Darkwind
Psionics

*sam*


Posted Nov 21, 2009, 7:04 pm
I have been working thru my notes about psionics, and this seems like a workable approach (plus suggested powers):

General Rules for Psionics
1. Psionic powers need concentration to be maintained, or else they stop working. While performing psionics, your effective activity level for all other actions (driving, gunning, running) is reduced to 25% of its current level. Getting injured, or the car you’re in getting a hefty collision will break your concentration entirely.
2. You choose how much effort to put into a psionic activity: this affects (i) how well it works (also your psionic ability itself is a factor), (ii) how much concussion (fatigue) hits you take from using the skill. There is a ‘roll’ made to decide how well it works – if it fails, it can lead to stunning and even temporary blackouts for the Psi. High stress comes into play as a negative modifier on the roll; your chosen effort is a positive modifier.

Psionic Powers
The actual psionic powers are grouped into specialisms, plus a bunch of basic ones that all psionic characters have.

1. Basic skills (personal mind-control):
- Personally undemoralisable/undemoralised
- Boost personal strength/speed

2. Psionics specialism (other people mind-control):
- Make a teammate undemoralisable/undemoralised
- Boost truce chance (‘these aren’t the cars you’re looking for’)
- Increase enemy stress
- Decrease our team's stress
- Psionic countermeasures to stop other psionics from working

3. Psionics specialism (telekinesis):
- Jedi-like ‘Push’ (vehicles and peds)
- Smokescreen-like effect by throwing up loads of dust (make it work on certain terrain types only)
- Slipper - Temporary screw with an enemys tyres by bumping and lifting them off the ground for split-seconds, having the same effect as a Heavy Oil Slick.

4. Psionics specialism (pyrokinesis):
- Set cars/peds on fire

5. Psionics specialism (precognition):
- Tell if a weapon will hit before it is fired

6. Psionic specialism (electronic jamming):
- Cause v8 engines to lose power and any weapons with electronic parts to jam

7. Psionic specialism (defensive energy):
- force fields: for personal defence or to defend an entire vehicle (requires higher skill)

If anyone has any good ideas for the names of the specialisms or actual psionic powers grouped within the specialisms, I'd welcome them :-) (also any suggested powers not in this list, plus the specialism that would be needed to allow it).
FireFly


Posted Nov 21, 2009, 7:18 pm
Slipper - Temporary screw with an enemys tyres, having the same effect as a Heavy Oil Slick.

Otherwise, looks danged good ;)
Jety


Posted Nov 21, 2009, 7:21 pm
What does boosting personal strength/speed do if any of the activites you need strength and speed for you'll be doing at 25%? This actually applies to a number of the skills, what good is knowing if your psi gunners weapon is gonna hit if he's gunning at 25% to begin with?


I think in all of Evan there are like 5-10 psi characters. Should they be made a little more common if you're going to implement an entire system around Psi? I have lots of ideas about the kinds of situations/sacrifices chars could/should make to attain these powers, but that may be a whole other thread.
*sam*


Posted Nov 21, 2009, 7:21 pm
FireFly said:
Slipper - Temporary screw with an enemys tyres, having the same effect as a Heavy Oil Slick.

Otherwise, looks danged good ;)


What specialism would slipper fit within? Maybe it's a pyrokinesis effect, i.e. you're actually burning/melting their tyres a bit? Or is it a telekinesis skill - you're lifting their tyres off the ground a bit for split seconds so they lose traction?
FireFly


Posted Nov 21, 2009, 7:23 pm
*sam* said:
FireFly said:
Slipper - Temporary screw with an enemys tyres, having the same effect as a Heavy Oil Slick.

Otherwise, looks danged good ;)


What specialism would slipper fit within? Maybe it's a pyrokinesis effect, i.e. you're actually burning/melting their tyres a bit? Or is it a telekinesis skill - you're lifting their tyres off the ground a bit for split seconds so they lose traction?
Telekenesis, I thought of it more like lifting the tires or doing something to the suspension.

