So I want to see if any of you have good stories about really tearing it up with psionics.

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Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
rat_bastard wrote:Telemechanics+speed reading+total recall
telemechanics gets you the full schematic of any tech you can read, speed reading and total recall allows you to go over it whenever.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Alrik Vas wrote:Just TK and fire? No one's done anything insane with bio-manipulation or the like?
Nekira Sudacne wrote:Alrik Vas wrote:Just TK and fire? No one's done anything insane with bio-manipulation or the like?
What's insane left to do? spam bio-manipulate pralasis until they fail the save. fight over.
Rolling Bear wrote:Domination, nothing like forcing someone to do all your illicit deeds and letting them take the fall for it.
Johnnycat93 wrote:Rolling Bear wrote:Johnnycat93 wrote:Burster Super Fuel Flame on a flaming sword. You end up with something like 80d6 damage per strike and a blade that is like 60 ft long.
........... How does this work?????
You use the power on thee sword, which is fire, and all if it's factors are increased by 10 fold (or 20 us you are from psyscape and choose to double super fuel flame). It requires no concentration to maintain and only costs a few ISP. Alternatively, you could super-fuel your flaming aura and get around 600 MDC
flatline wrote:Nekira Sudacne wrote:Alrik Vas wrote:Just TK and fire? No one's done anything insane with bio-manipulation or the like?
What's insane left to do? spam bio-manipulate pralasis until they fail the save. fight over.
If someone has been paralyzed (or whatever) by Bio-Manipulation, can Remove Curse undo the effect?
--flatline
Alrik Vas wrote:I've never had someone play a Mind Melter or anything else of that nature for long enough to really see how buff it can get.
So I want to see if any of you have good stories about really tearing it up with psionics. 8-)
Nekira Sudacne wrote:Alrik Vas wrote:Just TK and fire? No one's done anything insane with bio-manipulation or the like?
What's insane left to do? spam bio-manipulate pralasis until they fail the save. fight over.
Mack wrote:Nekira Sudacne wrote:Alrik Vas wrote:Just TK and fire? No one's done anything insane with bio-manipulation or the like?
What's insane left to do? spam bio-manipulate pralasis until they fail the save. fight over.
Yea, Bio Manip Paralysis is a "I win" button. It's not often that I look at an ability and think: that's messed up. Especially when you compare it to the other Bio Manip effects.
It's so powerful a player has to make a conscious decision to not use it.
Alrik Vas wrote:I've never had someone play a Mind Melter or anything else of that nature for long enough to really see how buff it can get.
So I want to see if any of you have good stories about really tearing it up with psionics.
torjones wrote:Alrik Vas wrote:I've never had someone play a Mind Melter or anything else of that nature for long enough to really see how buff it can get.
So I want to see if any of you have good stories about really tearing it up with psionics.
electro-kinesis: Scram reactors, eject pilots; can do the same/similar thing with Telemechanics mental operation. one of my personal favorite things to do is to simply eject the pilot from the power armor. leaves a fully or near fully intact power armor to either use or sell. I usually only scram reactors on large vehicles or power armors that don't have eject features.
flatline wrote:torjones wrote:Alrik Vas wrote:I've never had someone play a Mind Melter or anything else of that nature for long enough to really see how buff it can get.
So I want to see if any of you have good stories about really tearing it up with psionics.
electro-kinesis: Scram reactors, eject pilots; can do the same/similar thing with Telemechanics mental operation. one of my personal favorite things to do is to simply eject the pilot from the power armor. leaves a fully or near fully intact power armor to either use or sell. I usually only scram reactors on large vehicles or power armors that don't have eject features.
Power armor have ejection systems?
--flatline
flatline wrote:torjones wrote:Alrik Vas wrote:I've never had someone play a Mind Melter or anything else of that nature for long enough to really see how buff it can get.
So I want to see if any of you have good stories about really tearing it up with psionics.
electro-kinesis: Scram reactors, eject pilots; can do the same/similar thing with Telemechanics mental operation. one of my personal favorite things to do is to simply eject the pilot from the power armor. leaves a fully or near fully intact power armor to either use or sell. I usually only scram reactors on large vehicles or power armors that don't have eject features.
Power armor have ejection systems?
--flatline
flatline wrote:I just always assumed the front opened up when you wanted out or when it lost power. Similar to the suits in David Drake's Northworld trilogy.
--flatline
Shark_Force wrote:flatline wrote:I just always assumed the front opened up when you wanted out or when it lost power. Similar to the suits in David Drake's Northworld trilogy.
