home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.ee.pdx.edu
/
2014.02.ftp.ee.pdx.edu.tar
/
ftp.ee.pdx.edu
/
pub
/
frp
/
general
/
harnpsi
< prev
next >
Wrap
Internet Message Format
|
1991-06-12
|
10KB
From uucp Mon Jan 29 13:54 EST 1990
>From pitt!anthony%cs.pitt.edu@idis.lis.pitt.edu Mon Jan 29 13:53:47 1990
Received: by eklektik.pgh.pa.us (5.58/smail2.5/09-28-87)
id AA08787; Mon, 29 Jan 90 13:53:56 EST
Received: by idis.lis.pitt.edu (4.12/SMI-3.2)
id AA02890; Mon, 29 Jan 90 13:11:21 est
Received: by vax.cs.pitt.edu (5.54/1.14)
id AA29601; Mon, 29 Jan 90 12:21:33 EST
Received: by speedy.cs.pitt.edu (5.61/1.34)
id AA12713; Mon, 29 Jan 90 12:21:30 -0500
Date: Mon, 29 Jan 90 12:21:30 -0500
From: pitt!anthony@idis.lis.pitt.edu (Anthony Kapolka)
Message-Id: <9001291721.AA12713@speedy.cs.pitt.edu>
To: root@eklektik.pgh.pa.us
>From pitt!cadre!pt.cs.cmu.edu!rochester!bbn!oberon!ll-xn!ames!pasteur!ucbvax!decwrl!sun!pitstop!sundc!seismo!uunet!mnetor!utzoo!utgpu!water!watmath!watdragon!watsol!bmacintyre Sun Apr 24 19:06:39 EDT 1988
Article 3680 of rec.games.frp:
Path: pitt!cadre!pt.cs.cmu.edu!rochester!bbn!oberon!ll-xn!ames!pasteur!ucbvax!decwrl!sun!pitstop!sundc!seismo!uunet!mnetor!utzoo!utgpu!water!watmath!watdragon!watsol!bmacintyre
>From: bmacintyre@watsol.waterloo.edu (Blair MacIntyre)
Newsgroups: rec.games.frp
Subject: HarnMaster psionics
Message-ID: <6497@watdragon.waterloo.edu>
Date: 21 Apr 88 21:35:13 GMT
Sender: daemon@watdragon.waterloo.edu
Reply-To: bmacintyre@watsol.waterloo.edu (Blair MacIntyre)
Organization: Davis World Amusement Park
Lines: 159
Alex sent this to me before he left for the summer, and I thought others
out there might be interested in it. Note that these are his ideas and I
don't agree completely with all the changes ( ie. I'm leaving the Skill
Base as aura aura will because aura is supposed to be your sensitivity to
psionic fields! The reason Alex had for changing it was for game balance -
he felt that it was unfair that sorcers ( high aura ) are also the best at
psionics - I, however, feel this makes perfectly good sence. )
---------
>From ameduna@trillium Sun Apr 17 08:52:44 1988
Received: from trillium by watsol.uucp (1.1/SMI-3.0DEV3)
id AA07152; Sun, 17 Apr 88 08:52:44 EDT
Received: by trillium; Sun, 17 Apr 88 08:52:37 EDT
Date: Sun, 17 Apr 88 08:52:37 EDT
>From: "Alex R. Meduna" <ameduna@trillium>
Message-Id: <8804171252.AA25387@trillium>
To: bmacintyre@watsol
Subject: Those promised psionics changes...
Status: R
Well, I've pieced something together, here it is, make of it what you will.
By the time you read this, I'll be far far away, so son't bother replying.
I'm quite certain that many parts require work, and I haven't tested this
out, but it may give you some ideas.
If I'm sounding rather incoherent, well I have a right to be: It's 9:00am,
and I've been here all night, trying to back up files and get everything in
order... :-}
--------------------------------------------------------------------------------
SKILLS 16
PSIONIC TALENTS
---------------
Psionic talents are psychic abilities with which characters are born. The
number of rolls obtained by a character on the SKILLS 1 table is as follows:
???? DON'T KNOW YET ????
The base attributes for all psionic disciplines are (Wil Wil Aur). Characters
are normally born with all the talents they will ever possess.
DEVELOPMENT OF TALENTS
Talents are developed like any other skill, ie. by development rolls. For
some talents, self-study may not be possible due to the nature of the talent,
unless conditions allow the talent to be used. For example, Telekinesis and
Pyrokinesis are readily practicable, as objects are normally available to be
moved and ignited. But the Medium skill requires prolonged access to an
ethereal being, Healing requires patients in need of it, Hex must be cast at
someone, as must Mental Bolt. In short, the monthly improvement rolls can be
applied only to those talents that can demonstrably be practised.
Training in psionics is possible, but not a very likely possibility - it is
often almost impossible to find a skilled, willing teacher in the area of
psionic talents.
FATIGUE
The number of fatigue points for talents with several effects/aspects varies
depending on the difficulty of the type of action performed.
