Post by Ares on May 5, 2015 14:13:43 GMT -5
PSYCHOMETABOLIC SCIENCES
1: ANIMAL AFFINITY; When the psionicist first learns this power he developes an affinity for a particular type of animal. The animal that he chooses can never be changed once that choice is made. The character does undergo a physical change when this power is invoked. The extent of the change depends upon what type of animal and the ability. For example, adopting a hawk's movement obviously requires wings, while attacking like a tiger calls for fangs and claws.
2: COMPLETE HEALING; The psionicist who has mastered this power can heal himself completely of all ailments, wounds, and normal diseases. He places himself in a trance for 24 hours to accomplish the healing. The trance is deep, and cannot be broken unless the character gets hit physically. As he uses this power the psionicist's body is repairing itself at an incredible rate. At the end of the 24 hour period, he awakes restored to complete health in every regard.
3: DEATH FIELD; A death field is a life-sapping region of negative energy. Only psionicists of an evil nature can learn this power without suffering side effects. If a psionicist of a non-evil nature tries to learn the death field, his alignment will gradually be twisted towards evil as he explores this very dark portion of his psyche. A death field takes it's toll on everyone inside it, including the psionicist. Before he initiates this power, he must decide how much of his own health (vitality, what have you) he wishes to sacrifice. And every other thing within the death field loses the same amount as the psionicist.
4: ENERGY CONTAINMENT; A psionicist with this power has trained himself to safely absorb and assimilate energy from electricity, fire, cold, heat, and sound-energy that would fry, freeze, or otherwise harm a normal character. Any physical assault based on these energy types can be drawn into the psionicists body. The character transforms the energy, and safely releases it as visible radiance.
5: LIFE DRAINING; With this devotion, a psionicist can drain vitality from another character and use their vitality to recover his own.
6: METAMORPHOSIS; This science resembles polymorphing, but it has a much wider application. The psionicist can change himself into anything with approximately the same mass as his body. The psionicist also gains all phsyical attacks that form allows, but no magical or special abilities.
7: SHADOW-FORM; A psinoicist using this power actually transforms himself into a living shadow, along with his clothing, armor, and up to 20 pounds of equipment. He can blend in perfectly into any other shadow. He can only travel through darkness and shadow, however. Areas of open light are impassable. While in shadow form, the psionicist can be detected only by life detection, other types of psychic detection, or by a true seeing spell. He cannot harm anyone physically, or manipulate any corporeal object, but he can still use psionic powers.
PSYCHOMETABOLIC DEVOTIONS
1: ABSORB DISEASE; This power lets the psionicist take the disease from another character's body, and abosrb it himself. Before doing this the psionicist should also know "complete healing". This power can absorb magical diseases, but not curses, such as lycanthropy.
2: ADRENALIN CONTROL; By controlling the production and release of adrenalin in his system, the psionicist can give himself a temporary physical boosts on demand.
3: AGING; With this power, a psionicist of evil alignment can cause unnatural aging by touch.
4: BIOFEEDBACK; Biofeedback is the power to control the flow of blood through one's own body. This power has two key effects.
A; the psionicist can easily control bleeding. As a result some wounds may not bleed. Good for not letting a vampires bite take any blood.
B; also by flooding certain parts of his body with blood, he would be less damaged by say a fall of some height, and it cushions his body to blunt strikes.
5: BODY CONTROL; This power allows a psionicist to adapt his body to a hostile environment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc.. This allows the psionicist to not only survive that environment he fits in like a native organism. He can breather normally, and takes no ill effects from being in that environment.
6: BODY EQUILIBRIUM; Body equilibrium allows the user to adjust the weight of his body to correspond with the surface one which he is standing. Thus he can walk on water, quicksand, or even a spiders web without becoming entangled, sinking or breaking through.
7: BODY WEAPONRY; Body weaponry allows the psionicist to convert one of his arms into a weapon. Virtually any sort of weapon can be imitated-except any bow or dart firing weapon. The arm actually becomes wood or metal and assumes the weapon's form and characteristics.
8: CATFALL; A character using this power can spring like a cat in the same round and always land gracefully on his feet. Very usefall for short falls
9: CAUSE DECAY; This power works only against inanimate objects. The psionicist's touch causes instant decay: metal rusts, wood ages and splits, cloth falls to dust. Armor weakens, swords lose their cutting abilities, shields break upon contact
10: CELL ADJUSTMENT; Cell adjustment allows the psionicst to heal wounds and cure diseases. Any sort of wound can be healed, but only nonmagical diseases are affected (this power cannot heal mummy rot, nor can it cure a lycanthropic curse.
