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Unread postPosted: Fri Oct 23, 2009 9:21 pm
  

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Dunia wrote:
Syndicate wrote:
One of my favorite things to do...

Combination powers

Psi-Sword
+pyrokinesis = Psi-Fire blade (plus 3D6 to psi-sword damage), and 60% chance of catching combustibles on fire.
+electrokinesis = Psi-Shock blade (plus 2D6 to psi-sword damage), and 65% of shorting electronics.


I would rather see the Psionic Fireblade/Electricity Blade do -1D6 MD (even -2D6) from what a normal Sword does, but instead give them special abilities:

Electricity:
50% +2%/additional D6 (as the psisword damage inceases) chance of stunning people that
fail a save vs Psi (making them lose next action)



I think your ideas are superb. Much better revision of my suggestion. Perhaps we can create beantiful "music" together.
36% +4%/additional D6 (as the psisword damage inceases) chance of parrying shots from Laser weapons
30% +3%/additional D6 (as the psisword damage inceases) chance to deflect the Laser to another target if successful parry.
62% +2%/additional D6 (as the psisword damage inceases) chance of shorting out electronic devices that are not protected.

Fire:
50% +2%/additional D6 (as the psisword damage inceases) chance of giving severe burn damage to those who fail a save vs Psi (Roll save vs Come Death +35%) or be stunned from the burning pain
46% +4%/additional D6 (as the psisword damage inceases) chance of parrying shots from Plasma weapons
20% +6%/additional D6 (as the psisword damage inceases) chance to deflect the plasma blast to another target if successful parry.

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Unread postPosted: Fri Oct 23, 2009 9:25 pm
  

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My above post was obviously a failure in technological commnications...AND I forgot what I wanted to say.
:o

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Unread postPosted: Sun Oct 25, 2009 7:47 pm
  

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Levi wrote:
Syndicate wrote:
See Through My Eyes or "Shared Perception"
-Sensitive power-
Cost: 10 I.S.P.
Range: 1000 feet per level of experience
Number affected: 2 per level
Saving Throw: standard

The psychic can pick up to (2) individuals per level of experience that he can share his current sight with. Those chosen (assuming they allow the psychic, or fail their saving throw) are linked with his sight up 1000 + feet away (initially the psychic must be within 3ft of the chosen to link the power). (2) psychics with this power can view each others sight up to 2 miles per level!



This is simular to how I wrote Shared Perception in Rifter 25. The psychic could use this multiple times to share perception with multiple people.

Shared Perception
Range: 120 (37 m) feet.
Duration: 1 minute per level of experience.
I.S.P.: 15
Saving Throw: Standard.
This psionic power gives the psychic the ability to share his perception with someone else or spy on someone else’s perception. This sharing of perception includes all sensory input. The other person also perceives what ever the person whose perception is being shared out sees, hears, smells, touches, or tastes. This power can be incredibly useful for spying or sharing information with allies. Victims of this power whose perception is being shared out to the psychic will feel as if someone is watching or looking over their shoulder.



Hey....you're right!

Damn bad memory!

(this is a repost....)

Sorry Levi! :o

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Unread postPosted: Sun Oct 25, 2009 7:49 pm
  

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Oh...and Rifter #25's Psionic powers and classes were awesome BTW! :D

I've made sure to bring that Rifter with me for every Rifts session. (most ppl already know I'm a psionics fan)

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Unread postPosted: Sat Oct 31, 2009 9:16 am
  

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I have fallen in love with the Bio-manipulation powers that psychics have. So awhile back I started work on a Burster style Bio-psychic. I never finished it, and now I can't find it. So I may have to bring it back. I thought I was the only one who liked psychics :?:


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Unread postPosted: Sat Oct 31, 2009 11:04 am
  

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The following was developed for my Zeta Reticuli Greys thread, but I thought I'd share it here as well:

Grey Alien Psionic Powers

Alien Telepathy
Range: 50 feet
Duration: 2 minutes per level of experience
Saving Throw: None vs.sound, standard vs. psionics for illusion of appearance of speaking
ISP cost: 6
This form of telepathy creates the illusion that the alien is speaking in the person's language (complete with mouth movements) and the telepath must have gained knowledge of the language to use this. It allows 2-way communication between the telepath and a member of an alien race. It does not work as standard telepathy, however, as the thoughts are broadcast as sound in the person's language.
Greys will use this to give the illusion they are actually speaking when in negotiation with those not of their world.

