use of psi with non-astral intangibility

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Axelmania
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use of psi with non-astral intangibility

Unread post by Axelmania »

for example, Psyscape 65 a Psi-Ghost can select physical psi powers such as Ectoplasm or Telekinesis.

Could they use this to carry gear that they don't want to turn intangible as part of their 20lb limit?

There is a disclaimer:
    The intangible person can not touch, pick up or carry anything
    ..
    Just as the intangible character can not pick up or touch any object or person, he can not engage in combat.

However it's unclear whether or not person/character refers to objects manipulated using psi.

Unlike astral projection there's no text I can see prohibiting using these powers to affect the tangible world...

"Machines do not function while intangible" would prevent a Psi-Ghost from using a radio he's turned intangible, but could he operate that radio using TK if he DIDN'T turn it intangible? He can "speak and hear as normal" after all so it should pick up his sound as if another char was operating that radio.

Also a good Q for HU where you can mix psi/super for mutants.
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drewkitty ~..~
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Re: use of psi with non-astral intangibility

Unread post by drewkitty ~..~ »

yes, but unlike with novels they would burn through their IS points doing so. So how practicable it would be would depend on how long they were planing on carrying said stuff with them.

Axelmania wrote:snip...
"Machines do not function while intangible" ...snip

Where is this found?
Hummm... would that mean that time peices wouldn't work ether?(asking for your opinion)
I would say that the functions of intangible machines would not be able to effect the tangible if they normally would effect something.
In that watches would work, along with computers, but said computers could not be 'wi-fi'ed to tangible systems. But the non-tangible person could ...say... watch a video on their computer.
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Axelmania
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Re: use of psi with non-astral intangibility

Unread post by Axelmania »

It's from the Psi-Ghost description, might be absent in HU's version. The Psi-Ghost version has half the weight (20 instead of 40) so this could be among other areas where it falls short of HU for balance purposes.

My guess is they were more concerned about people firing intangible guns with tangible energy moreso than operating radios or watching KarlTube
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Re: use of psi with non-astral intangibility

Unread post by drewkitty ~..~ »

Axelmania wrote:My guess is they were more concerned about people firing intangible guns with tangible energy...
Yah...duh. skipped over commenting about that to a more interesting pondering.
Axelmania wrote:...more-so than operating radios or watching KarlTube

Mine was asking what people thought about how this would effect machines that don't project anything like watches and computers.
--------
By the way, both magic and psi powers can be used to affect the tangible plane when intangible.
Another question would be about TW stuff. Are they, in your games, machine enough and can't be used while intangible in your games or are they just like 'a wand' in that they can affect the tangible plan because they are just magic stuff made out of tech parts?
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Axelmania
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Re: use of psi with non-astral intangibility

Unread post by Axelmania »

drewkitty ~..~ wrote:Another question would be about TW stuff. Are they, in your games, machine enough and can't be used while intangible in your games or are they just like 'a wand' in that they can affect the tangible plan because they are just magic stuff made out of tech parts?

Maybe whatever ruling is used on whether Cyber-Knights get bonuses against them now? Or that minor super power in PU1 resembling cyber-knights.
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Re: use of psi with non-astral intangibility

Unread post by Killer Cyborg »

When you come to a place in the rules where there are multiple possible interpretations, the best rule of thumb is to pick the interpretation that is the least game-breaking.
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Axelmania
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Re: use of psi with non-astral intangibility

Unread post by Axelmania »

Killer Cyborg wrote:the best rule of thumb is to pick the interpretation that is the least game-breaking.

That's only if you don't want to break the game.
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