One question, with the force push, if the char is really strong, would he be able to push with the force of a heavy rocket?
*sam*


Posted Nov 21, 2009, 7:25 pm
Jety said:
What does boosting personal strength/speed do if any of the activites you need strength and speed for you'll be doing at 25%?


Maybe some of the effects need to last for a period of time without needing to keep concentrating?

Jety said:
This actually applies to a number of the skills, what good is knowing if your psi gunners weapon is gonna hit if he's gunning at 25% to begin with?


Ye, fair enough.. same as above then. We need to separate powers that need continued concentration from those that don't.


Jety said:
I think in all of Evan there are like 5-10 psi characters. Should they be made a little more common if you're going to implement an entire system around Psi? I have lots of ideas about the kinds of situations/sacrifices chars could/should make to attain these powers, but that may be a whole other thread.


With mutants introduced, we're going to see a lot more psionic characters in-game. A substantial fraction of mutants have psionics. Of course, any other suggested ways of getting the skill are open for discussion..

I think psionic characters still need to stay somewhat rare overall though, they should not be something you see every day.
*sam*


Posted Nov 21, 2009, 7:29 pm
Quote:
Telekenesis, I thought of it more like lifting the tires or doing something to the suspension.


OK, added to list thanks

Quote:
One question, with the force push, if the char is really strong, would he be able to push with the force of a heavy rocket?


I guess with a very high psionic level, and a high effort, and maybe more than 1 level of specialism in telekinesis, then yes. But certainly not possible for the majority of telekinetics.
Joel Autobaun


Posted Nov 21, 2009, 7:58 pm
I have to say i'm concerned with the pyrokenesis power. Setting a car on fire is a very very powerful skill.
FireFly


Posted Nov 21, 2009, 8:28 pm
ECM (Electronic Jamming) - Basically throws rocket/missile weapons of aim

*Longo*


Posted Nov 21, 2009, 8:50 pm
Joel Autobaun said:
I have to say i'm concerned with the pyrokenesis power.  Setting a car on fire is a very very powerful skill.


Agreed.
Maybe allow only a very small chance for it to work, or if it has the same effect as a car starting on fire in a scout, maybe only allow this to be learned at 200 skill or something.
Iron Wraith


Posted Nov 21, 2009, 9:17 pm
"Gun Guru" - precognition.
Any gunner in the vehicle with the Psi has an enhanced chance to hit the targetted vehicle.

"He's going to turn left Jimmy, aim to correct".

This would have the advantage that the gunner himself need not be a Psi and suffer the concentration penalty. This would make a psi-driver normal gunner team a practical proposition.

"Blue-on-Blue" - Telepathy (mind control)
Psi concentrates on a particular enemy vehicle. Whilst he concentrates that vehicle has a chance to believe that it is on the side of the Psi and fight accordingly. If the vehicle is attacked by the Psi team it immediately realises its msitake and not only rejoins its original side, but also specifically targets the Psi vehcile for the rest of the engagement and is immune to further attempts to "turn" it.

"Migraine" - Telepathy (mind control)
The psi desigates a vehicle. All occupants of that vehicle have a chance each turn of being affected by a blinding headache that reduces their activity temporarily. Psi must concentrate to maintain the effect. Each turn the chance is recalculated (so the headaches will pulse on and off).

"Bad Trip" - Telepathy (mind control)
The occupants of a target vehicle are treated as under the influence of their chosen poison as long as the Psi concentrates. Gangers that are not subject to an addiction are unaffected. Not that some side effects of addictions are positive and these will also be triggered, the Psi cannot pick and choose.

"Target Fixation" - Telepathy (mind control). A vehicle that is the object of the Psi's attention becomes fixated with his current target. He will endeavour to attack this target exclusively. He will ignore all other threats or considerations in order to kill the target until his own vehicle is disabled. If the target is dead or surrendered he will continue to reduce it to scrap. He will ignore the crew if they escape and focus on the vehicle alone. If he rus out of ammunition he will ram the vehicle.

