User Tools

Site Tools


rpg:gurps:core:equipment:weapons:beam_weapons:psionic

PSIONIC BEAMS These psychotronic devices work on the same principles as psi abilities. Mind Disruptors (TL12^) These weapons are similar to neural disruptors (p. 121), but instead of emitting electromagnetic fields, they are psionic in nature. They are very effective against opponents who lack psionic shielding, but do not affect anyone with IQ 0 or the Digital Mind advantage. Different versions of mind disruptor are available. All require a Will roll to resist (at +3 beyond 1/2D range). Mind Shields add to the roll to resist. Normal DR is ineffective against them. The options are: Hypnogogic Beam (“Eraser”): The standard mind disruptor fires a beam of telepathic noise. It’s sometimes called a dazer or eraser. If the victim fails to resist, he suffers the Daze incapacitating condition (p. B428). He is unable to act until struck or shaken, or until a number of minutes pass equal to the margin of failure. If he fails by 5 or more, he falls unconscious (p. B429), and then will be dazed as above after recovery. The dazer also disrupts short-term memory: victims never remember what happened to them during the second they were shot, or the second before that. This can be useful for covert operations! Death Beam: This beam carries a hypnotic compulsion to die. If the resistance roll fails, the victim suffers the Choking incapacitating condition (p. B429) for seconds equal to twice the margin of failure. There’s nothing lodged in his throat, but he will lose 1 FP per second unless he doesn’t need to breathe. If he fails by 5 or more, he suffers the heart attack mortal condition. Insanity Beam: This beam unleashes bizarre and terrifying visions from the victim’s subconscious mind. He suffers the hallucinating incapacitating condition (p. B429) for one minute times the margin of failure. If he fails by 5 or more, the result is a coma (p. B429) in which he is tormented by horrific dreams. If the subject survives the coma, he gains the Nightmares (12) disadvantage for 1d weeks after. Tunable Mind Disruptors Add +50% to cost for each extra setting that a mind disruptor possesses. It takes one second and a Ready maneuver to change settings. Psionic Neutralizer If psychotronic technology exists, psionic neutralizer is another possible setting for neural disruptors or mind disruptors. This beam scrambles the areas of the target’s nervous system that control psi powers. Anyone struck loses all his psionic powers for a number of minutes equal to the margin of failure. Mind Disruptor Weapons Mind disruptors come in the same models as neural disruptors (p. 121), from tiny holdout disruptors to heavy projectors. See the table below for statistics.

Mind Disruptor Table BEAM WEAPONS (PROJECTOR) (DX-4, other Beam Weapons-4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 12^ Heavy Mind Disruptor Will-6 aff 12 90/270 20/Dp 1 83(3) 10† -5 1 $100,000 2 12^ Holdout Mind Disruptor Will-2 aff 3 10/30 0.3/B 1 22(3) 3 -1 1 $1,200 2 12^ Mind Disruptor Pistol Will-3 aff 6 23/70 1.8/C 1 66(3) 4 -2 1 $6,500 2 12^ Mind Disruptor Rifle Will-4 aff 12 40/120 5/2C 1 56(3) 5† -3 1 $20,000 2 GUNNER (BEAMS) (DX-4, or other Gunner-4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 12^ Tactical Mind Disruptor Will-8 aff 18 160/480 70/Dp 10 100(5) 18M -8 1 $320,000 1

rpg/gurps/core/equipment/weapons/beam_weapons/psionic.txt · Last modified: 2024/11/01 13:20 by wizardofaus_doku

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki