This article originally appeared in Pyramid #3

Q & A

I recently bough the reprint of GURPS Psionics and found a passage that is, IMHO, inconsistent to GURPS Time Travel.

In Time Travel:
p. 30 -- The character can send his mind back in time to temporarily 'possess' someone in the past''

In Psionics:
p. 15 -- In some campaigns, mental time travel may be treated as a psionic power or skill. A psi adept could send his mind back in time to share the mind of a real person who lived in the past.''

My problems are:
1. Does a psi adept share the body with the subject, or does he have full control?
2. If you treat Retrogression as a psionic skill, should it be an ESP or a Telepathy Power?
3. How would skill level and power level affect use of the skill?
4. Does Time Travel call Retrogression a `wild' talent because it doesn't fit in the rules of Psionics?

There isn't really a contradiction there -- Psionics just refers the reader to Time Travel for all rules regarding Retrogression.

1. The psi adept has full control of the body. If the adept was a passive passenger, Retrogression should only cost 20 points -- it becomes merely a voyueristic research tool.
2, 3 & 4. Retrogression probably shouldn't be treated as a normal psionic skill. Because of its power, it should be used to base a campaign on -- that's why we devoted so much space to in GURPS Time Travel. Hence, Power and Skill have no real meaning.

-- Loyd Blankenship



A Junk Dropper may be loaded with sand at normal cost and weight. When a sand loaded junk dropper is fired, it will produce a standard 1" x 1/2" sand counter. Look for changes to bumper triggered dropped weapons and radio-controlled weapons in the near future.


The AADA 2043 World Racing Championships will be held at GenCon, moderated by Jacob Abrams.



"Ask the Ogre!"

Do Command Posts and similar structures get a doubled defense for being in a city, as per the old G.E.V. rules? Do larger structures get a defensive bonus in town and forest, as per Shockwave?

Yes. Add the following paragraph under Towns on p. 45:

Structures: Any structure with a defense strength has that strength doubled in a town. If a structure has Structure Points, halve the strength of all attacks against it (except rams and overruns) when the structure is in a town or forest.

Add the following paragraph under Forests on p. 41:

Structures: If a structure has Structure Points, halve the strength of all attacks against it (except rams and overruns) when the structure is in a forest. Smaller structures get no benefit from forests.

The reference card and the text do not agree about the strength and range of Militia. What is right?

Militia have an attack range of 2" and a Move of 1".

In an overrun, if both the attacker and the defender have units that wish to ram, which goes first?

Ramming takes place once, at the end of the first fire round. Attacking units (those that survived the first fire round with movement ability) ram first, then any surviving defenders which still have movement ability.

What effect do point defense installations have on large structures which have Structure Points instead of defense strength?

Large structures may have up to two PD installations. Each one adds 10 Structure Points to the building's total.

-- Steve Jackson

Article publication date: October 1, 1993

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