HEALING
This ability consists of several types of healing, any of which may be used,
one at a time. Each effect has its own basic fatigue rate accrual and
'casting' time. All effects require skin contact between the healer and the
patient for the duration of the casting time. All effects except for RESTORATION
CLEANSE PSYCHE, REVIVIFICATION may be used by the healer on himself. The target
can be any organically-based organism. Usage on oneself gives an EML bonus of
+10%, while use on a creature of a species different from that of the healer
halves the EML. The recipient must be willing, or must be restrained and forced
to cooperate.
1. EMPATHY - Medical Diagnosis FATIGUE: 13-index TIME: 15-index secs
An attempt to "diagnose" the patient's emotional state and/or physical
well-being. Success reports location and severity of injuries, presence (and,
with CS, the identity) of disease(s), poison(s), cause (and, with CS, the time)
of death. CS will generally give better detail and more precise information.
This may be attempted as often as the healer desires.
2. HALT BLOODLOSS FATIGUE: 15-index TIME: 20-index secs
An attempt to stop the bleeding from a single specified wound. CS stops
bleeding completely and prevents any bloodloss during the time while the talent
was beng used. MS reduces bloodloss by 1BP, which stops bleeding if it is now
B0, although loss of blood during the time the talent was being applied is still
accrued in either case. Attempts may be repeated as often as desired.
3. RESTORATION - Remove Fatigue FATIGUE: 17-index TIME: 1 minute
An attempt to remove fatigue from the target. CS eliminates all fatigue
points, MS removes 50%. May not be used on the healer himself.
4. HASTEN HEALING FATIGUE: 20-index TIME: 15-index mins
An attempt to increase the healing rate of on specific, known, uninfected
injury. Only one effective attempt may be made every 24 hrs on a particular
injury. While success continues (CS or MS), psionic treatment may continue at
the rate of one HASTEN HEALING check per day. The first failure (CF or MF)
indicates no additional help by psionic means will increase that injury's rate
of healing. The specific results are:
CF - HR drops by 1. If HR = 0, patient dies. No further psionic healing.
MF - No effect on HR, no further psionic healing is possible.
MS - Raise HR by 1, to a maximum of 6. Treatment may continue.
CS - Raise HR by 2, to a maximum of 6. Patient immediately obtains a
bonus Healing Recovery roll. Treatment may continue.
5. DEFEAT AILMENT FATIGUE: 25-index TIME: 30-index mins
An attempt to remove one specific known medical condition or ailment. What
exactly can or cannot be treated thus is left up to the GM's discretion, in
general, anything assigned a healing rate is curable in this fashion.
Infections, poison, toxins, disease, and shock are typical target ailments.
Note that bloodloss CANNOT be treated this way. Most conditions may be checked
for once per day only, although shock treatment allows a new attempt every 4
hours. As with Hasten Healing (qv), treatment may only continue as long as it
remains successful (CS or MS). The results are:
The results are:
CF - HR drops by 1. If HR = 0, patient dies. No further psionic curing.
MF - No effect on HR, no further psionic curing is possible.
MS - Raise HR by 1. If HR = 6 now, the ailment has been cured.
Treatment may continue.
CS - Raise HR by 2. If HR = 6 now, the ailment has been cured. If not,
another Defeat Ailment attempt may be made in the same day.
Treatment may continue.
6. CLEANSE PSYCHE FATIGUE: 30-index TIME: 1 hour trance
An attempt to rid the patient of a mental illness or similar psychological
disorder/deviation of a type similar to those found on the Psyche table
(CHARACTER 8). Artificially acquired illnesses are generally cured with MS or
CS. Inborn illnesses (ie. present at character generation) or especially nasty
mental disorders may also be removed, but only with CS. A MS will merely
repress the condition for a period of 2d6 days, during which the treatment will
seem to have been fully successful. On a CF result, the healer himself becomes
afflicted with the same condition he was trying to dispose of, although he may
not become aware of this for a long time. It is important to note that the
talent user cannot cleanse his OWN psyche.
7. REVIVIFICATION FATIGUE: 50-index TIME: 24-index hrs
An attempt to restore life to a dead patient. EML is reduced by the number
of hours the victim has been dead, an EML of zero indicates that the patient is
beyond psionic help, although other methods may yet succeed. Otherwise, the
usual 5% minimum chance of success applies. Revivification does not heal
injuries, cure poison or disease, re-attach missing limbs, or replace/regenerate
destroyed/lost organs. It's only effect is to return of the soul to the body,
and the restoration of breathing, metabolism, blood circulation, and other
essential automatic processes. Success will give the revived organism another
chance to overcome the previous cause of death. Note that it is pointless to
attempt to revive a body missing vital organs - brain,heart, lungs, etc.
Results:
CF - Failure. No further attempts at psionic revivification are possible.
MF - Failure, although subsequent attempts can be made, if there is time.
MS - Patient revived, is now in shock. The cause of death assigned HR 1.
CS - Patient revived, is feeling good. The cause of death assigned HR 3.
--------------------------------------------------------------------------------
Cheers !
Alex
P.S. I don't feel so good..... Egad !
--
Blair MacIntyre (bmacintyre@watsol.waterloo.edu)| Quit yer jekin' | Amiga ///
"Sex is more fun than logic ..." - M. Python | ... use a merkin | Power!///
"Sex without love is an empty experience... | :^) :-) :v) :-) | \\\///
Yes, but as empty experiences go, it's one of the best!"-Woody Allen \XX/