| rdfs:comment
| - Psionic points govern the nature of many psionic skills. The number of points needed for an effect is the target point number. For example, if an effect requires 8 points to enact, that is the target point number. The effect is always determined before a roll is made. The number of points achieved is determined by rolling the relevant skill, with a Terrible being worth one point, poor being worth two points, and so on. There is no limit on how high this can go, so Legendary is worth 8 points, and Legendary+2 (should it occur) on a roll would be worth 10 points.
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| abstract
| - Psionic points govern the nature of many psionic skills. The number of points needed for an effect is the target point number. For example, if an effect requires 8 points to enact, that is the target point number. The effect is always determined before a roll is made. The number of points achieved is determined by rolling the relevant skill, with a Terrible being worth one point, poor being worth two points, and so on. There is no limit on how high this can go, so Legendary is worth 8 points, and Legendary+2 (should it occur) on a roll would be worth 10 points. The Psi attribute is added to this number, with the same values as the skill roll. However, this is a passive bonus and is not rolled for psi. This means a fair psi attribute will always add four points (provided a psionist is uninjured), to the amount of points available. As an example: Let us examine Telekinesis. I want my character to attempt to move a pen slowly to me. First, we add up how many points are needed. In this case, a pen requires one point, and slow movement requires 1 point. This means I need a total of two points. Second, I roll my telekinesis skill. If I roll a fair, this is worth 4 points. Third, I calculate what my psi attribute is. In this case it is fair, which is worth 4 points. Fourth: I add my telekinesis roll, as well as my psi attribute, then subtract how many points were needed. 4+4-2=6. If this number is 0, or positive, it is a success if unopposed. Fifth: If the roll is opposed, the positive number remaining is a negative mod for the resistor. So a difference of 6 becomes a -6 mod for the resistor. In a different example: I attempt to use telekinesis on a Zangali to move it slowly. A Zangali is strong enough it takes six points just to move the weight, plus one point for speed. If I roll a fair for the skill, and have fair psi, then the formula is 4+4-7=1. The Zangali could roll strength at -1, requiring a fair, to resist this attempt to move it. Backlash is what occurs if the formula totals -3 or less, which means something really bad went wrong with a use of psi. Suggestions are located with the individual skills.
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