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Powers Rules

Page history last edited by PBworks 17 years, 5 months ago



Psionic Skills

A psionic character has access to the following psionic skills. A character is psionic if he has a power point reserve.

 

Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.

Check: The DC and effect depend on the task you attempt.

Task DC
Resist fear 15
Memorize 15
Tolerate poison Poison’s DC
Willpower 20

 

Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check.

Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.

Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.

Try Again?: For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You can’t try again in the same round for willpower.

Special: You can take 10 on Autohypnosis checks, but you can’t take 20.

Time: Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.

 

Concentration (Con): The normal Concentration skill expands to include psionic applications, as defined below.

Check: You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention.

If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the power point cost of the power to the DC.

Try Again?: You can try again, but doing so doesn’t cancel the effects of a previous failure. If you lost a power, the power is lost.

Special: By making a check (DC 15 + power point cost), you can use Concentration to manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the action without incurring any attacks of opportunity.

 

Psicraft (Int): Trained only. Use this skill to identify psionic powers as they manifest or psionic effects already in place.

Check: You can identify psionic powers and effects.

DC Task
15 + power point costIdentify a psionic power as it manifests. (You must sense the power’s display or see some visible effect to identify a power.) You can’t try again.
20 + power point costIdentify a power that’s already in place and in effect. (You must be able to see or detect the effects of the power.) You can’t try again.
20 + power point costIdentify materials created or shaped by psionics. You can’t try again.
30 or higherUnderstand a strange or unique psionic effect. You can’t try again.

Try Again?: See above.

Time: Unless otherwise indicated, Psicraft is a move action.


Psionic Powers

Psionic powers are a one-time effect caused by the focused concentration of a psionic character.

Power Point

Every psionic character has a pool of power points determined by his feats, classes, levels and sometimes ability scores. These points are used to manifest psionic powers. Each power has a base cost listed in its description and most can be augmented by spending an additional number of poitns when manifesting the power, though each augmentation is a seperate cost. Some class features also allow a character to augment a power by expending additional power points.

 

A character may not spend more power points than his manifester level. Beyond that restriction, there are no limits upon spending power points. All points may be spent on one or two powers or the character may use a point or two per manifestation to manifest dozens of powers in a single day.

 

Once power points are spent, they are removed from the character's pool. A full night of rest (8 hours) and a brief period of meditation (15 minutes) is needed to restore expended power points. No powers may be manifested during this period of rest.

 

Any power with a duration may be dismissed as a free action on the manifester's turn.

 

For multi-class psions, the size of their power point pool is determined by the total of all their sources but the cap on point expenditure is determined by the appropriate class for that power. If a single power appears on the lists of multiple classes the character has levels in then use the highest level psionic class for determining the power point limit.


Powers List

Each psionic class may select a new power at each class level. See the individual power descriptions for the details of the powers and how they may be augmented.

Telepath

Telepaths have a wide array of power options, making them useful in combat, social interaction, securtiy, infiltration and investigation.

Backlash: Your psychic assault damages the target's mind.

Barrier: You protect the subject against kinetic energy.

Body Adjustment: Using the power of your mind, you cause your body to heal itself.

Burst: A quick burst of psionic energy speeds your metabolism.

Call Weapons: Summon a type of weapon for brief emergencies.

Charm: You bend the will of others to conform to your design.

Clairvoyance: You detect things from far away.

Daze: You befuddle your target into inaction.

Detect: You percieve the imperceptible, nearby.

Distract: The target is less effective than normal.

Mind Shape: Alter another's memories.

Pyrogenesis: Create fire to assault your foes.

Scramble: Distort electronic signals and recordings.

Sever: Impede the power use of others.

Telempathy: You manipulate the emotions of others to conform to your design.

Telepathy: Mental communication of various types.

Telekinesis: Moving and manipulating objects with psionic ability.

Vitality: Increase your own vital energy.

Ward: Protects an individual or area from the powers of others.

Battle Mind

Battle Minds have a very focused array of powers, emphasizing personal combat, endurance and enhancements to arrive at close quarters.

Biofeedback: Convince your body that wounds are not as deadly.

Bioweapon: Summon an energy staff to combat your foes.

Brawler: For a short period, you are as dangerous as a heavyweight boxer.

Burst: A quick burst of psionic energy speeds your metabolism.

Combat Sense: You use your powers to increase your combat ability.

Concussion: A shockwave of energy pummels your foes.

Detect: You percieve the imperceptible, nearby.

Electro Genesis: Electricity crackles from your body to damage or destroy.

Natural Armor: Your skin briefly toughens, like old leather.

Natural Weapon: Parts of your body temporarily transform into those of dangerous animals.

Projectiles: Summons projectiles to combat your foes.

Pyrogenesis: Create fire to assault your foes.

Scramble: Distort electronic signals and recordings.

Vision: You enhance your visual sense to aid your combat.

Vitality: Increase your own vital energy.

Psionic Agent

Psionic Agents have a narrow but useful array of power options that emphasize stealth, detection, movement and limited combat options.

Burst: A quick burst of psionic energy speeds your metabolism.

Call Weapons: Summon a type of weapon for brief emergencies.

Chameleon: Hide yourself with the aid of psionic energy.

Combat Sense: You use your powers to increase your combat ability.

Concussion: A shockwave of energy pummels your foes.

Detect: You percieve the imperceptible, nearby.

Gravity: Manipulate your local gravity to useful, non-offensive effect.

Open: Open locked doors.

Psionic Weapons: Enhance and augment your mundane weapons.

Psycoportation: Move in unusual ways.

Telekinesis: Moving and manipulating objects with psionic ability.

Vision: You enhance your visual sense to aid your combat.

 

Modern Index

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