--flatline
well then based on that, you could most likely use electrokinesis to pop open a power armor suit in your games, since you could make that particular system lose power.
of course, this still leaves a few difficulties... like getting in range without getting shot, and dealing with the pilot... but it should be doable.
Ninjabunny wrote:I once used Bio-manipulation to paralyze and opponent, then used it again to make them itch while they were unable to move.
Ninjabunny wrote:I once used Bio-manipulation to paralyze and opponent, then used it again to make them itch while they were unable to move.
Subjugator wrote:I never realized psionics were so unbelievably powerful. I mean, hypnotic suggestion is powerful as hell, but I'd not considered this aspect of it. Why in the hell is Psi-Sword limited to third level and higher, but this freakishly unfair power not?
Subjugator wrote:I never realized psionics were so unbelievably powerful. I mean, hypnotic suggestion is powerful as hell, but I'd not considered this aspect of it. Why in the hell is Psi-Sword limited to third level and higher, but this freakishly unfair power not?
Subjugator wrote:I never realized psionics were so unbelievably powerful. I mean, hypnotic suggestion is powerful as hell, but I'd not considered this aspect of it. Why in the hell is Psi-Sword limited to third level and higher, but this freakishly unfair power not?
Shark_Force wrote:Subjugator wrote:I never realized psionics were so unbelievably powerful. I mean, hypnotic suggestion is powerful as hell, but I'd not considered this aspect of it. Why in the hell is Psi-Sword limited to third level and higher, but this freakishly unfair power not?
psionics has several really powerful abilities. the thing is, it only has those few powerful abilities, and there's already next to no variety.
if you have a pair of level 3 mind melters, odds are good you'll find that their power choices are 90% or more identical.
also, compared to magical methods of mind control, hypnotic suggestion really isn't all that powerful. which is kinda depressing, but yeah... if you're facing an enemy with mind control powers, don't look for a mind melter. it's much more likely to be a ley line walker.
Witchcraft wrote:Flash-Freeze grenades can be used by anyone. Not too expensive either. Bio-Manip is still a 16 / 12 / 10 saving throw or 6 for a Psi-Stalker or IMMUNE for a Mind-Bleeder. With +1 or +2 vs psionics base and Invulnerability can you imagine how must ISP will have to be burned to "paralyze" one combatant? Maybe I just play in a different type of game.
My PCs "buff up" before a fight so that everyone has Invuln, AoIthan, talismans of AoI, talismans of MARush, talismans of Time Slip, etc. Mind Melters have many other tools in their arsenal besides BM (bio-manip not bowel movement)!!!
Maybe I'm used to playing in a different type of campaign.
How many psychics who have the ISP pool to "spam" this power and not be left flat-footed in a decent-length / size encounter? When they're creating psi-swords and using super-tk all of a sudden you'll think twice about how much ISP you're willing to waste to paralyze one combatant at...um...90ft? What's the range again? I know it's not even HALF of what a TW-net gun can do and that's almost better since who the EFF wants to try to DODGE your netgun STRIKE roll.
DhAkael wrote:1 Mechanoid Brute (physicaly disabled by the LEEEERRRROOOOOY JENkins of the party in first initiative of first round) + a pile of grenades beside it + telekinesis = Entire sessions of the party being stymied trying to get down an elevator shaft.
I actually calculated the damage done to the PC's at nearly 8.77 times that of the damage inflicted to the Brute by the one captain testosterone munchkinoid.
Yeah... do NOT mess with a GM who knows how to use SIMPLE psionics to the best effect.
Shark_Force wrote:DhAkael wrote:1 Mechanoid Brute (physicaly disabled by the LEEEERRRROOOOOY JENkins of the party in first initiative of first round) + a pile of grenades beside it + telekinesis = Entire sessions of the party being stymied trying to get down an elevator shaft.
I actually calculated the damage done to the PC's at nearly 8.77 times that of the damage inflicted to the Brute by the one captain testosterone munchkinoid.
Yeah... do NOT mess with a GM who knows how to use SIMPLE psionics to the best effect.
regular telekinesis is limited to one object at a time.
most parties i've seen wouldn't be all that troubled by having to deal with a single grenade. oh, sure, nobody wants to eat a grenade blast (even if they are the rather unimpressive 2d6 MD variety), but it likely wouldn't take an entire session to deal with the problem.