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Unread postPosted: Sun Nov 01, 2009 5:02 pm
  

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*Inner Beast(Super)
This power unleashes the inner animal said to exist within all of us; the primordial killer that comes out when flight is impossible, and reason futile. The power projects an ectoplasmic construct that typically appears as a glowing, unearthly avatar of the person’s rage; typically a mythical animal, monster, berserker warrior, or sinister spector, that attacks anything(or perceived as) threatening the psychic, with psi-claws or psi-blades. While the Inner Beast runs rampant, the projecting psychic is reduced to passivity; unable to do much beyond cowering in a corner. Because of its primordial, instinctual, nature, the Inner Beast will attack ANYTHING that it/the psychic perceives as threatening to them, including friends or allies who are standing too close(it’s a wise ideas to get the heck AWAY from a psychic unleashing their Inner Beast, or at least out of sight).
Range: 100 ft +20 ft per level of experience
Effects:
The Inner Beast effectively has DOUBLE the number of attacks as the psychic, TRIPLE the psychic’s Speed, Horror Factor 10, +1 to initiative, and DOUBLE any bonuses to Strike(+1). It attacks with the equivalent of a Psi-Blade, doing 4d6+1d6 per level of experience, and CAN do damage to Astral beings. It possesses 3,000 SDC/30 MDC, and, being a psionic construct, the Inner Beast is effectively IMMUNE to physical attacks, including energy weapons, and takes HALF damage from magic, but is vulnerable to psionic attacks
While the Inner Beast is loose, the psychic is reduced to 1 APM, and CANNOT take offensive action; NO Initiative or Strike bonuses, and HALF any bonuses to Parry/Dodge. Essentially the aggressive part of their mind is running the psychic berserker.
Duration: 1 minute per level of experience
Saving Throw: None; run like hell.
ISP Cost: 45

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri Nov 06, 2009 12:50 am
  

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Comment: I've got ideas about almost everything. Got a question? Ask.
nice... i'd like to see more powers like this, releasing aspects of the spirit/soul/mind/whatever... i'll try to work on one.


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Unread postPosted: Fri Nov 06, 2009 9:55 pm
  

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Comment: I've got ideas about almost everything. Got a question? Ask.
ISP Armor (Super Psionics)

The psychic can convert their ISP into a protective field around their body. It looks like a pale, glowing field extending one inch or so from the body. This gives numerous benefits. First of all, ISP is converted into SDC on a 2 to 1 basis- that is, divide the ISP in half to make the sdc. Second, the armor can be used to handle objects of incredibly high or low temperatures that would normally be damaging to the user. Third, the armor can allow the user to parry melee weapons. Lastly, the user cannot have their ISP or PPE drained while the armor is up. There are a few drawbacks, however. One, the ISP must be spent at the beginning and cannot be added to. Second, the duration is a bit limited.

Range: Self
ISP Cost: from 2 to the user's maximum ISP, based on what is available and the user's decision.
Duration: 5 Minutes per level of experience.


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Unread postPosted: Sun Nov 08, 2009 7:49 am
  

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Duplicate and project energy:
(Super)
I.S.P: 30
Duration: 1D4 melees per level
Range: self (or one other by touch but at double the cost)/range of weapon +100 feet per level
Saving throw: none/standard (others if they resist)

While limited to lasers, plasma weapons, partial beams, and ion rays this power allows the psychic to mimic those energies. The psychic must make physical contact with the weapon (not an e-clip) and concentrate for 15 seconds (instant after 4th level) to duplicate the energy source. Damage is the same as the weapon, but the psychic cannot fire bursts. The blasts always come from the eyes, and any damage that is greater than 1D6x10 is unwieldly (30% chance of doing 1/3 damage to anyone/thing within 10'). These shots are powered by the psychic (and the initial I.S.P. investment), but can fire no more than 5 shots per level (regardless of the level of damage).