Unfortunately whilst the Psi concentrates he will also not surrender and the target had best be someone the psi doesn't like. This would be a deadly combination with "blue-on-blue" though it would require the coordiated action of two Psis to achieve.

Many players already suffer from this, so it shouldn't be game breaking ;)

"Do as your damn well told". Telepathy (mind control)
Whilst the psi concentrates a targetted vehicle has a chance of becoming totally under the Psi players control. This could be an enemy vehicle, a freindly vehicle or a neutral vehicle.
As well as the obvious negative uses, this could also be used positively if a player crashed out of the game and left an uncontrolled vehicle. It could also be used in escort missions to stop the idiot NPC's from behaving like idiots.

*sam*


Posted Nov 21, 2009, 10:37 pm
Joel Autobaun said:
I have to say i'm concerned with the pyrokenesis power.  Setting a car on fire is a very very powerful skill.


Yep.. it could be a minor fire unless the Psi is very high power..
*Rezeak*
reecestensel@hotmail.co.uk

Posted Nov 21, 2009, 10:51 pm
*sam* said:


Yep.. it could be a minor fire unless the Psi is very high power..


do you mean like, not making the car go boom but giving the driver concussion points and stress like a normal fire does?
*sam*


Posted Nov 21, 2009, 10:57 pm
The chance of a car going boom before the fire goes out, and also the amount of damage per-turn due to fire, both depend on how much 'on fire' it is..
*Tinker*


Posted Nov 21, 2009, 11:02 pm
FireFly said:
ECM (Electronic Jamming) - Basically throws rocket/missile weapons of aim




what about make the rockets/missiles explode in mid-air, with a high level they will explode just as their are exiting the barrels damaging the vehicle targeted by the psi
Joel Autobaun


Posted Nov 23, 2009, 5:31 am
under (other people mind-control):

Take control of animals/bugs/npc muties.

Take them over to fight for you when successful. lasts 2 rounds until they can *try* to break out of it.
4saken


Posted Nov 24, 2009, 6:11 pm
These are just a couple ideas that sprang to mind just from reading this thread:


Malfunction (Telekinetic) - Gives a chance to jam a car's weapons (similar to a paint effect) while psi is concentrating. Returns to normal immediately after psi ceases concentration.

Confusion (Telep) - Causes a target to momentarily forget what they are doing, perhaps with a random wheel movement or to change targets or not shoot. VS players: Causes a random wheel movement or changes target on a weapon (which also causes loss of sustained fire bonus). If sustained, the target car will essentially move randomly and gunners cannot gain sustained fire bonuses.

Spasm (Telek/telep) - Causes the driver to suddenly jerk the wheel all the way left or right. A variant would cause gunners to lose sustained fire bonus. Similar/variant of confusion, but more of a TK power.

Ambush Sense
- You have a high chance to get a "funny feeling" you are being ambushed.

Clairvoyance - At low levels you sometimes know if the enemy is in front or behind. (An ambush would be the same as not knowing/failing your roll). At high levels you can see the enemy vehicles during the deployment phase.

ESP - You can see the target vehicle's ghost as it would be after it actually makes its move, and you can see which vehicles the enemy has targetted. You also know if the current squad leader is in the target vehicle.

Fear - Temporarily cause the target vehicle to flee.

Psionic Blast - Cause fatigue directly to the occupants of the target vehicle, with an increasing chance for a KO at higher levels. This is a short range ability, similar in range to a flamethrower.

Daze - The target becomes entranced and drives in a straight line for one or more turns until they snap out of it. Gunners lose concentration and sustained fire bonus.

"Invisibility" - Makes your car unnoticable to enemies. They will ignore it unless it fires a weapon or physically impacts an enemy vehicle. Furthermore if you use this power and are more than 250m from the nearest enemy you may escape immediately.

Taunt - You cause one or more target enemies to fixate on you and chase you, ignoring most other threats.

Joel Autobaun


Posted Nov 24, 2009, 6:23 pm
Those are good ones man, thanks.
FireFly


Posted Nov 24, 2009, 6:29 pm
[quote=*Tinker*]



what about make the rockets/missiles explode in mid-air, with a high level they will explode just as their are exiting the barrels damaging the vehicle targeted by the psi[/quote]

Ah, that could work

"Premature Burn - Pyrokenisis"
Ignite the rockets before they can hit your car, perfect in combination with a taunt skill, the better the skill, the more rockets can be deflected per turn, at a very high skill, you can even set them of as they are leaving the barrel, causing splash to the shooter.

That would still be a pretty low level one
Joel Autobaun


Posted Nov 24, 2009, 6:38 pm
That one...not so much.
Groove Champion


Posted Nov 24, 2009, 7:31 pm
Longo said:
Joel Autobaun said:
I have to say i'm concerned with the pyrokenesis power.  Setting a car on fire is a very very powerful skill.


Agreed.
Maybe allow only a very small chance for it to work, or if it has the same effect as a car starting on fire in a scout, maybe only allow this to be learned at 200 skill or something.


I'm glad I'm not the only one who singled this ability out from the start! The potential damage caused by this ability is enormous!
Stingray191


Posted Nov 29, 2009, 10:50 am
Well, I didn't read everything in the topic but a level 1 spec should be defensive in nature with a decent bubble effect.
Reduce Enemy Effects: (what ever you wanna call it)
Takes a level off enemy Psi skill
Attacks reduced to 0 means 50-50 shot at level 1 effect

Where there is attack, there is defense.
*goat starer*


Posted Nov 29, 2009, 2:46 pm
4saken said:

Ambush Sense - You have a high chance to get a "funny feeling" you are being ambushed.


Oooooooooh!!! I must be psionic! I get a 'funny feeling' every time I am being ambushed....

I believe its called learning the deployment points
*Burden*


Posted Nov 29, 2009, 2:58 pm
Just a random one that came to mind...

Deflect: Cause a bullet(s) to richochet off of your car as it's hit. Depending on where you are and where you're hit, the richochet could easily hit an ally. Higher skills can deflect rockets. "Psi power" goes down for each turn Deflect is on.
*Grograt*
gary.r.horder@gmail.com

Posted Nov 29, 2009, 3:38 pm
Well out of 57 gangers not one is a 'derek achora' pah, so i wont be using 4sakens Clairvoyance skill any time soon
Joel Autobaun


Posted Nov 29, 2009, 8:55 pm
Stingray191 said:
Well, I didn't read everything in the topic but a level 1 spec should be defensive in nature with a decent bubble effect.
Reduce Enemy Effects: (what ever you wanna call it)
Takes a level off enemy Psi skill
Attacks reduced to 0 means 50-50 shot at level 1 effect

Where there is attack, there is defense.


I would make it more powerful like immune to all offensive psi powers self and occupants of same vehicle and vehicle itself.  A defensive power like this would find use very rarely...if ever.
Stingray191


Posted Nov 30, 2009, 4:01 am
Hell, if I ever get a psi it's the first thing I'd get!
Groovelle


Posted Dec 29, 2009, 2:40 pm
Basic skill:
Psionic dodge. The user becomes very difficult to hit. They see where the barrel of their enemy's weapon is pointed and know when they'll shoot. Requires deep concentration.

This would be a skill used when there's a breach; instead of the character being a sitting duck they'll note where and when the incoming ordinance is coming and avoid picking up blue text.
*Longo*


Posted Jan 19, 2010, 1:40 pm
"Godspeed." The user, as a pedestrian, can run at 1.5 times his normal speed, at level 2 he can run at 2 times his normal speed.... be great if the ganger had to run from his vehicle, and as he got out, activated this spec and was able to actually run away for once, and escape.
FireFly


Posted Jan 19, 2010, 2:01 pm
Longo said:
"Godspeed." The user, as a pedestrian, can run at 1.5 times his normal speed, at level 2 he can run at 2 times his normal speed.... be great if the ganger had to run from his vehicle, and as he got out, activated this spec and was able to actually run away for once, and escape.
Longo, ever tried doing the "Speed of the wolf" a few time, each time increases the speed stat about 5 - 10, my psi can do it 10 or so times before reaching any danger, granted, if I don't fail any...
Delfino


Posted Jan 27, 2010, 4:07 am
Too good to pass up...

Nature Powers
Rapid Growth- spike shredding thorned bushes grow up from the barren ground. Could also manifest as impassable trees or some other flora.
Animal Manipulator- Animals ignore you or flee in terror.

Other
Body Swap- Change bodies with a targeted player/npc character. Keep your skills, but adopt their abilities, age, and (most importantly) position on the battlefield.
*Tinker*


Posted Mar 27, 2010, 11:31 am
What about some abilities for mutants on foot, i.e "some ferocious animal-like leap" or something? (in the hand gunner skill maybe?)

can jump over cars etc...

Just had a thought maybe these kind of abilities could come in deferent flavors depending on the mutant's model, like "claw of death" for the crustacean guys for example, and the leap thing for the animal mutants?

Hope this doesn't sound too X-Menish


btw back ont topic, when are we going to see some specialisms for psi mutants? I for one have one gangster who just reached 50+
*Tinker*


Posted Apr 16, 2010, 9:49 am
How bout some specialism for psi?

got 2 guys 50+ allready
*sam*


Posted Apr 16, 2010, 10:01 am
Psionics are almost entirely achieved through specialisms, Tinker. There's a basic set but after that the Psi character gains sets of related powers via specialisms.

Er.. when I have implemented them, that is..
Serephe


Posted Apr 16, 2010, 10:35 am
Can we get a summon pokemons ability that does nothing?

You know, an idiot test. :cyclops:
*Lugal*


Posted Apr 16, 2010, 6:19 pm
Ohh ohh ohh. How about "Summon Bug".

When you use it the client crashes. :p
kometen


Posted Apr 16, 2010, 6:55 pm
How about make enemy lose control of their bowels. Somewhat demoralising.
Groove Champion


Posted Apr 16, 2010, 7:29 pm
Mirage

When a psionic character exits a vehicle, a decoy double exits also. Both the real ped and the decoy can be controlled independantly.
simonmaxhill


Posted Apr 16, 2010, 10:13 pm
Clone
Character creates a temporary duplicate crewmember, except both characters suffer a temporary halving of skills. (I.e. an 80 gunner psionic would become a 40 gunner and the clone would be a 40 gunner.  Specialisms are retained.)

Clone takes up 20 bulk (so can only be created if there's enough space) but has no weight.

Clone can't leave the car.

Clone absorbs no damage, but is injured exactly as the original character is injured.

Maybe instead of an arbitrary "fade out" the psionic character would get a warning that the clone would fade out the next turn, and they'd have to pass another psi roll to continue the clone.
pweelg


Posted Apr 17, 2010, 12:21 am
*Lugal* said:
Ohh ohh ohh.  How about "Summon Bug".

When you use it the client crashes.  :p


Hmm thats not a bad idea......summons a nearby critter to aid him, more powerful critter as it levels up
*Longo*


Posted Apr 17, 2010, 12:24 am
How about add Psionics spec to Sam's list, just under cycles.... ;)
pweelg


Posted Apr 17, 2010, 12:40 am
which is just after dedicated Hero points ?
*Longo*


Posted Apr 17, 2010, 12:53 am
pweelg said:
which is just after dedicated Hero points ?


