- p214: The example on the right hand side does not fit with the table below.
Good catch.
- The table on p214 is nowhere explained (its use is kind of obvious, but still).
Actually it is in my midnight-black hardbound copy. The table moved position during Tim's layout pass breaking the implicit visual cue. Once it is given a number and the text a reference to that number all will be well again.
- It is difficult to comment on specific rules without having playtested. Nevertheless:
- Skill ranks have no impact on the numbers of PEP spent or the number of Tiers used -> is this good? I understand the Tiers, because they depend on a talent, but max. spent PEP I would restrict to number of skill ranks.
That's what we have playtesters for. Go playtest.
- All psionic effects take 1 round to activate, i.e. the effect is in the same round as the maneuver. This is very powerful compared to Magic, where the duration for activation is 1 round for every 5PPs or fraction thereof -> from a logic and alignment point of view it would make sense for me to align this with magic.
Psionics are different from Magic. Demonstrably different. Deliberately different. I've had to put with too much Mentalism is just Psionics in drag. And vice versa.
Psionics has no concept of the instantaneous discipline. Psi users have to keep buying Talents, psi disciplines have shorter durations, good ranges require quite high Tiers, etc.
- I am not sure 1 Psi profession is enough. Of course you can always combine it with a second profession, but a) this is cumbersome and b) I guess there are PSI schools that focus on specific mundane skills as well. I would suggest, in addition to the Adept, 3 other PSI professions with focus on fighting, spying and tech (i.e. who are also "hands-on")
One of my design goals in terms of professions in HARP SF was to achieve the purity of archetypes from the The Philosophy of Professions/Irregular Realms, and utilise the fact that HARP can do multiple professions to avoid professions that are purely hybrid (a la Explorer and Recon in Privateers). Multiple professions and using training packages can achieve these sorts of hybrids. I can see that Psi could be deemed a special case, particularly to provide built-in support for certain "psi"-rich settings.
I may produce some Semi-Adepts for the next TGC (as we're short of articles) and see how they work out.
- Electrical Control: there are 3 options how to use it, but only for one there are rules given -> I suggest to include rulings also for the other 2 options.
I'll look at that more closely.
- Energy Dispersal: does "energy bolt" mean also Lasers and Blasters or only Electricity/Neuro based attacks?
Lasers harm by heating, so are covered by Pryokinetic Field. Only Electricity/Neuro.
- Telekinesis: this sounds like the ultimate attack skill. With tier 5 and 10 ranks I can hurl a car at my enemies! I suggest a) to restrict the weight for hurled objects (in 5 steps corresponding to tiers and attack size) and b) to give more rules on the range of hurled attacks, as it will be greater than the range for the PSI ability.
Except we do need to be able to simulate the Emperor chucking stuff at his foes. The specific numbers may change through playtesting, and some more rules on hurling would not go amiss.
- Clouding: the step from Tier 3 to Tier 4 is quite big. I suggest to have Tier 4 "selectively remove elements from any or all senses and selectively create elements or complete hallucinations for one sense".
Do you mean Tier 3 and Tier 4?
- Wipe: Tier 3 is much more powerful than Tier 2. Does it make sense to increase power of ability and number of affected scenes in one go?
I shall look more closely at that one.
- I am missing the skill that enables a character to become a combat machine (at least in melee). I.e. the one I need for creating a River Tam (Serenity) or a Jedi Knight. You can use a mixture of stat boosts and extrasensory perception, but this is cumbersome and does not quite give the desired outcome.
What you need and what Tim is talking about later on are a set of Disciplines in the ESP Field, say:
Precognitive Strike: gives a bonus to character's OB due to character's subconscious perceiving a little bit into the future and the character being able to use these insights.
Precognitive Defense: bonus to DB, same explanation
Precognitive Maneuver: bonus to specific skills, same explanation
Deliberately split into at least 3 disciplines for game balance reasons.
A good potential addition.
Best wishes,
Nicholas