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Last edited by Syndicate on Wed Nov 18, 2009 8:22 am, edited 1 time in total.

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Unread postPosted: Sun Nov 08, 2009 8:11 am
  

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Eliminate
(super)
**special--psychic cannot be of Principled or scrupulous alignment**
I.S.P. 45
Duration: Instant
Range: touch
Saving Throw: -4 (special--other psychics still have to save as a non-psychic!)
Needs: psychic surgery, and bio-manipulation

Similar to the palladium power of "catatonic strike" this power enable the psychic to kill with a touch (only works on living creatures). The psychic willingly attempts to turn the victim's body against itself (rupturing internal organs, stopping vital functions, and destroying bones). He/she feels every dying moment while the victim helplessly struggles, bleeds, chokes, vomits, convulses, and finally dies. It takes 15 seconds for the victim to die, but the psychic must hold and concentrate the entire time. Bare skin must be exposed/touched, and if the psychic is interrupted during the attack the victim still suffers 1D6x10 S.D.C. and hit point damage (or 3D4x10 +5 if M.D.C.). Works against the supernatural was well, but they are not incapacitated (-2 on all combat bonuses, 1/2 strength drained, and -2 attacks per melee), and can break free.

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Unread postPosted: Mon Nov 09, 2009 10:59 pm
  

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Some good stuff here.... :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Nov 10, 2009 1:15 am
  

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taalismn wrote:
Some good stuff here.... :D



...Agreed... :D

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Unread postPosted: Tue Nov 10, 2009 2:05 am
  

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Stasis (healing)
I.S.P.: 8
Range: touch
Duration: 4 hours (plus 1 hour per additional 3 I.S.P.)
Saving Throw: standard (if unwilling)

The psychic basically places someone in a healing stasis until they can be transported to formal facility. This is a non-combat oriented power, and as such cannot be used in combat. Anyone in a critical condition can be placed under the influence of this power to freeze the body (or rather preserve it) in the current condition (preventing further damage).

**note: basically Death Trance but usable on others.**

_________________
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Unread postPosted: Wed Nov 11, 2009 4:31 pm
  

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*Assimilate Psi-Talent(Super)
Range: Touch
Effects: This power is a facet of a highly flexible mind; it allows the psychic to experience another psionic power and copy it temporarily for their own use. To acquire the power, the psychic must either be on the receiving end of the psionic power and make a successful save against it(or, in the case of attack powers that have no save, must equal or better the attacker’s strike roll...as well as survive the attack), or be touching the psychic using the desired power while they are using it.
The copying psychic acquires the power and can use it at the same level of power as it was used, and with the same ISP cost.
Example: Lyoness Atchison, MindMelter Extraordinaire, gets attacked with a BioManipulation attack by a rogue psyker...She makes her saving throw versus the attack, but decides to copy the attack and throw it back at her assailant. Acquiring the power costs her 25 ISP; henceforth, using it will cost her 10 ISP per use.
This power is occasionally accompanied by mild headaches (25% chance, and -5% to skills for the duration of the power +1d6 melees) or nosebleeds and hemorrhaging into the eyes(20% chance, -1 Hit Point, recover as normal), as the psychic’s nervous system essentially rebuilds itself when assimilating a new power.
Duration: The psychic can retain the power for as many melees as they have M.E. points, after which they lose the power.
The psychic can choose to make the copied power PERMANENT, but doing so costs the permanent loss of 1 ME(or 2 MA) for a Minor psionic power, double that for a Super.
Saving Throw: None
ISP Cost: 25
Note: Does NOT work on class-exclusive powers.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Thu Nov 12, 2009 4:52 pm, edited 1 time in total.

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Unread postPosted: Wed Nov 11, 2009 7:02 pm
  

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does this power work on class-exclusive psionic powers?