I hope so!  :D
*Dark Tempest*


Posted Jun 26, 2010, 7:33 am
Now that the testing phase is over, I haven't seen any Psi characters around.

Where are they? What are they doing?
*Wolfsbane*


Posted Jun 28, 2010, 9:36 pm
I have one sitting in SS slowly gaining skill, waiting to hit a spec in a couple of months.
Joel Autobaun


Posted Aug 5, 2010, 7:06 am
*Dark Tempest* said:
Now that the testing phase is over, I haven't seen any Psi characters around.

Where are they? What are they doing?


Hiding from SPECIAL CIRCUMSTANCES!
*Burden*


Posted Aug 19, 2010, 11:08 pm
Psi characters are very rare. I wouldn't be expecting to see psi characters any more than I see lasers in scouts.
Zephyr


Posted Aug 19, 2010, 11:48 pm
I have one Pyro. After running him through a bunch of solo scouts, I found that his skills are much less useful than an HMG currently. I shipped him off to boarding school in Firelight, where he's currently living off of my credit cards and partying with the other muties down there in the hopes that one day he'll graduate from Psyker University and make a useful contribution to society.

At his current rate of skillup I expect that'll be in about one RL year. :p
d0dger


Posted Aug 20, 2010, 12:04 am
Zephyr said:
I have one Pyro.  After running him through a bunch of solo scouts, I found that his skills are much less useful than an HMG currently.  I shipped him off to boarding school in Firelight, where he's currently living off of my credit cards and partying with the other muties down there in the hopes that one day he'll graduate from Psyker University and make a useful contribution to society. 

At his current rate of skillup I expect that'll be in about one RL year.  :p


Does training in FL really skillup faster then in a town with a training center and a good level motivator?
*Wolfsbane*


Posted Aug 20, 2010, 11:44 am
I know I'm getting 2 points a week in SS, using a fully-motivated ganger (as far as I can tell). Is FL better than that?
*Tinker*


Posted Aug 20, 2010, 12:15 pm
most of my psi have been gaining 4 pts a week, it seems to be the max. I started training with a lvl 1 motivator, and now have been using a lvl 4 for a few weeks, today a new psi recruit (3 weeks old) got a whole 5 pts! a first for me
*goat starer*


Posted Aug 20, 2010, 12:45 pm
*Tinker* said:
most of my psi have been gaining 4 pts a week, it seems to be the max. I started training with a lvl 1 motivator, and now have been using a lvl 4 for a few weeks, today a new psi recruit (3 weeks old) got a whole 5 pts! a first for me


they will die however many points they get  :cyclops:
Zephyr


Posted Sep 16, 2010, 12:57 am
*Tinker* said:
most of my psi have been gaining 4 pts a week, it seems to be the max. I started training with a lvl 1 motivator, and now have been using a lvl 4 for a few weeks, today a new psi recruit (3 weeks old) got a whole 5 pts! a first for me


Jealous.  My dude who has been living in Firelight for a couple months now has gained a whopping eight points.  So one point per week.  Feh.  Time to bring him home and put him to work. 

Though I did notice something interesting:  He was in "weakening" status before I shipped him down there, but after a couple of weeks in FL, he went back to "good" health and has been there since.  Meanwhile the muties I have in SS are very much going downhill.  Maybe it's something in the water that agrees with him? 
d0dger


Posted Oct 1, 2010, 1:31 pm
Got lucky enough to hire a psyker a few weeks ago... this week my leader just hit motivator 5 and my psyker was able to get 3 points training in SS. We'll have to see if that goes up any more.
*Tinker*


Posted Oct 1, 2010, 1:39 pm
Zephyr said:
*Tinker* said:
most of my psi have been gaining 4 pts a week, it seems to be the max. I started training with a lvl 1 motivator, and now have been using a lvl 4 for a few weeks, today a new psi recruit (3 weeks old) got a whole 5 pts! a first for me


Jealous.  My dude who has been living in Firelight for a couple months now has gained a whopping eight points.  So one point per week.  Feh.  Time to bring him home and put him to work. 