11: CHAMELEON POWER; The psionicist using this power actually changes the coloration of his skin, clothing and equipment to match his background. The match is automatic; he does not choose appearance. As he moves the coloration changes and shifts to reflect any changes in the surroundings.
12: CHEMICAL SIMULATION; With this devotion, a psionicist can make his body simulate the action of acids. The psionicist secrets an acid through his hand.
13: DISPLACEMENT; This power gives the psionicist the ability to have a false image of himself appear within 3 feet of his actual location.
14: DOUBLE PAIN; By touching another person, the psionicist greatly lowers that beings pain threshold. (even a little scrape will feel like a serious injury) This lasts for one turn (post) any and all damage taken during that turn will be counted as double, half real, half imaginary.
15: ECTOPLASMIC FORM; With this power, a psionicist converts himself to ectoplasm, (a fine spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk thru solid materials as if they didn't exist. He is still visible as a whispy outline.
16: EXPANSION; The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness. Maximum expansion is 4 times original size.
17: FLESH ARMOR; The psionicist transforms his own skin into a non magical armor. No one can see the change, but it's as if he actually acquired some type of armor. Because this is his own body he enjoys all the benefits of the armor without any of it's drawbacks. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist.
18: GRAFT WEAPON; With this power the psionicist can graft any one-handed melee weapon directly onto his body. He picks up the weapon, activates this power and the weapon becomes an extension of his arm.
19: HEIGHTENED SENSES; By means of this devotion the psionicist sharpens all 5 of his normal senses: sight, hearing, taste, touch, and smell. Each of the effects are described below:
First, the psionicist has a good chance to notice thieves who are hiding in shadows or someone who is moving silently.
Second, the psionicist can track someone like a bloodhound
Third, the psionicist's ranges for hearing and seeing are tripled.
Fourth, the psionicist can taste poisons or other impurities in quantities which are much too small to cause any harm.
Fifth, the psionicist can identify almost anything by touch. He can, for example, tell two gold pieces from each other after having previously handled just one of them. He can also tell if something has been handled in the last 5 minutes simply by handling it himself.
20: IMMOVABILITY; When a psionicist makes himself immovabe, he is exactly that. A tremendous amount of force is required to uproot him from his spot. This power has nothing to do with weight. A psionicist will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor.
21: LEND HEALTH; Lend health is a power of healing. The psionicist can transfer his own energy (strength, vitae, hit points whatever you wish to call it) into someone else that he is touching.
22: MIND OVER BODY; Mind over body allows the user to suppress his body's need for food, water, sleep. In exchange for one hour of meditation a day all of the psionicists physical needs are overcome. The psionicist can suppress the basic needs of others while suppressing his own as well.
23: REDUCTION; This power is the reverse of expansion. The psionicist can reduce his body's dimensions along any or all axes: height, length, width, or thickness.
24: SHARE STRENGTH; The psionicist can effectively lend his physical strength to another being. This transer remains in effect for as long as the psionicist concentrates upon it.
25: SUSPEND ANIMATION; With this power a psionicist can "play dead"-bringing all life functions to a virtual halt. Only the most careful examination will show that the character is still alive. Even psionic powers such as life detection and ESP will not turn up any evidence of life unless those powers are maintained for at least 3 turns(posts). However use of the probe power will detect life immediately.
26: BREATH OF THE DRAGON; The psionicist breathes forth a raging fire originating from his/her mouth and extending outwards in a cone shape area of affect.
27: NERVE MANIPULATION; This power allows the metabolist to do terrible things to the nervous system of someone else. With a touch, he can inflict wracking pain, unconsciousness, or even death. This power works best on the metabolist's own species; -2 to power checks vs. Other species, -4 vs. Creatures of a different Order.
28: FORCED SYMMETRY; This power allows the metabolist to temporarily force a creature into perfect mirror plane symmetry, causing or healing damage in the process. For example a one eyed man could be made fully sighted or completely blind with this power. In combat a creature will likely have taken more damage to one side than the other, this power takes advantage of that to either cause or heal damage. The damage caused or healed is 10d10% of the damage the creature has taken thus far. After a number of rounds = the metabolist's level the creature resumes it's normal form, losing or gaining the hp changed by Forced Symmetry. If the creature is dead, and this would place it at positive hp, the creature remains dead. If the creature is not dead any damage inflicted by other means remains.
