Post by Ares on May 5, 2015 14:12:10 GMT -5
PSYCHOKINETIC SCIENCES
1: CREATE OBJECT; a psionicist with this power can assemble matter from air and the surrounding area to create a solid object. This object remains in existence as long as the psionicist concentrates upon it. When he stops his concentration, the object ceases to exist. With the following parameters:
A) fits entirely within a sphere no more than 4 feet diameter
B) Fits entirely within a cylinder no more then 20 feet long and 1 foot diameter
C) Fits entirely within a cylinder no more then 2 feet high and 6 feet in diameter
D) Weighs no more then 20 pounds
Only available materials within 20 yards of the psionicist can be used for in the construction. However, these materials can be rearranged or restructured if the psionicist also has the power of molecular rearrangement. By combing these two powers he could manufacture diamonds from coal dust, or a sword from rocks containing iron ore.
2: DETONATE; Some psionicists can make a bush self destruct, or cause a zombie to explode. With the detonate power, latent energy inside plants or inanimate objects can be harnessed, focused, and released explosively. The power even works against the animated undead (skeletons and zombies). It does not affect noncorporeal undead, such as ghosts, wraiths, spectres, because they aren't material. Furthermore the science has no effect on animals of any sort, including intelligent creatures such as humans, or undead with free will (vampires, lich's). No more then 8 cubic feet of material can be destroyed with this power.
3: DISINTEGRATE; The disintegrate science reduces an item or creature to microscopic pieces and scatters them. Anything is vulnerable unless it is protected by magical shielding, such as a minor or regular globe of invulnerability, or by an inertial barrier. The psionicist chooses his target but he can disintegrate no more then 8 cubic feet of material with each use of this power.
4: MOLECULAR REARRANGEMENT; molecular rearrangement is the psionic equivalent of alchemy. By toying with an object's molecular structure, the psionicist can change its fundamental nature or properties. This power cannot create matter or mass from nothing, however. Nor can it change a material's state from liquid to solid, gas to liquid, and so on. It is best suited to converting one sort of element into another, but it can also be used for more complex operations- neutralizing a poison, for example, or making a poison from a liquid. It can also be used to make psionically tempered weapon, thus making the steel even stronger and dense, same goes for armor. Note it takes an hour to convert ounce for ounce.
5: PROJECT FORCE; Some psionicists can push, shove, and otherwise bully an opponent from afar. Project force allows the psionicist to focus a psychokinetic punch against a target up to 200 yards away. Note this isn't a really powerful ability as it causes little damage
6: TELEKINESIS; Telekinesis or "TK" for short, is the ablility to move objects through space, without touching them. All telekinetic efforts tend to be physically taxing, because they involve real work. Moving small, light objects is relatively easy. As the objects, become more massive, hte task becomes significantly more difficult. An object can be moved 60feet per post/turn, and can be used as a weapon, albeit not a weapon of great speed, but none the less still a weapon.
7: REDDOPSI; When the psion manifests reddopsi[red-oh-sigh], psionic and magic powers targeted against you rebound on the original manifester. This reverses only powers that have you as a target. Area powers and those that target effects are not affected. Reddopsi also fails to reflect touch range attacks. Reddopsi can reverse any power, but ends as soon as it has done so, no matter how minor the power. Should you reverse a power back on a manifester who also is affected by reddopsi, the power rebounds once more upon you.
8: KINETIC CONTROL; This is the power of absorbing, storing, and redirecting kinetic energy. Kinetic energy is the Kinetic energy is the energy of motion- the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from one object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future. While a psionicist maintains this power, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monsters' talons and fangs can't harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of an undead creature or the slow crushing attack of a giant python constricting its coils. Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the opponent, the absorbed damage is added to any other damage the psionicist causes.
PSYCHOKINETIC DEVOTIONS
1: ANIMATE OBJECT; Inanimate ojects can be "brought to life" with this devotion. The objects are not actually alive, but they move under the psionicist's control as if they were. For example, chairs may walk, trees may dance, and stones may waddle around. The object being animated must weigh less then 100 pounds. The material being animated affects the difficulty of the task; stronger or more brittle materials are harder to animate then weak or floppy materials. Once animated, however, all materials become flexible to some extent.
2: ANIMATE SHADOW; With this devotion the psionicist can animate the shadow cast by anyone or anything and make it seem to have a life of it's own. The shadow can even move away from the person or thing that cast it. It must, however remain flatly cast along a surface. It can never be more then two-dimensional. An animated shadow can do nothing more then startle or amuse someone. It can be used as a distraction.
3: BALLISTIC ATTACK; This power is a special variation of the telekinesis science. Instead of moving any object relatively slowly (as TK does), ballistic attackallows the character to hurl a small object at a target. The object, no more then 1 pound in weight, can achieve deadly speeds. It must be within sight of the psionicist and cannot be anchored or attached to anything else. A rock is the most common weapon used for this attack.
