Pepsi Jedi wrote:Other psychics have the psi-sword ability, but it takes a full melee to conjure?
With a couple (or maybe 3) exceptions I can think of:
1) there's a version of Psi-Sword in Nightbane NB1 Between the Shadows (pg 114) which doesn't mention needing a melee round to create, so I figure it would also be one action.
2) the Amaki Duelist has a lower-damage-than-super version which I think only costs 1 action (SA2p155)
3) the TW Psi-Blade can be used by Cyber-Knights (SA2p165-6) and while there's no mention of needing extra time (or actions) to use this to boost your damage, it's possible GMs might have some kind of standard rule that it takes 1 melee action to activate a Techno-Wizard device if not otherwise specified, in which case I assume you'd add 1 to whatever the normal activation time is for your ability.
Maybe even charge 1 action per minute to maintain as that's how long 2 ISP lasts you. Only Amaki/CK pay the 2 extra ISP though, the standard super psi apparently does not, so maybe you could waive +1 action for them too since an entire melee is PLENTY, especially as Rifts seems to have bloated by +2 melee actions for living at some point during the 90s which makes entire-melee investments far more costly.
You might also view a couple things in Psyscape as pseudo-exceptions:
1) the "Psi-Knife" ability of the Psi-Slayer (there's also a Psi-Implant which gives access to it)
2) the lower-damage Psi-Sword made by another Psi-Implant
I think in either of those cases it would also take 1 action to make.
Perhaps as a house rule we could make a variant of the Psi-Slayer's psi-knife available to master-psi Cyber-Knights?
Same 1-action creation, ISP cost and duration, but to keep a slight advantage for Psi-Slayers: it has to appear as a big weapon as a sword, so only the Psi-Slayer gets to keep that damage while having a small easily concealed weapon.
I'd have to compare the stats of the Psi-Knife to the Amaki Sword or the BTS version of Psi-Sword but I think it's lower power than either of them so this wouldn't be unbalanced compared to giving access to either of those two versions IMO.
Pepsi Jedi wrote:How many of you enforce that full melee 'creation' time, or do you just let the psychic spend the ISP and have the sword?
I think you should either choose a high-damage sword with a long creation time, or a moderate-damage sword with a brief creation time.
I believe PF/HU use the same long creation time as Rifts but with damage growing more steadily in +2D6 increments, whereas the NB:BTS version only grows in +1D6 increments.
If you wanted both options you could either force someone to buy both variants of Psi-Sword, or perhaps just say whoever has the power can use either variant based on what's convenient.
Pepsi Jedi wrote:Do you enforce that the CK's Psi Sword which is their 'Signature' thing, and what a huuuuge amount of training revolves around, and they use a badge of office, is astonishingly weak, when compared to the other psychics Psi-sword?
CK Damage per level
1: 1D6
3: 2D6
6: 3D6
9: 4D6
12: 5D6
15: 6D6
compared to the Psi sword of other psychics
Lvl
3: 4D6 (Already as strong as a NINTH level CK
4: 6D6 ( as strong as a FIFTEENTH Level CK)
7: 8D6
9: 10D6
12: 12D6 (Twice as much as max level CK)
15: 14D6.
Sure, I think the signature might be more about how they can do it instantly and indefinitely.
You don't really see damage after all, and guys like Mind Melters and Mystics who need inconvenient prep (and costly ISP) to use it aren't going to be using it as often as a CK, so it won't be as big a sig for them.
Pepsi Jedi wrote:Now... the CK can be made 'instantly' and the other takes a full melee, but... at 3rd level their blade -starts- as strong as a 9th lvl CK who has trained and squired for years before even getting their level 1, and it's supposed to be an intrinsic part of the CK.
Intrinsic doesn't necessarily mean better. If I have the minor super power of Energy Expulsion: Light and can fire a 1D6 laser indefinitely at level 1, it's definitely more instrinsic than a CS laser ridle doing 2D6, but the laser rifle still has better damage and range (at least for now: I might surpass it as I level up)
Pepsi Jedi wrote:If anything, shouldn't the damages be reversed?
With the CK's having the stronger swords and growth?
Which cost nothing and last forever? Probably too powerful.
Pepsi Jedi wrote:As the Psi sword is the 'badge' and 'symbol' of the Cyber knights and they've spent so many years mastering it
If we want to give them a little more oomph I do have an idea for a house rule:
once a cyber-knight is able to make two psi-swords (RUE65: at 3rd level) allow the option of creating just one two-handed sword with stacked (doubled) damage.
RMB63 (first incarnation of the OCC) had mentioned "huge claymore-like weapon" which was "equally powerful regardless of its form or size" compared to a rapier. That always seemed weird unless you could just wield a huge claymore 1-handed.
