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Re: [SGII] Psi Powers in Stargrunt

From: mechavar@a... (Miguel Echavarria)
Date: Tue, 8 Sep 98 17:08:24 PDT
Subject: Re: [SGII] Psi Powers in Stargrunt

> >(dragging this ever so briefly back on-topic, and speaking of my fave
teep,
> >anyone worked up any decent rules for psi powers in StarGrunt?)
> >
> >Mk
> 
> I posted this once before, to an utter lack of response.  As I have
been
> looking for a reason to do so, I will hearby post it again.  Enjoy.
> 
	I liked your rules, but I didn't think I had much to add. I
suspect
the 'old ones' with their active powers will spark more comment.

[snip some decent 'low fantasy' psi power rules]
> John Crimmins

	Just for variety, I created a squad of "alien but mostly like
us" ship
crew and gave their leader a psychic boon. Once each turn the leader
could add
the value of 1D6 to any roll required for her squad. This boon was
distributed
evenly among the required dice. For example, if she wanted to boost a
combat
roll of D6 + D6 + D8, and her boon roll was a 4, she would add two to
any one
die, and one to the two remaining dice. This made the ability more
powerful
when used in defense or for leader actions. It was simple and helped add
a bit
of flavor.

====================================================
Miguel Echavarria			mech@arm.com


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