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Psionics
*sam*
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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).
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Nov 21, 2009, 7:04 pm Last edited Nov 21, 2009, 7:28 pm by *sam*
FireFly
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Slipper - Temporary screw with an enemys tyres, having the same effect as a Heavy Oil Slick.

Otherwise, looks danged good ;)
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Posted Nov 21, 2009, 7:18 pm
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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.
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vet wv

Posted Nov 21, 2009, 7:21 pm
*sam*
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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?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Nov 21, 2009, 7:21 pm Last edited Nov 21, 2009, 7:22 pm by *sam*
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*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?
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Posted Nov 21, 2009, 7:23 pm
*sam*
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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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Nov 21, 2009, 7:25 pm Last edited Nov 21, 2009, 7:27 pm by *sam*
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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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Nov 21, 2009, 7:29 pm Last edited Nov 21, 2009, 7:30 pm by *sam*
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I have to say i'm concerned with the pyrokenesis power. Setting a car on fire is a very very powerful skill.
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Posted Nov 21, 2009, 7:58 pm Last edited Nov 21, 2009, 7:59 pm by Joel Autobaun
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ECM (Electronic Jamming) - Basically throws rocket/missile weapons of aim

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Posted Nov 21, 2009, 8:28 pm Last edited Nov 21, 2009, 8:28 pm by FireFly
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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.
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Posted Nov 21, 2009, 8:50 pm
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"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.

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vet wv raceL1

Posted Nov 21, 2009, 9:17 pm Last edited Nov 21, 2009, 9:25 pm by Iron Wraith
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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..
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Posted Nov 21, 2009, 10:37 pm
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*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?
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Posted Nov 21, 2009, 10:51 pm
*sam*
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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..
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Posted Nov 21, 2009, 10:57 pm
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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
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Posted Nov 21, 2009, 11:02 pm Last edited Nov 21, 2009, 11:03 pm by *Tinker*
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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.
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Posted Nov 23, 2009, 5:31 am
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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.

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Posted Nov 24, 2009, 6:11 pm
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Those are good ones man, thanks.
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Posted Nov 24, 2009, 6:23 pm
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[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
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Posted Nov 24, 2009, 6:29 pm Last edited Nov 24, 2009, 6:30 pm by FireFly
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That one...not so much.
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Posted Nov 24, 2009, 6:38 pm
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