In theory there would be an advantage to having a longer sword (better reach) but Rifts generally doesn't deal with that like games like GURPS which use hex combat and reach stats (the downside being inability to parry well against close-range attackers) so the difference is basically RP in Rifts
RUE 64 mentions "a huge claymore or flamberge" being things that knights will create at "second or third" level. I don't think we should have vague guidelines like that (you want to know an exact level when CKs gain the ablity to reshape their sword from the inflexible "shimmering shaft" appearance they're obligated to use at 1st level) so I think it's simplest to say they gain the "reshape" ability at the very same time they gain the ability to make two swords: third level.
Claymores and flamberges are traditionally 2-handed weapons and you might expect some Cyber-Knights would wield them 2-handed.
But is there any incentive at all (statistically, functionally) to wield a psi-sword 2-handed if you're not getting more damage from it?
If there's not, then the "impressed by power" cyber-knights are going to be looked down upon and mocked for making big swords they wield 2H while receiving no benefit at all from doing so.
IE (going to draw on art here, people who hate art impacting rules interpretations avert your eyes) if you look at the trio pictured on pg 3 of SOT4, they're all idiots (pg 101 also shows one of the ladies from this trio)
If however you allow "sword-merging" then suddenly this behavior makes sense: they prefer one weapon wielded at double damage to two weapons where they'd need to make a "Twin Strike" (losing their parry) to match that damage output.
Pg 8 of SOT4 shows one of the knights from Pg 3 holding the same large sword in just his right hand: in this shot he's holding a helmet in his left hand. This might mean that he's creating a big sword to look impressive (but statistically it's just a normal 1H sword) but it still seems weird all three of them on pg 5 would be doing that in a situation where they should be focusing on utility: ie they should have either a 2nd sword or a psi-shield in their other hand, and always wield 1H if 2H doesn't improve.
Pg 101 shows same guy wielding same sword 1-handed (in right hand) because he's keeping his left hand empty to push back a CS-Juicer. This is totally something I would do if Rifts actually had some decent grappling rules: as best I can figure this guy did a left-handed Entangle defense in response to a Juicer's "body block" which would lead to a torso grapple.
If you don't require 2H contact to create/maintain these "merged weapons" then they should probably do normal (not double) damage if not wielding them two-handed.
Pg 82 shows Rigeld doing a 2H hold on a psi-sword. He's 4th level and can definitely make 2 of them, so using this "merge to double" houserule would explain why someone like Rigeld would do this. It's suitable to more straightforward knights who prefer damage over use of their Paired Weapons skill.
Less-straightforward knights like Taloquin/Coake would use two swords and take advantage of how Paired Weapons makes you godly when using (or when targeted with) the "Simultaneous Attack" option, since you can retain a parry if counterattacked with SA or when counterattacking with SA.
Pg 90 shows another knight using 2H grip (his partner is keeping her left hand free to run her fingers through her hair: functional!) as another example.
RUE 62 also shows two knights using 2H grips as well: cape-guy on top-right and elf in the foreground.
The option to double the damage would make Cyber-Knights more versatile and competetive with the traditional super psi.
To give a bit less "instant damage" and put some time-constraints for the damage doubling: consider that it takes 2 melee attacks to reshape a sword.
This probably means it takes FOUR melee attacks to reshape TWO swords, so if you allow cyber-knights to create their standard 1H low-damage swords instantaneously, you could charge them 4 actions to merge the swords to get the higher damage sword.
If just gifting this upgrade to Cyber-Knights is considered too intense: one option might be that to get the double-damage psi-sword you need to forgoe the option to have 2 psi-swords.
You'd still get the paired WP and be able to make a psi-shield for ISP, which would actually explain why we see so many Cyber-Knights using Psi-Shields when there's really no mechanical benefit to that if you could use a psi-weapon instead since you're paying ISP for a duration of something with depletable MDC for at best +1 to parry or whatever WP Shield might slightly out-perform WP sword by (shields in general usually need houserule tweaking Rifts to make sense to use if you have paired WP for mechanical benefit, otherwise it's just RP benefit)
If you want to further buff Cyber-Knights, you could apply the "merge the psi-swords" idea to those rare Cyber-Knights who have access to super psi (RUE64: about 1 in 10) and who select Psi-Sword at level 2, 6 or 10
This would be on top of the 2/5/9/13 bonus they get to their psi-weapons. If that's too strong: perhaps ignore the usual 1/3/6/9/12/15 dice and just add the 2/5/9/13 to the super-psi ISP-fueled version in addition to the OCC ability which doesn't cost ISP?
What I'm envisioning is that a level 2 master cyber-knight might create his 2D6 sword instantly and then focus on it 15 seconds and it boosts up to 6D6 by adding the 4D6 from the power.
