generates when activating
the power gets added to the base duration. Except in certain situations a negative bonus number is ignored
when determining the extended duration of a power, treat negative bonus
numbers as a zero when determining the final duration.
Example: a player generates a +3 bonus value when using a power
with a duration of 9 (one minute). Adding the bonus to the duration
value gives an extended duration value of 12 (four minutes).
Example: a player generates a -5 bonus value when using a power
with a duration of 9 (one minute). Because the bonus value is negative
it is considered to be a zero for affecting the duration, so the character's
power still has a duration value of 9. It is not reduced to a value
of 4.
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