4: CONTROL BODY; This science allows psychokinetic control of another person's body. In effect, the victim becomes a marionette. He knows that someone else is pulling the strings, though, and he's probably mad as all hell about it. He can make the victim stand up, sit down, walk, turn around. etc. The body can be forced to attack physically another being. The victim cannot be forced to speak. In fact he keeps control over his own voice, and can say whatever he likes. The vicitm must stay within an 80-yard range or the psionicists control is broken automatically.
5: CONTROL FLAMES; By controlling flames, a psionicist can make a normal fire bigger, smaller, hotter, or colder. He can even make it move around as if it were a living creature. This applies to all natural fires, and not to any magical ones.
6: CONTROL LIGHT; The psionicist can manipulate existing light with this devotion. He cannot create light from darkness, but he can create darkness from light. He can deepen existing shadows making them inky black, lighten shadows, brighten an existing light source untill it burns the eyes to even glimpse it, dim a light source so that it resembles twilight, extend shadows into areas that were once lit, and extend light into areas that were once shadows.
7: CONTROL SOUND; This power allows the psionicist to shape and alter existing sounds. As a woman speaks, for example, the psionicist could change her words into a lions roar, or even into different words. He could disguise the sound of marching men into that of a lightly falling rain.
8: CONTROL WIND; The psionicist can gain limited control over wind speed and direction with this devotion. The speed of any existing wind can be increased or decreased by up to 25%. And the direction can also be changed by 90 degrees. These changes are only temporary and last only as long as the psionicist concentrates on them.
9: CREATE SOUND; Unlike the control sound devotion, this power allows a psionicist to create sound from silence. That menas the psionicist can choose the source or location of the sound. For example, he can make rocks sing, weapons cast insults, and trees sound as if a battle is occurring inside. The sound can be as soft as a whisper or as loud as thunder.
10: INERTIAL BARRIER; The inertial barrier is a defense. The psionicist creates a bubble of "elastic" air around himself and anyone else within 3 yards. Like an unpoppable, semipermeable bubble. This barrier has no effect against the following: missiles conjured from pure magic, raw heat or cold, pure energy or light, gaze weaponry. Furthermore, the barrier cannot keep enemies out, but it does stop them for one turn. For it takes one turn for him to move into the barrier for the bubble will stop forward progress once first hit.
11: LEVITATION; Levitation allows the user to float. It is the use of telekinesis on oneself. Levitation isn't flying; it doesn't provide any horizontal movement. The character can hover motionless, and will drift with the wind. Two other powers are needed control wind and project force to have forward movement.
12: SEVER THE TIE; This disrupts an undead creature's tie to the negative energy plane, damaging and/or destroying the creature. It also severs their power source, meaning a daemons soul energy he relies on to fight is severed and he must remake that connnection for his magic to work. Lich's also suffer the same fate.
13: CONCUSSION; A target that the psionicist selects is pummeled telekinetic force for varying degrees of damage; will show what that means. Concussion always affects the target as long as it is within the psionicists visual range, even if the target is in melee or has partial cover or concealment. Inanimate objects cannot be touched by this power. As it is a projection of force delivered directly to the targets brain; ie...like getting hit hit in the head by a mack truck or a punch from mike tyson. Now there are three types of concussions: LESSER; a hit to rattle their cage to get their attention so to speak. REGULAR; this hit will daze and stun the target, making them fight to regain their foothold on reality. GREATER; when the target is hit by a greater concussion they are knocked out cold, they are sent sprawling across the area they were once standing in, only to fall agaisn't something and slump down the floor.
14: STOMP; When the psionicist uses this ability, he stomps his foot on the ground; which precipitates a psychokinetic shockwave that travels along the ground, toppling creatures and loose objects. The area is cone shaped and extends only in two dimensions, flat along the ground. All creatures who are thrown down must take one move in order to restand.
15: PERPETUAL MOTION; This power causes the object affected to continue on it's path and speed for the duration of the power. This could give an arrow unlimited range, cause arching missiles (such as catapults or slings) to miss or people or creatures that are running to continue running in their current direction. This could be useful to cause a person to run off a cliff, or into something. The psionicist must activate this power before the object is moved.
16: KINETIC REVERSE; A psionicist with kinetic reverse can reverse the kinetic energy in any moving object, or group of objects, that weights up to 100lbs. Arrows can be sent back to their archers, spears can be sent back to their throwers, and small rocks can be sent back to their catapults.
17: MOLECULAR BONDING; Molecular Bonding allows the kineticist to weave two surfaces together on a molecular level. An enemy's boots can be bound to the floor, his sword to its sheath, or the joints of his armor fused to make it a useless plug of metal. It can also be used to 'glue' broken objects back together, joining the shards of a sword or broken bow back together, good as new. The power is totally ineffective against living creatures.
