I am trying to make an NPC or Villian Psi-X Alien.
Uncertain about how their powers work
Lone Star says,
" All Psi-X have the following abilities and
psi-powers:
Nightvision 3000 ft (914 m), hawk-like color vision, can
see in the infrared and ultraviolet spectrums of light, can also
see electromagnetic energy and see the invisible (automatic
ability; includes Astral beings, entities and energy beings).
See aura, sense magic, detect psionics, bio-regeneration
(healing) and all have the unique, telekinetic related ability to
hover and move 1-4 feet (0.3 to 1.2 m) above the ground
rather than use their legs to walk. This is the Psi-X's natural
mode of transportation (same speed as attribute) and they
have to concentrate to negate it and walk on their own two
legs.
See the psionics listing for special powers"
So, does it COST them ISP to use See Aura, Sense Magic, detect psionics and Bio-regeneration OR is it automatci like "hover and move 1-4 feet above ground"
Psi-X Aliens
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- Hero
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Re: Psi-X Aliens
I don't think it's going to break things either way, but I'd imagine if those abilities were automatic and without ISP cost then they'd have been listed in the previous paragraph.
I just noticed for the first time that Psi-X have a PPE of PEx10. While their PE is pretty low, I could see a 2nd or 3rd generation Psi-X becoming a pretty good spellcaster.
I just noticed for the first time that Psi-X have a PPE of PEx10. While their PE is pretty low, I could see a 2nd or 3rd generation Psi-X becoming a pretty good spellcaster.
- darthauthor
- Champion
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Re: Psi-X Aliens
Well , automatic makes them weaker Versions of Dog Boys without the supernatural detection.
Also, their skills are rather compartmentalzied.
No physical skills except for what they can take from secondary skills
Their physical stats are weak.
ALL they have is psionics and they are low on ISP.
They dominate one skill category in skills with a +20% bonus.
They are NOT fighters
At best maybe they are good for intelligence gathering if they take that with Comms and psionics.
Great lookouts.
Or
All Rogue skills would make them good theif
Could be incredible Doctors.
Technical experts would make them handy craftsmen. But their stats make them terrible at heavy labor.
They would be geniuses of Science or Mechanics.
IF a villian, they have to either steal or manipulate. Can only put out a couple of psionic attacks or they are shooting lasers like everyone else.
I'd try to trick the heroes into chasing me over a mine field or stake pit while air walking over them. Maybe trap them in a cylinder of fire I could see through with my unlimited vision and take pot shots at them with a laser pistol
Head on attacks leave me with only 2. Even a lone hero would out gun me.
Also, their skills are rather compartmentalzied.
No physical skills except for what they can take from secondary skills
Their physical stats are weak.
ALL they have is psionics and they are low on ISP.
They dominate one skill category in skills with a +20% bonus.
They are NOT fighters
At best maybe they are good for intelligence gathering if they take that with Comms and psionics.
Great lookouts.
Or
All Rogue skills would make them good theif
Could be incredible Doctors.
Technical experts would make them handy craftsmen. But their stats make them terrible at heavy labor.
They would be geniuses of Science or Mechanics.
IF a villian, they have to either steal or manipulate. Can only put out a couple of psionic attacks or they are shooting lasers like everyone else.
I'd try to trick the heroes into chasing me over a mine field or stake pit while air walking over them. Maybe trap them in a cylinder of fire I could see through with my unlimited vision and take pot shots at them with a laser pistol
Head on attacks leave me with only 2. Even a lone hero would out gun me.
- ShadowLogan
- Palladin
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Re: Psi-X Aliens
darkauthor wrote:So, does it COST them ISP to use See Aura, Sense Magic, detect psionics and Bio-regeneration OR is it automatci like "hover and move 1-4 feet above ground"
Per the description found in WB30:DoNA, which cleaned up the formatting from WB13 (along with adding new D-Bees), the psionic powers of See Aura, Sense Magic, Detect Psionics, and Bio-Regeneration will cost ISP to use. Their Nightvision is a natural ability and not a psi-power.
darkauthor wrote:Well , automatic makes them weaker Versions of Dog Boys without the supernatural detection.
And that should matter why? These guys had Psi-Stalker DNA (along with other alien D-Bee DNA) spliced into the original human subjects. Nor does making a "better dogboy" appear to be the goal of the Psi-X experiments per their background fluff in WB30 (and WB13).
darkauthor wrote:ALL they have is psionics and they are low on ISP.
Depends on where they fall on the random table and what they roll for ME, so I wouldn't say they are low on ISP per say without your frame of reference. An ME of 3d6 and then x10 for ISP, is better than ISP of ME+2d6x10 assuming the ME is 3d6 and average rolls all around (3d6=10.5, so if they roll low on the Psi-X table that would be 105 ISP at level 1, a psychic with ME+26x10 would be 80.5ISP), though there are going to be psyhics that have more ISP (ME+4d6x10 would be 150.5) or close to par (ME+4d4x10 would be 110.5ISP).
- slade2501
- Dungeon Crawler
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Re: Psi-X Aliens
According to the write up, Psi-X can take pilot catagory skills as secondary skills starting at level 1. get your villain some robot piloting. E'rry-body gangsta in a 20ft war machine. hell even a cheap rebuilt titan scout robot at 16 feet with some improvised weapons would be pretty terrifying as a close quarters surprise in a city setting or a large warehouse.