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Unread postPosted: Thu Nov 12, 2009 4:51 pm
  

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gmapprentice wrote:
does this power work on class-exclusive psionic powers?


No, just general category powers....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu Nov 12, 2009 9:14 pm
  

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taalismn wrote:
gmapprentice wrote:
does this power work on class-exclusive psionic powers?


No, just general category powers....



Wow...that's a useful ability. You should submit this to a rifter.

_________________
"What began as a gathering, ended as an organization."


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Unread postPosted: Thu Nov 12, 2009 9:20 pm
  

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Comment: "Your inferiority complex might be justified."
Grey Alien Psionic Powers
To clarify this I have edited it:

Alien Telepathy
Range: 50 feet
Duration: 2 minutes per level of experience
Saving Throw: Standard save vs. psionics; a successful save means that the recipient is still able to hear and understand the message but will not be fooled by the appearance of speech. Loud sounds and Mind Blocks will block the message completely.
ISP cost: 6
This form of telepathy creates the illusion that the alien is speaking in the person's language (complete with mouth movements) and the telepath must have become fluent in their knowledge of the language to use this. It allows 2-way communication between the Grey telepath and a member of an alien race and is exclusive to their race. It does not work as standard telepathy, as the thoughts are broadcast as sound in the person's language.
Greys will use this to give the illusion they are actually speaking when in negotiation with those not of their world.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Fri Nov 13, 2009 2:52 am
  

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Stone Gargoyle wrote:
Grey Alien Psionic Powers
To clarify this I have edited it:

Alien Telepathy
Range: 50 feet
Duration: 2 minutes per level of experience
Saving Throw: Standard save vs. psionics; a successful save means that the recipient is still able to hear and understand the message but will not be fooled by the appearance of speech. Loud sounds and Mind Blocks will block the message completely.
ISP cost: 6
This form of telepathy creates the illusion that the alien is speaking in the person's language (complete with mouth movements) and the telepath must have become fluent in their knowledge of the language to use this. It allows 2-way communication between the Grey telepath and a member of an alien race and is exclusive to their race. It does not work as standard telepathy, as the thoughts are broadcast as sound in the person's language.
Greys will use this to give the illusion they are actually speaking when in negotiation with those not of their world.


Where can I find more information on this "grey" telepath?

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Unread postPosted: Fri Nov 13, 2009 7:20 pm
  

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Syndicate wrote:
Stone Gargoyle wrote:
Grey Alien Psionic Powers
To clarify this I have edited it:

Alien Telepathy
Range: 50 feet
Duration: 2 minutes per level of experience
Saving Throw: Standard save vs. psionics; a successful save means that the recipient is still able to hear and understand the message but will not be fooled by the appearance of speech. Loud sounds and Mind Blocks will block the message completely.
ISP cost: 6
This form of telepathy creates the illusion that the alien is speaking in the person's language (complete with mouth movements) and the telepath must have become fluent in their knowledge of the language to use this. It allows 2-way communication between the Grey telepath and a member of an alien race and is exclusive to their race. It does not work as standard telepathy, as the thoughts are broadcast as sound in the person's language.
Greys will use this to give the illusion they are actually speaking when in negotiation with those not of their world.


Where can I find more information on this "grey" telepath?


Check out Stone Gragoyle's thread under Heroes Unlimited on Reticulan 'Grey' Aliens...
viewtopic.php?f=7&t=108897

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Mon Nov 16, 2009 5:04 pm
  

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Location: In my NG-X9 Samson Power Armor
Mega Meditation
Category: Super/Master
Requiements: None
Range: Self Only
Duration: As Needed
I.S.P. Cost: None
Effect: Master Psychics regain I.S.P.'s at a higher rate of speed with this truly advanced technique. While meditating regain 15 + Level I.S.P. per Hour.
This supersedes the Class' original Meditation rate of recovery.