Though I did notice something interesting:  He was in "weakening" status before I shipped him down there, but after a couple of weeks in FL, he went back to "good" health and has been there since.  Meanwhile the muties I have in SS are very much going downhill.  Maybe it's something in the water that agrees with him? 


Don't be jealous i had a bunch of guys in FL gaining one point, with a motivator 4 gaining 2 pts for ever... and noticed none of my guys getting better, got a guy worn down, and most weakening, I dread the new year  :rolleyes:
JS


Posted Oct 1, 2010, 1:51 pm
lol, I have a spy I hired back in Feb. 1 psi to start, now has a whole 17, and that is after a couple months in FL. Some weeks I get none.
*Tinker*


Posted Oct 5, 2010, 9:18 am
JS said:
lol, I have a spy I hired back in Feb.  1 psi to start, now has a whole 17, and that is after a couple months in FL.  Some weeks I get none.


Yikes that is really awful, less then a pt a week average?

what is your rep with the mutants, and do you have a motivator there?

edit: see that your rep is honored by mutants and that you don't have any psi in your gang anywhere, you let him go?
JS


Posted Dec 8, 2010, 11:02 pm
*Tinker* said:
JS said:
lol, I have a spy I hired back in Feb.  1 psi to start, now has a whole 17, and that is after a couple months in FL.  Some weeks I get none.


Yikes that is really awful, less then a pt a week average?

what is your rep with the mutants, and do you have a motivator there?

edit: see that your rep is honored by mutants and that you don't have any psi in your gang anywhere, you let him go?


No, if its less than 20 it wont show up.  I now have 4 PSIs, and interestingly the new ones are actually training decently.  The first one is still dragging along.  Since I last posted she has gained a whole 1 point, all the way to 18!  At this rate I should have a spec in 2015 or so.
Stingray191


Posted Jan 28, 2011, 8:09 am
Got my first Psi guy today.
Whats the best way to train em?
Is it like other skills i.e. Used in combat?
Because currently his only skills aren't that useful and his chances of blowing his own brains out pretty high.
*Longo*


Posted Jan 29, 2011, 1:39 am
Stingray191 said:
Got my first Psi guy today.
Whats the best way to train em?
Is it like other skills i.e. Used in combat?
Because currently his only skills aren't that useful and his chances of blowing his own brains out pretty high.


I dont have alot of experience with them, but I dont believe PSI is trained in the field and can only be raised through weekly training. But I could be wrong.
Serephe


Posted Jan 29, 2011, 1:41 am
Longo said:
I dont have alot of experience with them, but I dont believe PSI is trained in the field and can only be raised through weekly training. But I could be wrong.


Unless something has changed Longo is correct.
d0dger


Posted Jan 29, 2011, 2:09 am
My psyker fully motivated in SS or Elmsfield with training center seem to be getting a solid 2.5 points per week, he consistently alternates gaining 2 one week and 3 the next, repeating.
*Burden*


Posted Jan 29, 2011, 2:15 am
How does PSI work in combat? What does changing the percentage of power used for a move do, and does it work as it says in the first post- where it works once, and gets less likely to work after every use?
*Grograt*
gary.r.horder@gmail.com

Posted Jan 29, 2011, 11:57 am
* Waves hand * 'These are not the rares you are looking for '
*goat starer*


Posted Jan 29, 2011, 12:31 pm
http://www.jaunted.com/files/3/harry_potter_sp.jpg
*Awefense*


Posted Mar 1, 2013, 8:04 pm
One of my 46YS users gained his first point in psionics today!

It's kinda funny that it's the ganger that is named after one of my drill sgts from back in Boot Camp and AIT. That was back in...oh...1987-1988.

I will never forget that guy for as long as I live. He was the master of psyching out his recruits. So fitting!

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