1: CREATE OBJECT; a psionicist with this power can assemble matter from air and the surrounding area to create a solid object. This object remains in existence as long as the psionicist concentrates upon it. When he stops his concentration, the object ceases to exist. With the following parameters:
A) fits entirely within a sphere no more than 4 feet diameter
B) Fits entirely within a cylinder no more then 20 feet long and 1 foot diameter
C) Fits entirely within a cylinder no more then 2 feet high and 6 feet in diameter
D) Weighs no more then 20 pounds
Only available materials within 20 yards of the psionicist can be used for in the construction. However, these materials can be rearranged or restructured if the psionicist also has the power of molecular rearrangement. By combing these two powers he could manufacture diamonds from coal dust, or a sword from rocks containing iron ore.
2: DETONATE; Some psionicists can make a bush self destruct, or cause a zombie to explode. With the detonate power, latent energy inside plants or inanimate objects can be harnessed, focused, and released explosively. The power even works against the animated undead (skeletons and zombies). It does not affect noncorporeal undead, such as ghosts, wraiths, spectres, because they aren't material. Furthermore the science has no effect on animals of any sort, including intelligent creatures such as humans, or undead with free will (vampires, lich's). No more then 8 cubic feet of material can be destroyed with this power.
3: DISINTEGRATE; The disintegrate science reduces an item or creature to microscopic pieces and scatters them. Anything is vulnerable unless it is protected by magical shielding, such as a minor or regular globe of invulnerability, or by an inertial barrier. The psionicist chooses his target but he can disintegrate no more then 8 cubic feet of material with each use of this power.
4: MOLECULAR REARRANGEMENT; molecular rearrangement is the psionic equivalent of alchemy. By toying with an object's molecular structure, the psionicist can change its fundamental nature or properties. This power cannot create matter or mass from nothing, however. Nor can it change a material's state from liquid to solid, gas to liquid, and so on. It is best suited to converting one sort of element into another, but it can also be used for more complex operations- neutralizing a poison, for example, or making a poison from a liquid. It can also be used to make psionically tempered weapon, thus making the steel even stronger and dense, same goes for armor. Note it takes an hour to convert ounce for ounce.
5: PROJECT FORCE; Some psionicists can push, shove, and otherwise bully an opponent from afar. Project force allows the psionicist to focus a psychokinetic punch against a target up to 200 yards away. Note this isn't a really powerful ability as it causes little damage
6: TELEKINESIS; Telekinesis or "TK" for short, is the ablility to move objects through space, without touching them. All telekinetic efforts tend to be physically taxing, because they involve real work. Moving small, light objects is relatively easy. As the objects, become more massive, hte task becomes significantly more difficult. An object can be moved 60feet per post/turn, and can be used as a weapon, albeit not a weapon of great speed, but none the less still a weapon.
7: REDDOPSI; When the psion manifests reddopsi[red-oh-sigh], psionic and magic powers targeted against you rebound on the original manifester. This reverses only powers that have you as a target. Area powers and those that target effects are not affected. Reddopsi also fails to reflect touch range attacks. Reddopsi can reverse any power, but ends as soon as it has done so, no matter how minor the power. Should you reverse a power back on a manifester who also is affected by reddopsi, the power rebounds once more upon you.
8: KINETIC CONTROL; This is the power of absorbing, storing, and redirecting kinetic energy. Kinetic energy is the Kinetic energy is the energy of motion- the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from one object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future. While a psionicist maintains this power, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monsters' talons and fangs can't harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of an undead creature or the slow crushing attack of a giant python constricting its coils. Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the opponent, the absorbed damage is added to any other damage the psionicist causes.
PSYCHOKINETIC DEVOTIONS
1: ANIMATE OBJECT; Inanimate ojects can be "brought to life" with this devotion. The objects are not actually alive, but they move under the psionicist's control as if they were. For example, chairs may walk, trees may dance, and stones may waddle around. The object being animated must weigh less then 100 pounds. The material being animated affects the difficulty of the task; stronger or more brittle materials are harder to animate then weak or floppy materials. Once animated, however, all materials become flexible to some extent.
2: ANIMATE SHADOW; With this devotion the psionicist can animate the shadow cast by anyone or anything and make it seem to have a life of it's own. The shadow can even move away from the person or thing that cast it. It must, however remain flatly cast along a surface. It can never be more then two-dimensional. An animated shadow can do nothing more then startle or amuse someone. It can be used as a distraction.
3: BALLISTIC ATTACK; This power is a special variation of the telekinesis science. Instead of moving any object relatively slowly (as TK does), ballistic attackallows the character to hurl a small object at a target. The object, no more then 1 pound in weight, can achieve deadly speeds. It must be within sight of the psionicist and cannot be anchored or attached to anything else. A rock is the most common weapon used for this attack.