Increased Psychic Potential
Category: Super/Master
Range: Self Only
Duration: Permanent
I.S.P. Cost: None
Effect: Gain additional I.S.P. when this Power is chosen. Gain (ME + Level) I.S.P. ! So A Mind Melter who takes this Power at, say 4th Level, gains his ME (19 in this example) + his Level (4th) for a Total gain of 23 I.S.P. ! When this character gets to be 5th Level he will gain 11 I.S.P. (10 for a Mind Melter going up in Level + 1 more from this Power). NOTE: THIS POWER CAN ONLY BE CHOSEN ONCE!!!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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Unread postPosted: Mon Nov 16, 2009 6:21 pm
  

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Like how that ISP booster power takes up a Super slot...Good limitation!

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri Nov 20, 2009 7:38 pm
  

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Project Sentience (sensitive power)

Prerequisits: telepathy and empathy
I.S.P.: 15
Duration: 30 minutes per level
Range: touch
Saving throw: standard (with limitations given to animals)

This power only works on ordinary (s.d.c.) animals. The psychic duplicates and splits part of his own intelligence and imparts it upon an animal. The animal gains an I.Q. score equal to the psychic -3 (same I.Q. at 6th level or higher) with the psychic "copied" within the creature (mentally). Although intelligent, the animal cannot speak (unless its a trained parrot) nor perform a task/skill impossible for the animal (i.e. a bird cannot drive a car). Since the psychic is now in two places at once he is slightly penalized on both ends (-2 initiative, -1 on all other combat bonues, -2 perception, -15% on skills). No limit to how far the creature can move away from the psychic. Since the mind has been duplicated (they are not one) the psychic must "tell" the creature what he wishes (he's basically just talking to himself), and if the psychic is selfish or evil...he might just ignore himself! Likewise the animal must find a way to communicate back.

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Unread postPosted: Mon Nov 23, 2009 5:26 pm
  

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"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Nov 24, 2009 6:02 am
  

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taalismn wrote:
"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."


GMs have to have fun too...right?!?..... :D

_________________
"What began as a gathering, ended as an organization."


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Unread postPosted: Tue Nov 24, 2009 6:21 pm
  

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Syndicate wrote:
taalismn wrote:
"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."


GMs have to have fun too...right?!?..... :D


"Great...now that I'm smarter, I can appreciate that you've been feeding me &#$%...."
"Be quiet, or I'll have you neutered...."
"Just remember....what I experience, SO WILL YOU..."

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun Nov 29, 2009 7:35 am
  

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taalismn wrote:
Syndicate wrote:
taalismn wrote:
"Cat got your tongue?"
"Nope...got part of my brain, though..."
"Yeah, the BETTER part, obviously..."
"I didn't ask you."


GMs have to have fun too...right?!?..... :D


"Great...now that I'm smarter, I can appreciate that you've been feeding me &#$%...."
"Be quiet, or I'll have you neutered...."
"Just remember....what I experience, SO WILL YOU..."


... :lol: ...

I bet that the player who would use this power would assume that the creature does what he says...that's when the GM smiles and says "I'll tell you what the animal does...you just tell me what you're telling it".

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Unread postPosted: Mon Nov 30, 2009 4:21 pm
  

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Location: Somewhere between Heaven, Hell, and New England
"This is a cat...Try telling it to do something...This is a cat with your brain and your personality...Now try telling it to do something...."

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun Jan 31, 2010 5:35 pm
  

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Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 979
Location: auburn
saber dance-ppe-245
effect-you can move threw ANY area of sharp objects(swords,propeler blades & such) without being hurt!

_________________
howdey folks!!!!!!!!


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Unread postPosted: Thu Feb 18, 2010 7:44 pm
  

Explorer

Joined: Mon Dec 06, 2004 9:32 am
Posts: 174
(Physical,Super?) TK Augmented Strength: Increase strength by 10 (make robotic if super) must be wearing armor if sdc creature. ISP cost 20

(Physical) Fly, Allows for limited flight at a speed equal to running speed + 10 per level ISP cost 10

(super) Teleport Self, range 1 mile per level isp cost 50 allows psychic to teleport

(ability for revised psyslinger could be a physical or super power) Ectoplasmic arms, allows the psyslinger to generate arms of ectoplasm that are used to wield additional pistols linked to him can create one additional arm at levels 1, 5, 10, and 15. These arms allow for the linked pistols to be used at his full gunslinging ability. Arms have a strength of 10 and a PP equal to that of the psyslinger (FYI I also allow for additional linked pistols at levels 5, 10, and 15) Cost Free for Psyslinger, not sure what to charge for others at this point.