1: ANIMAL AFFINITY; When the psionicist first learns this power he developes an affinity for a particular type of animal. The animal that he chooses can never be changed once that choice is made. The character does undergo a physical change when this power is invoked. The extent of the change depends upon what type of animal and the ability. For example, adopting a hawk's movement obviously requires wings, while attacking like a tiger calls for fangs and claws.
2: COMPLETE HEALING; The psionicist who has mastered this power can heal himself completely of all ailments, wounds, and normal diseases. He places himself in a trance for 24 hours to accomplish the healing. The trance is deep, and cannot be broken unless the character gets hit physically. As he uses this power the psionicist's body is repairing itself at an incredible rate. At the end of the 24 hour period, he awakes restored to complete health in every regard.
3: DEATH FIELD; A death field is a life-sapping region of negative energy. Only psionicists of an evil nature can learn this power without suffering side effects. If a psionicist of a non-evil nature tries to learn the death field, his alignment will gradually be twisted towards evil as he explores this very dark portion of his psyche. A death field takes it's toll on everyone inside it, including the psionicist. Before he initiates this power, he must decide how much of his own health (vitality, what have you) he wishes to sacrifice. And every other thing within the death field loses the same amount as the psionicist.
4: ENERGY CONTAINMENT; A psionicist with this power has trained himself to safely absorb and assimilate energy from electricity, fire, cold, heat, and sound-energy that would fry, freeze, or otherwise harm a normal character. Any physical assault based on these energy types can be drawn into the psionicists body. The character transforms the energy, and safely releases it as visible radiance.
5: LIFE DRAINING; With this devotion, a psionicist can drain vitality from another character and use their vitality to recover his own.
6: METAMORPHOSIS; This science resembles polymorphing, but it has a much wider application. The psionicist can change himself into anything with approximately the same mass as his body. The psionicist also gains all phsyical attacks that form allows, but no magical or special abilities.
7: SHADOW-FORM; A psinoicist using this power actually transforms himself into a living shadow, along with his clothing, armor, and up to 20 pounds of equipment. He can blend in perfectly into any other shadow. He can only travel through darkness and shadow, however. Areas of open light are impassable. While in shadow form, the psionicist can be detected only by life detection, other types of psychic detection, or by a true seeing spell. He cannot harm anyone physically, or manipulate any corporeal object, but he can still use psionic powers.
PSYCHOMETABOLIC DEVOTIONS
1: ABSORB DISEASE; This power lets the psionicist take the disease from another character's body, and abosrb it himself. Before doing this the psionicist should also know "complete healing". This power can absorb magical diseases, but not curses, such as lycanthropy.
2: ADRENALIN CONTROL; By controlling the production and release of adrenalin in his system, the psionicist can give himself a temporary physical boosts on demand.
3: AGING; With this power, a psionicist of evil alignment can cause unnatural aging by touch.
4: BIOFEEDBACK; Biofeedback is the power to control the flow of blood through one's own body. This power has two key effects.
A; the psionicist can easily control bleeding. As a result some wounds may not bleed. Good for not letting a vampires bite take any blood.
B; also by flooding certain parts of his body with blood, he would be less damaged by say a fall of some height, and it cushions his body to blunt strikes.
5: BODY CONTROL; This power allows a psionicist to adapt his body to a hostile environment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc.. This allows the psionicist to not only survive that environment he fits in like a native organism. He can breather normally, and takes no ill effects from being in that environment.
6: BODY EQUILIBRIUM; Body equilibrium allows the user to adjust the weight of his body to correspond with the surface one which he is standing. Thus he can walk on water, quicksand, or even a spiders web without becoming entangled, sinking or breaking through.
7: BODY WEAPONRY; Body weaponry allows the psionicist to convert one of his arms into a weapon. Virtually any sort of weapon can be imitated-except any bow or dart firing weapon. The arm actually becomes wood or metal and assumes the weapon's form and characteristics.
8: CATFALL; A character using this power can spring like a cat in the same round and always land gracefully on his feet. Very usefall for short falls
9: CAUSE DECAY; This power works only against inanimate objects. The psionicist's touch causes instant decay: metal rusts, wood ages and splits, cloth falls to dust. Armor weakens, swords lose their cutting abilities, shields break upon contact
10: CELL ADJUSTMENT; Cell adjustment allows the psionicst to heal wounds and cure diseases. Any sort of wound can be healed, but only nonmagical diseases are affected (this power cannot heal mummy rot, nor can it cure a lycanthropic curse.
