Was reading Psyscape about how Stalkers can have Nega-Psychic or Nullifier powers instead of their usual RCC abilities.
Problem is, everything that defines a Psi-stalker is listed under their abilities, including their appearance, attribute bonuses, and how they feed on PPE and eat less normal food. Any idea what to keep and what to replace?
Another weird issue is the note also says to use the Psi Stalker RCC skills instead, but the PCC descriptions for Negas/Nullifiers seems to imply that that is used. For example, Stalkers get a bonus to wilderness skills, and humans (presumably meaning normal non-Stalker humans since Stalkers are also humans, albeit mutant ones) get a bonus to domestic or something I think.
Also: seeing as how the Sea Inquisitor for Rifts Underseas can have the powers and OCC Related/Secondary (but not OCC, oddly) skills of either a Mystic or a psychic RCC, since this could include the Psi-Nullifier (whose powers are ALSO often awakened by an encounter with the supernatural) it begs a question about their similar abilities.
This dilemma doesn't exist with the Nega-psychic because Nega-psychics' anti-magic abilities can only be activated voluntarily, so obviously the Inquisitor negation powers would activate first.
Both the Inquisitor/Nullifier powers against both magic/psi are automatic though, so I don't know if 1 would activate before the other, or if both would activate at the same time.
There are differences in both abilities which would give advantages 1 way or the other in regard to 1 activating first.
1. Both abilities will partially reduce psionics in strength if not all the ISP can be negated.
2. Nullifiers can negate a spell by making it even 1 PPE short, whereas Inquisitors must fully negate all the PPE or see it partially reduced.
3. Nullifiers drain ISP and can't be done forever, but there is no limit on how much they can voluntarily negate in a period of time.
4. Inquisitors don't drain points, but can only negate a certain amount of points in a period of time.
Based on how the abilities work, in their descriptions, I'd probably err on the Nullifier abilities activating first, and the Inquisitor PPE/ISP dispersal would be a backup defense when they run out of ISP. This may disappoint some players who would want to use the ISP for other stuff, but it seems to make sense.
The reason being is that the Nullifier power is more reactive. It activates not only if the character is the target of an individual or group spell (the only circumstances in which the Inquisitor power activates) but also if a spell is cast by someone within 10 feet or cast at someone within 10 feet.
This probably balances things out a bit too, as the combination of the abilities otherwise (free PPE/ISP dispersal up to a limit, then ISP for the remainder) would make it very difficult to target such a character.
This of course ignores the balance issues regarding the Inquisitor class, much less one with master psionics or magic. Much as someone might complain about an Inquisitor/Nullifier, it probably makes more sense and would be less versatile than an Inquisitor/Burster or Inquisitor/Mind Melter, who would probably be much more dangerous (SDC fire, telekinesis or mind bolts converted to MD against supernatural evil, anyone?)
Stalkers and Nullifiers and Inquisitors, my my
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Stalkers and Nullifiers and Inquisitors, my my
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Re: Stalkers and Nullifiers and Inquisitors, my my
While Psi-Stalkers are mutants which have associated psi abilities, however, they are still human. Thus, if they do not have the Psi-Stalker's powers, then they probably do not have their mystic hungers. So would just have the normal hungers of a human. This would only happen when they have the alternate PCC's listed for them.
Skills are learned, if they learned them from their parents, then they would use their parents skills set. Thus Psi_Stalkers with the optional PCC's would have the Psi-Stalker skill sets.
Most Seas In are natural Psychics, thus the powers are awakened as the powers listed. If already awakened to their psi powers they are.... basically they are trouble for the game mechanics, each GM will have to make up their own rules for them.
If I were the GM, .... *shrugs* I don't know how I would handle it.
Skills are learned, if they learned them from their parents, then they would use their parents skills set. Thus Psi_Stalkers with the optional PCC's would have the Psi-Stalker skill sets.
Most Seas In are natural Psychics, thus the powers are awakened as the powers listed. If already awakened to their psi powers they are.... basically they are trouble for the game mechanics, each GM will have to make up their own rules for them.