Blue_Lion wrote:Shark_Force wrote:DhAkael wrote:1 Mechanoid Brute (physicaly disabled by the LEEEERRRROOOOOY JENkins of the party in first initiative of first round) + a pile of grenades beside it + telekinesis = Entire sessions of the party being stymied trying to get down an elevator shaft.
I actually calculated the damage done to the PC's at nearly 8.77 times that of the damage inflicted to the Brute by the one captain testosterone munchkinoid.
Yeah... do NOT mess with a GM who knows how to use SIMPLE psionics to the best effect.
regular telekinesis is limited to one object at a time.
most parties i've seen wouldn't be all that troubled by having to deal with a single grenade. oh, sure, nobody wants to eat a grenade blast (even if they are the rather unimpressive 2d6 MD variety), but it likely wouldn't take an entire session to deal with the problem.
well if he was lifting the grenades themself but if he lifts what they are resting on he can do allot of damage.
Nekira Sudacne wrote:Witchcraft wrote:Flash-Freeze grenades can be used by anyone. Not too expensive either. Bio-Manip is still a 16 / 12 / 10 saving throw or 6 for a Psi-Stalker or IMMUNE for a Mind-Bleeder. With +1 or +2 vs psionics base and Invulnerability can you imagine how must ISP will have to be burned to "paralyze" one combatant? Maybe I just play in a different type of game.
How many psi stalkers/mind bleeders/mages who actually have invunerability do you run into? i've played in long running rifts game where they are very rare occurances.
Nekira Sudacne wrote:My PCs "buff up" before a fight so that everyone has Invuln, AoIthan, talismans of AoI, talismans of MARush, talismans of Time Slip, etc. Mind Melters have many other tools in their arsenal besides BM (bio-manip not bowel movement)!!!
Maybe I'm used to playing in a different type of campaign.
Probablly. Yours sounds a lot like a typical dungeon crawl campaign. everyone has loads of magic loot which they distribute for maximum tactical advantage.
How many psychics who have the ISP pool to "spam" this power and not be left flat-footed in a decent-length / size encounter? When they're creating psi-swords and using super-tk all of a sudden you'll think twice about how much ISP you're willing to waste to paralyze one combatant at...um...90ft? What's the range again? I know it's not even HALF of what a TW-net gun can do and that's almost better since who the EFF wants to try to DODGE your netgun STRIKE roll.Nekira Sudacne wrote:Your game seems heavily magic gear-heavy, and most games i've played in are very sparce with the magic loot. couple that, encounters only tend to happen once every 6 sessions or so, so there's no real incentive to concerve ISP as you will always have time to rest up to max.
flatline wrote:Bio-manipulation is the primary reason that I use the Invulnerability spell. With +10 save vs psionics, I have a chance of saving until I can deal with/escape my attacker or he runs out of ISP.
--flatline
flatline wrote:Blue_Lion wrote:Shark_Force wrote:DhAkael wrote:1 Mechanoid Brute (physicaly disabled by the LEEEERRRROOOOOY JENkins of the party in first initiative of first round) + a pile of grenades beside it + telekinesis = Entire sessions of the party being stymied trying to get down an elevator shaft.
I actually calculated the damage done to the PC's at nearly 8.77 times that of the damage inflicted to the Brute by the one captain testosterone munchkinoid.
Yeah... do NOT mess with a GM who knows how to use SIMPLE psionics to the best effect.
regular telekinesis is limited to one object at a time.
most parties i've seen wouldn't be all that troubled by having to deal with a single grenade. oh, sure, nobody wants to eat a grenade blast (even if they are the rather unimpressive 2d6 MD variety), but it likely wouldn't take an entire session to deal with the problem.
well if he was lifting the grenades themself but if he lifts what they are resting on he can do allot of damage.
Only if they all blow up at the same time. If one blows up first, it'll scatter and potentially disable the others.
--flatline
Witchcraft wrote:I haven't used any NPC mind bleeders (although I have a Pucaran Mind Mage NPC who just entered) in my campaign yet and a tribe of wild psi-stalkers was a random encounter one time. Out of my group of PCs two can cast spells -- a 10th lvl Temp Wiz and a 9th level Shifter -- and both cast Invulnerability with a fair bit of regularity. The rare occurrences are the psi-stalkers and mind-bleeders -- not the Invulnerability spell. In my personal experience it's rare to find a magic-user above level 8 or 9 who hasn't at least failed an Invuln scroll conversion attempt or two.