You could make an exception to the usual "must be 3rd level" requirement of selecting Psi-Sword, because otherwise they'd need to wait until level 6 or 10 to buy it, which puts it out of reach of most starter knights.
Then again, Psi-Warriors are probably well known for having this weapon yet don't get it until the standard 3rd level either.
There's +2D6 at level 4 so you'd be paying 30 ISP to get a 6D6 MD boost.
Standard CK damage at 6th is 3D6, boosted to 5D6 for being a master-psi, so 5D6+6D6=11D6.
If you allow stacking the super-psi atop stacking your paired WP that would be 16D6.
We're already eclipsing the majority of rune weapons at this point so we should probably be wary. Then again I'm not sure how many of the 10% of masters happen to get Psi-Sword (not even sure if RPwise it's the character who chooses the power, or the player or GM meta-choosing) or how many of them reach 6th so it could be rare enough not to matter.
For those CKs who don't (or can't) choose psi-sword, GMs might allow them to get it later via changing their character class to Psi-Warrior, assuming they could spend years training in an appropriate place. That's the only class I can remember guaranteed to get psi-sword, though I might be forgetting one in one of the Wests books.
Hotrod wrote:A master psionic Cyber-Knight gets a bonus to psi-sword damage.
A native of Psyscape can double the effectiveness of one power.
Not exactly. Let's take a closer look at WB12, starting with pg 29
Only SOME of those born/raised get the special benefits:
83% of psi RCCs (ie masters)
58% of major
32% of minors
This means that the following do NOT get the whole "double a category" benefits:
17% of masters
42% of majors
68% of minors
pg 29 mentions newcomers can learn too, but my guess would be they have an even lower success rate
Reading carefully on pg 30 of WB12 under "5. Extended Psionic Power" ..
"the Master character can have one Super-Psionic ability that is..."
Two things we should keep in mind from this:
1) you need to be a master psi: if you are merely a major psi with a super-psi such as a Mystic or someone with a Psi-Implant, you don't get to double it
2) it needs to be a super-psi power, you could not double something from another category, such as a physical power or a class ability
This leaves master psi RCC classes like the Burster who don't have a super-psi (exception: the added option of Radiate Horror Factor in Psyscape) pretty much out of the loop of enjoying that benefit.
For that reason it's a common house rule to allow this doubling thing for class abilities instead of super psi, for example increasing the damage of a burster's enhanced pyrokinesis.
That's probably the basis for assuming that you could double "class ability" psi-swords like Cyber-Knights / Amaki Duelists instead of the traditional Psi-Sword power. It's a fair thing to allow, so long as we acknowledge that it's not explicitly legal so some GMs could justifiably not permit it.
Of course: the 10% of Cyber-Knights who are Master-Psi and actually select the Psi-Sword power COULD double it, and if using my house rule of being able to stack that power with the free one's damage, would then end up with higher damage but still require that 15-second prep time.
ShadowLogan wrote:IS IT REALLY a signature weapon of the class.
If you look at the OCC Skills they do not get any sword skills (WP: Sword, Fencing) that one would expect them to have it if it was a signature weapon of the class
yeah that's been the strange case since RMB63, I think they just generally assume that you will select WP Sword.
I guess in theory the ones who don't will probably not case so much about combat and just gain the power to become an official knight, but not improve their sword abilities. The +1 strike/parry at 1st level isn't the hugest of difference so I guess for some reason knights might opt to take a WP in Knife and WP in Archery to be more versatile. It is weird Coake wouldn't make WP sword mandatory training yet would make Body Building mandatory: I guess lugging around heavy backpacks is more important to being a CK (the SDC bonus is certainly not all that useful for someone with AR 16 MDC armor) than being able to hit/parry accurately with your psi-weapon.
The flexible WP makes a bit more sense as of SOT4/RUE when knights could use non-sword forms for their weapons: those who didn't choose WP Sword at 1st obviously would have the intent of making non-sword weapons later on, and not specialize in the sword.
ShadowLogan wrote:While the CK can select them, they do not appear to have signature weapon of the class given all WPs are chosen, none are fixed. I know how the CKs are depicted which runs counter to this, but from a class perspective it does not appear that Psi-Sword is a signature weapon of the class, feature/ability yes weapon no.
The vast majority of pics show swords (occasionally we see an axe / blunt / hook / staff) probably because most specialize in swords. This makes the most sense since you can't reshape into a non-sword until "2nd or 3rd" level meaning you get no benefit to using your psi-weapon from a non-sword skill at 1st.
ShadowLogan wrote:It might also be worth asking if the CK Psi-Sword is a true psychic power, or something else that is just called a "psi-sword" for convivence by the writer(s).
RUE (pg83, and SoT4 and RMB IIRC) hints that it might be a Chi power given "The Cyber-Knight's training is such that ALL Knights can call upon their Inner Strength and Spirit (ancient, pre-Rifts Oriental masters might have called this 'chi') to perform superhuman feats as follows"
I take the "and" to mean it's a combination of both.
Personally I think it would be a good house rule to charge a cost of 1 chi and 1 ISP whenever a psi-sword is created.
RUE 63 mentions under PPE that "Oriental masters might have called this "chi")" so you could charge 1 PPE too while you're at it.
This "token one" duo (or trio) of costs is paltry and easy to afford: especially with no ongoing costs to maintain a weapon.
If you want a knight who can switch his sword on/off for fun without exhausting their reservoirs: you could still charge the 1i/1c/1p fee but just give those back to the knight when they voluntarily dispel the weapon.
Taking this approach, it could be seen as not technically in violation of RUE64's "no ISP cost" parenthesis mentioned for psi-sword on upper left: it's not "costing" ISP (you're not losing it) you're just lending/shifting it. You technically still have control of that ISP, and can get it back when you want it.
In cases where the weapons are dispelled involuntarily (the knight is knocked out, a psi-nullifier uses his anti-ISP ability) I wouldn't give the points back though.
Maybe something else like: you can dispel the weapon instantly (doesn't cost melee action) but lose the ISP/chi/PPE invested, but if you spend 1 melee action to "scabbard" the weapon (the metaphorical scabbard being the knight themself) then you recoup the invested ISP/chi/PPE.
You could even treat the ISP/chi spent like a "bonus" reservoir: so a cyber-knight with minimal ISP (ME 11 +1 on the D4/level = 12) might for example, lower himself to 11/12 ISP when creating the sword, then meditate for an hour and get back up to 12 ISP, but then he still has the 1 ISP in his sword so he could use up to 13 ISP on powers in an emergency.
You could even perhaps allow more than 1 ISP to be invested in the weapon. Like for example: you could have the option to invest ISP in place of PPE or Chi if you wanted to, like say if you were at 0 PPE or didn't want to reach 0 chi and be unable to heal.
You could also allow ISP invested as a chi/PPE substitute to count as a bonus reservoir for using powers.
The benefit here (a reservoir of up to 3 extra ISP) helps to fix one problem with the build: Psi-Shield costs 15 ISP which means you could have some cyber-knights incapable of ever creating it at 1st (12) or 2nd (13) or 3rd (14) level, possibly needing to wait until 4th to have enough ISP for it.
Giving this option to build a 3-isp bonus reservoir (doesn't apply if you spent PPE or chi) in your sword guarantees all of them will be able to make the shield at 1st level, although it would require putting ISP into your sword and meditating an hour to get your base back up to full, to have the total of 15 required to do it, at which point you're unsummoning your sword to create the shield, and would need to meditate to regain at least 1 ISP to make your psi sword.
Another interesting idea: maybe do something like charge variable ISP/PPE/chi investments based upon how many dice of damage the sword does, like 1 of each pool per die.
This would help to explain the 6D6 PPE that Cyber-Knights get aside from "so I can conveniently fuel more techno-wizard devices".
This would also be a sensible drawback for the OCC if you're going to houserule new benefits for them like the prior proposed "sword-merging damage stacking" idea.
For more flexibility (example: your knight only has 6 PPE, unlucky, yet his sword can do more than 6D6 damage) aside from letting ISP sub for PPE, you could let chi sub for PPE too, or vice versa. The important thing could just be "you need 3 points per dice, and it can come from any combination of the three sources".
If making the sword from just 1 source seems wrong, you could require a minimum of two, or even a minimum of 3 (at least 1 point from each) but costs beyond 1 could be interchangeable.
ShadowLogan wrote:Now I am not familiar at all with Chi setting (N&SS/MC) powers so I can not say if this works or not I just know the statement exists which might make this a case of comparing apples to oranges in reality instead of the apparent apples to apples comparison.
N&SS pg 163 mentions Mind Mages (from PF 1st edition) have double the normal chi (PEx2 instead of PE) so you might extrapolate that as a rule for master psi in general. Pg 164 doesn't mention this for HU psychis
This would mean more chi to work with for the master-psi cyberknights who have higher Psi-Sword dice, if charging a 1chi/die investment to create them as I'm proposing as a cool house rule to make the OCC ability seem a bit less "super power" ish
That brings too mind: it's too bad Men at Arms can't get super powers like Adventurer OCCs because there's a power to give energy auras to weapons in Powers Unlimited which you could presumably use to boost a psi-sword.
We do know that super and psi can be compatible: there are options to have both in HU and the Psi-Ghost in Psyscape has both. It's just that strange technicality that Glitter Boy Pilots can't have APS: Fire but an Operator or Wilderness Scout can have APS Fire.