4: CONTROL BODY; This science allows psychokinetic control of another person's body. In effect, the victim becomes a marionette. He knows that someone else is pulling the strings, though, and he's probably mad as all hell about it. He can make the victim stand up, sit down, walk, turn around. etc. The body can be forced to attack physically another being. The victim cannot be forced to speak. In fact he keeps control over his own voice, and can say whatever he likes. The vicitm must stay within an 80-yard range or the psionicists control is broken automatically.
5: CONTROL FLAMES; By controlling flames, a psionicist can make a normal fire bigger, smaller, hotter, or colder. He can even make it move around as if it were a living creature. This applies to all natural fires, and not to any magical ones.
6: CONTROL LIGHT; The psionicist can manipulate existing light with this devotion. He cannot create light from darkness, but he can create darkness from light. He can deepen existing shadows making them inky black, lighten shadows, brighten an existing light source untill it burns the eyes to even glimpse it, dim a light source so that it resembles twilight, extend shadows into areas that were once lit, and extend light into areas that were once shadows.
7: CONTROL SOUND; This power allows the psionicist to shape and alter existing sounds. As a woman speaks, for example, the psionicist could change her words into a lions roar, or even into different words. He could disguise the sound of marching men into that of a lightly falling rain.
8: CONTROL WIND; The psionicist can gain limited control over wind speed and direction with this devotion. The speed of any existing wind can be increased or decreased by up to 25%. And the direction can also be changed by 90 degrees. These changes are only temporary and last only as long as the psionicist concentrates on them.
9: CREATE SOUND; Unlike the control sound devotion, this power allows a psionicist to create sound from silence. That menas the psionicist can choose the source or location of the sound. For example, he can make rocks sing, weapons cast insults, and trees sound as if a battle is occurring inside. The sound can be as soft as a whisper or as loud as thunder.
10: INERTIAL BARRIER; The inertial barrier is a defense. The psionicist creates a bubble of "elastic" air around himself and anyone else within 3 yards. Like an unpoppable, semipermeable bubble. This barrier has no effect against the following: missiles conjured from pure magic, raw heat or cold, pure energy or light, gaze weaponry. Furthermore, the barrier cannot keep enemies out, but it does stop them for one turn. For it takes one turn for him to move into the barrier for the bubble will stop forward progress once first hit.
11: LEVITATION; Levitation allows the user to float. It is the use of telekinesis on oneself. Levitation isn't flying; it doesn't provide any horizontal movement. The character can hover motionless, and will drift with the wind. Two other powers are needed control wind and project force to have forward movement.
12: SEVER THE TIE; This disrupts an undead creature's tie to the negative energy plane, damaging and/or destroying the creature. It also severs their power source, meaning a daemons soul energy he relies on to fight is severed and he must remake that connnection for his magic to work. Lich's also suffer the same fate.
13: CONCUSSION; A target that the psionicist selects is pummeled telekinetic force for varying degrees of damage; will show what that means. Concussion always affects the target as long as it is within the psionicists visual range, even if the target is in melee or has partial cover or concealment. Inanimate objects cannot be touched by this power. As it is a projection of force delivered directly to the targets brain; ie...like getting hit hit in the head by a mack truck or a punch from mike tyson. Now there are three types of concussions: LESSER; a hit to rattle their cage to get their attention so to speak. REGULAR; this hit will daze and stun the target, making them fight to regain their foothold on reality. GREATER; when the target is hit by a greater concussion they are knocked out cold, they are sent sprawling across the area they were once standing in, only to fall agaisn't something and slump down the floor.
14: STOMP; When the psionicist uses this ability, he stomps his foot on the ground; which precipitates a psychokinetic shockwave that travels along the ground, toppling creatures and loose objects. The area is cone shaped and extends only in two dimensions, flat along the ground. All creatures who are thrown down must take one move in order to restand.
15: PERPETUAL MOTION; This power causes the object affected to continue on it's path and speed for the duration of the power. This could give an arrow unlimited range, cause arching missiles (such as catapults or slings) to miss or people or creatures that are running to continue running in their current direction. This could be useful to cause a person to run off a cliff, or into something. The psionicist must activate this power before the object is moved.
16: KINETIC REVERSE; A psionicist with kinetic reverse can reverse the kinetic energy in any moving object, or group of objects, that weights up to 100lbs. Arrows can be sent back to their archers, spears can be sent back to their throwers, and small rocks can be sent back to their catapults.
17: MOLECULAR BONDING; Molecular Bonding allows the kineticist to weave two surfaces together on a molecular level. An enemy's boots can be bound to the floor, his sword to its sheath, or the joints of his armor fused to make it a useless plug of metal. It can also be used to 'glue' broken objects back together, joining the shards of a sword or broken bow back together, good as new. The power is totally ineffective against living creatures.