_________________
KS is to PB as GL is to SW


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Unread postPosted: Wed Mar 10, 2010 12:10 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4235
Location: Québec
animal control
this allows a character to command creatures
range 50 feet
dutration5 minutes
saving throw standard vs psionic attack
cost 10 isp
each experience point over 5 level adds 1 minute in control


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Unread postPosted: Sat Mar 27, 2010 4:12 am
  

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Dungeon Crawler

Joined: Wed Dec 01, 2004 5:02 am
Posts: 342
Location: Lebanon MO
Iron Man. (super)
Range: self
Duration: instant
I.S.P.: 40
Saving Throw: None
With this power the psychic can transform his body into iron; this of course grants the psychic many different resistances, abilities and restrictions. First, the psychic gains +150 S.D.C. and an armor rating of 16. He also is immune to critical hits, disease, poison, stunning attacks, and all powers, spells, and Psionics that effect the characters physiology or respiration. The Character suffers half damage from acid and fire of all kinds save magic, which does full damage. However, the character also becomes vulnerable to a number of attacks that effect iron golems. Spells and psionics dealing with magnetism can now affect the character, and because of the added weight the character is slightly slowed causing him to lose 1 to his strike, parry, and dodge bonus.
The character gains a +6 to his strength, speed is reduced by half, and can not eat or drink. While in this form the character hits with the force of a sledge hammer, punches do 2D6, kicks do 4D6
The characters weight increases by 150 lbs, which reduces the characters swimming skill by 60%


Psi-Whip. (super)
Range: 12 ft.
Duration: 5 minutes per level of Experience
I.S.P.: 30
Saving Throw: Not applicable.
A Psi-Whip is an incredible weapon of psionic energy that is willed into being. The Whip appears out of thin air as a shimmering whip of energy.
The whip’s actual appearance will generally reflect its creator. Each is equally powerful regardless of its form and size. The master psionic can even change the shape and color of the whip. The psionic can create the Psi-Whip only after a few moments of concentration (about 15 seconds/one melee round) and maintain it for five minutes per level of experience. This means a third level Psionic can create and maintain a Psi-Whip for 15 minutes at the cost of 30 I.S.P., while a sixth level character must spend the same 30 I.S.P. but can maintain the weapon for thirty minutes. If the psionic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought (costs 30 I.S.P. to create a new one); it can not be given to another character to use.
Psi-Whip damage: 2d6 points at level three (one can not select this power until level 3), +2d6 at levels four, seven, nine, twelve, and fifteen. The Psi-Whip does full damage against creatures of magic, demons, supernatural beings, and creatures or armour that is impervious to normal weapons (this is not a “normal weapon”). The whip’s creator can adjust the weapon to inflict a minimum of 1d4 of damage or increase it by increments of 1d6 up to the character’s current maximum. Note: in a mega-damage environment, the psi-whip becomes mega-damage.

Shining Light. (Physical)
Range: 200 feet.
Duration: 1 round per level of experience.
I.S.P.: 4
Saving Throw: None
The character can focus his mind on even the tiniest of light sources, causing them to flare into blinding brilliance. This light is not true sunlight so vampires are not affected.