If I were the GM, .... *shrugs* I don't know how I would handle it.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Stalkers and Nullifiers and Inquisitors, my my
So what makes them psi-stalkers without those properties, are they just bald guys that look like they haven't slept in a week, but otherwise identical to humans?drewkitty ~..~ wrote:While Psi-Stalkers are mutants which have associated psi abilities, however, they are still human. Thus, if they do not have the Psi-Stalker's powers, then they probably do not have their mystic hungers. So would just have the normal hungers of a human. This would only happen when they have the alternate PCC's listed for them.
I could go with this except it's counterindicated by the RCC Related Skills on pg 68: Communications (+5% if human) / Wilderness (+5% if a Psi-Stalker).drewkitty ~..~ wrote:Skills are learned, if they learned them from their parents, then they would use their parents skills set. Thus Psi_Stalkers with the optional PCC's would have the Psi-Stalker skill sets.
I kinda wish they'd say 'normal humans' because just saying 'human or stalker' gives people the false impression that stalkers aren't human, but mutant humans ARE still humans and can still breed with them (presumably).
It'd be neat if Palladium actually put out a whole sourcebook on breeding and stuff. Like I recall there are gestation notes in CB1 for some of the races, but basically every race should have that, and dice people can roll to determine gender, litter size, whether or not there are complications, chances of becoming something.
About the only guides to that I've gotten regarding humans are 'if an amazon has a girl, it's an amazon' and 'if a sea titan has a kid, it's a sea titan'. How it works with psi-stalkers, psi-slayers, really any kinda psionic, or atlanteans, neo-humans, things with super-powers (CB1 or a psi-ghost), the earth/star children in England, demigods, etc. is pretty much left up to GMs to figure out on their own.
Such a sourcebook could even contain guides on things like mules and ligers. Plus the variable amounts of PPE at different life cycles, such as Dead Reign has. The ability to figure that out for every race would be useful. Like right now, I don't know how much PPE I would get from sacrificing a dozen baby gnomes compared to a dozen adult gnomes, and that's just terrible.
Something else odd: there are "PCCs" in Mystic China, but as far as I can tell they don't have ISP or psionics. Presumably they have to roll over 15 like a normal person. It makes me wonder, does having a PCC alone make you a psychic person?
Also: if there was indeed a Kreeghor Phase Mystic, would they be psychic? Normal Kreeghor are the only ones supposed to be able to select an OCC, and normals lack psionics. Only royals/witches/emperors have psi.
While fueled by ISP, Phase Powers don't actually say they're psionic, so it makes me wonder, if a Kreeghor became one, perhaps they would only have the phase powers and ISP but none of the minor/super psionic abilities the P-mystics usually get.
I wonder if this applies to non-psionic races who become Techno-wizards too. I think there are 2 non-psionic TWs in CB2 (Mummu's one), as well as some who are psionic but lack Telemechanics (Hephaestus and Hermes). I believe there are some non-psionic races like the D'norr Devilman (SoT 3 I think) who have TW as one of their optional OCCs, so I assume they would only get the magic but not the psi. Same for the D'norr who become Cyber-knights, I honestly don't think they should even get the psi-sword. I figure the free earnable psionics only applied to people who rolled 'none' but whose race was still capable of them.
As far as I can tell the Inquisitor powers aren't psionic in nature since they are also possessed by non-psionic ones who simply encounter Reachers. They must already be psionic for the Lord to contact them in dreams though.drewkitty ~..~ wrote:Most Seas In are natural Psychics, thus the powers are awakened as the powers listed. If already awakened to their psi powers they are.... basically they are trouble for the game mechanics, each GM will have to make up their own rules for them.
That kinda makes me wonder, are all the sea witches that worship him also psionic? I don't remember it saying that... maybe he has non-dream ways of recruiting followers such as having cultists promoted to the position, or converting people he encounters at sea who don't resist him (though you'd figure Reachers would usually just "eat" what they find). That limitation always seemed odd, because presumably the Lord uses something like the Dreamstream (BtS) to do this, but anyone's dream pool can be reached, not just psychic's.
I'd probably interpret that he just prefers minions to be psychic as they'd be stronger and (later) a more delicious snack.
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