Nekira Sudacne wrote:My PCs "buff up" before a fight so that everyone has Invuln, AoIthan, talismans of AoI, talismans of MARush, talismans of Time Slip, etc. Mind Melters have many other tools in their arsenal besides BM (bio-manip not bowel movement)!!!
Maybe I'm used to playing in a different type of campaign.Probablly. Yours sounds a lot like a typical dungeon crawl campaign. everyone has loads of magic loot which they distribute for maximum tactical advantage.
LOL! How from that one-sentence description does the campaign I run sound like a typical dungeon-crawl? Regardless, the loot they've earned has definitely been distributed for maximum tactical advantage. Personally, I don't see why it wouldn't be. *cringe* As the GM I've populated the world / encounters with loot -- how it gets distributed is basically out of my hands.
Nekira Sudacne wrote:Your game seems heavily magic gear-heavy, and most games i've played in are very sparce with the magic loot. couple that, encounters only tend to happen once every 6 sessions or so, so there's no real incentive to concerve ISP as you will always have time to rest up to max.
The players have used their "down-time" to create talismans. Magic loot has pretty darn rare in my campaign (we've been gaming for almost a year and I believe the players have a few items but nothing over-the-top or outlandish) but the talismans are created by the two aforementioned magic-users when the opportunity presents itself -- they primarily spend their time "recharging" the talismans now.
The biggest difference I see is in your last sentence. An encounter every 6 sessions is a little too rare for my personal taste and my players had already voiced their collective opinions that my "once every two or three sessions" was too infrequent. Accommodating them has made me include a "random-encounter" chance in most of their travel-segments so they at least have a chance of running into something to kill. The way it was explained to me (by the more combat-centric / focused characters) was that because their characters were built for a single purpose there isn't much opportunity for them to participate in the more erudite aspects of the campaign (problem-solving, forensics, investigation, mystery-solving, etc.). The other philosophy I've embraced is letting the die determine the challenge level of random encounters. Should the PCs willingly enter into a protracted engagement I try my damnedest to make it challenging without being impossible. The spell invulnerability (not to exclude MARush and countless others) and the buffing has made certain things...um, not very challenging (I hesitate to use the word 'trivial') so I plan for their "buffing" accordingly in the crafting of a battle-sequence. A random encounter can totally be trivial -- I mean, they're heroes and they're here to save the MEGAVERSE IN FLAMES!!!! However, taking on the Nameseeker Squad -- I just can't pull any punches for it to feel authentic.
I apologize if this has been tengential. My original comment was based on the frequency with which I've seen Bio-Manipulation used to great effect. I fear that got totally lost in the tumult.
Blue_Lion wrote:flatline wrote:Blue_Lion wrote:Shark_Force wrote:DhAkael wrote:1 Mechanoid Brute (physicaly disabled by the LEEEERRRROOOOOY JENkins of the party in first initiative of first round) + a pile of grenades beside it + telekinesis = Entire sessions of the party being stymied trying to get down an elevator shaft.
I actually calculated the damage done to the PC's at nearly 8.77 times that of the damage inflicted to the Brute by the one captain testosterone munchkinoid.
Yeah... do NOT mess with a GM who knows how to use SIMPLE psionics to the best effect.
regular telekinesis is limited to one object at a time.
most parties i've seen wouldn't be all that troubled by having to deal with a single grenade. oh, sure, nobody wants to eat a grenade blast (even if they are the rather unimpressive 2d6 MD variety), but it likely wouldn't take an entire session to deal with the problem.
well if he was lifting the grenades themself but if he lifts what they are resting on he can do allot of damage.
Only if they all blow up at the same time. If one blows up first, it'll scatter and potentially disable the others.
--flatline
It is unlikly that they will scater with explosives one going off sets them all off. That is how we re able to destroy huge catches of explosives at once.
flatline wrote:Blue_Lion wrote:flatline wrote:Blue_Lion wrote:
Only if they all blow up at the same time. If one blows up first, it'll scatter and potentially disable the others.
--flatline
It is unlikly that they will scater with explosives one going off sets them all off. That is how we re able to destroy huge catches of explosives at once.
Depends on the type of explosive. For instance, it would not work for a pile of fusion blocks. The first fusion block to explode would scatter and/or destroy the remaining fusion blocks (I'm assuming that fusion blocks use a nuclear mechanism just from their name...I don't know if they're ever explained in enough detail to know this for certain).
--flatline
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Alrik Vas wrote:As I understand it, a nuclear weapon requires an explosion to be set off anyway. It's like using a blasting cap.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.