Continuing on last week's discussion on the Villains & Vigilantes (available at finer on-line game stores everywhere) power generation tables, and how we can modify them. Here's the expanded Psionics table, separated out from the Magic/Psionics table to give more options for people aiming at being mentalists from the jump.
All the powers other than Magic Spells and Flight from the original table are on here with 7% chances (except for Cosmic Awareness which was boosted from 1% to 4%), with another 12 powers added that to me, at least, feel like Psionics based powers. You will note that I have added "Companion" to the "Pet" power, just because I like expanding the concept of the power in the players mind.
Some of these, like Animal/Plant Control, Heightened Senses, Emotion Control, Illusions, Mind Control, and Teleportation, are easy adds. Yes, there are all ways that these powers can be non-psionic in nature, but they are also all powers that are readily equated to psionics. OK maybe not Plant Control, but given the open ended nature of V&V 2E's power design it's better to just list the power and not try to limit them at the jump. Teleportation was the one I struggled with most as adding this at 4% or 1%, but remembering the Tomorrow People I went with the 4%
Keeping that in mind, I added six more powers at 1% - Absorption, Devitalization Ray, Dimensional Travel, Flame Power, Force Field, and Paralysis Ray - that I felt hit the general psionics profile but aren't as often seen in that space. Absorption could always be used to duplicate or steal mental energy, memories, psionic powers, and so on; Devitalization Ray and Paralysis Ray are some form of stunning attack; Flame Powers is Pyrokinesis, and if the 'human torch' equivalent of the power doesn't fit the players conception we can trust them to not pick that one; and Force Field is easily an offshoot of telekinesis.
I admit Dimensional Travel is a stretch, but none of the other powers in the game quite fit my psionics profile; It might have been better to drop it and increase Fame Powers a 2% chance. Or move Cosmic Awareness back to a 1% chance, dropped Dimensional Travel, and increased Flame Powers, Force Field Devitalization Ray and Paralysis Ray to 2%, leaving Absorption at 1%. While this is all noodling around the edges, it does make Psionics feel like it's own thing, and specific for my campaign world (albeit highly generic).
I was hoping to get Magic done today too, but that;s for another day.
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