11: CHAMELEON POWER; The psionicist using this power actually changes the coloration of his skin, clothing and equipment to match his background. The match is automatic; he does not choose appearance. As he moves the coloration changes and shifts to reflect any changes in the surroundings.
12: CHEMICAL SIMULATION; With this devotion, a psionicist can make his body simulate the action of acids. The psionicist secrets an acid through his hand.
13: DISPLACEMENT; This power gives the psionicist the ability to have a false image of himself appear within 3 feet of his actual location.
14: DOUBLE PAIN; By touching another person, the psionicist greatly lowers that beings pain threshold. (even a little scrape will feel like a serious injury) This lasts for one turn (post) any and all damage taken during that turn will be counted as double, half real, half imaginary.
15: ECTOPLASMIC FORM; With this power, a psionicist converts himself to ectoplasm, (a fine spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk thru solid materials as if they didn't exist. He is still visible as a whispy outline.
16: EXPANSION; The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness. Maximum expansion is 4 times original size.
17: FLESH ARMOR; The psionicist transforms his own skin into a non magical armor. No one can see the change, but it's as if he actually acquired some type of armor. Because this is his own body he enjoys all the benefits of the armor without any of it's drawbacks. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist.
18: GRAFT WEAPON; With this power the psionicist can graft any one-handed melee weapon directly onto his body. He picks up the weapon, activates this power and the weapon becomes an extension of his arm.
19: HEIGHTENED SENSES; By means of this devotion the psionicist sharpens all 5 of his normal senses: sight, hearing, taste, touch, and smell. Each of the effects are described below:
First, the psionicist has a good chance to notice thieves who are hiding in shadows or someone who is moving silently.
Second, the psionicist can track someone like a bloodhound
Third, the psionicist's ranges for hearing and seeing are tripled.
Fourth, the psionicist can taste poisons or other impurities in quantities which are much too small to cause any harm.
Fifth, the psionicist can identify almost anything by touch. He can, for example, tell two gold pieces from each other after having previously handled just one of them. He can also tell if something has been handled in the last 5 minutes simply by handling it himself.
20: IMMOVABILITY; When a psionicist makes himself immovabe, he is exactly that. A tremendous amount of force is required to uproot him from his spot. This power has nothing to do with weight. A psionicist will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor.
21: LEND HEALTH; Lend health is a power of healing. The psionicist can transfer his own energy (strength, vitae, hit points whatever you wish to call it) into someone else that he is touching.
22: MIND OVER BODY; Mind over body allows the user to suppress his body's need for food, water, sleep. In exchange for one hour of meditation a day all of the psionicists physical needs are overcome. The psionicist can suppress the basic needs of others while suppressing his own as well.
23: REDUCTION; This power is the reverse of expansion. The psionicist can reduce his body's dimensions along any or all axes: height, length, width, or thickness.
24: SHARE STRENGTH; The psionicist can effectively lend his physical strength to another being. This transer remains in effect for as long as the psionicist concentrates upon it.
25: SUSPEND ANIMATION; With this power a psionicist can "play dead"-bringing all life functions to a virtual halt. Only the most careful examination will show that the character is still alive. Even psionic powers such as life detection and ESP will not turn up any evidence of life unless those powers are maintained for at least 3 turns(posts). However use of the probe power will detect life immediately.
26: BREATH OF THE DRAGON; The psionicist breathes forth a raging fire originating from his/her mouth and extending outwards in a cone shape area of affect.
27: NERVE MANIPULATION; This power allows the metabolist to do terrible things to the nervous system of someone else. With a touch, he can inflict wracking pain, unconsciousness, or even death. This power works best on the metabolist's own species; -2 to power checks vs. Other species, -4 vs. Creatures of a different Order.
28: FORCED SYMMETRY; This power allows the metabolist to temporarily force a creature into perfect mirror plane symmetry, causing or healing damage in the process. For example a one eyed man could be made fully sighted or completely blind with this power. In combat a creature will likely have taken more damage to one side than the other, this power takes advantage of that to either cause or heal damage. The damage caused or healed is 10d10% of the damage the creature has taken thus far. After a number of rounds = the metabolist's level the creature resumes it's normal form, losing or gaining the hp changed by Forced Symmetry. If the creature is dead, and this would place it at positive hp, the creature remains dead. If the creature is not dead any damage inflicted by other means remains.