Astral Mount. (Physical)
Range: up too 1,300 feet
Duration: Special
I.S.P.: 100 to summon the mount, and 20 I.S.P. per hour to maintain.
Saving Throw: None.
The character can summon a mount made of pure astral energy. This Ectoplasmic creation is instilled with part of the intellect of the psychic conjuring it and maintains a subtle connection allowing the mount to receive mental orders and directions from the psychic. The mount can be tailored to the psychic’s needs including size and adjustment for passengers, such as a gnome creating a pony and later enlarging it to accommodate the rescued princess as well.
 P.S. 20, Spd. Running 90 miles per hour and can leap 25 feet in the air.
 Attacks per Melee round: half of the psychic.
 Damage: front kick does 2D6 +4 point of damage, rear kick does 4D6 points of damage, stomp 1D6, trample 4D6, and bite 1D4 +1
 + 1 on initiative, + 4 to strike, +2 to dodge.
 Impervious to most psionic attacks, mind control, fear, and possession (it’s not alive). Also impervious to cold, heat, disease, poison and gases. Physical attacks do half damage.
 Hit points and S.D.C. varies with mount type.

_________________
I am master of all I see.... and I see Everything.


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Unread postPosted: Sat Mar 27, 2010 11:08 am
  

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D-Bee

Joined: Tue Sep 01, 2009 10:55 pm
Posts: 21
Comment: Thank you For reading AND understanding my Post
Vision Eye Or Eye of Visions (super Psionik)
Range: self
Duration: 1 min (per lvl)
I.S.P.:10
Saving Throw: None

The eye of vision lets you see 1min in to the future. You will know what will happen, like what peoble will say (good for picking up girls ;) ). + 10 ini and +10 dodge. No Suprise attacks. Like sixth sense but not just a feeling cause you saw the danger and can act before it happens.


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Unread postPosted: Fri Apr 23, 2010 12:44 pm
  

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Adventurer

Joined: Thu Aug 29, 2002 1:01 am
Posts: 478
Location: Seattle, WA (kinda)
Psionic over-charge
(super)

Cost: (25) I.S.P.
Duration: one melee round (15 seconds) per level/*special
Saving Throw: none
Range: touch

This power allows the psychic to "over-charge" any energy weapon that requires a power source (cannot be magical in nature). Add 25% more damage at levels 1-4, 50% damage 5-9, double damage 10+ levels of experience. The weapon has a 1-10% chance of malfunctioning (+5% per shot during duration) after the second shot. Bursts can be done, but has a whopping 70% (plus 10% every shot afterwards) of overheating and destroying the weapon! This power affects vibro-weapons as well (adding 2D6 at level 1-4, 3D6 5-9, 5D6 10+), and can even double the damage of the user's psi-sword for one action per level!

*This power can be combined with the "duplicate energy" ability.

_________________
"What began as a gathering, ended as an organization."


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Unread postPosted: Tue Apr 27, 2010 8:39 am
  

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Adventurer

Joined: Thu Aug 29, 2002 1:01 am
Posts: 478
Location: Seattle, WA (kinda)
Dakkon wrote:
Vision Eye Or Eye of Visions (super Psionik)
Range: self
Duration: 1 min (per lvl)
I.S.P.:10
Saving Throw: None

The eye of vision lets you see 1min in to the future. You will know what will happen, like what peoble will say (good for picking up girls ;) ). + 10 ini and +10 dodge. No Suprise attacks. Like sixth sense but not just a feeling cause you saw the danger and can act before it happens.


Looks like we have a replacement for intuitive combat. :)

_________________
"What began as a gathering, ended as an organization."


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Unread postPosted: Sun May 02, 2010 11:25 pm
  

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Adventurer

Joined: Thu Aug 29, 2002 1:01 am
Posts: 478
Location: Seattle, WA (kinda)
Repair Mechanics (super)
Prereqs: Telemechanics, Psychic surgurey, Telemechanic Mental Operation

Range: touch
Duration: 1 minute per level
Cost: 35 I.S.P.
special: Needs raw ceramic or metal materials to work with

This power allows the psychic to re-build and repair mechanical devices (of non-magical nature). This power works on bionics, cybernetics, power armor, vehicles, weapons, body armor, and other types of simple devices. If the object is S.D.C., either S.D.C or M.D.C. raw materials can be used (must be similar material). Healing is taken from one object and transferred to another (i.e. the 20 S.D.C. old T.V. is used to heal the 30 S.D.C. radio...the radio has only 15 left and the T.V. is taken down 15 to bring the radio back up to full...the T.V. damage is perm). 15 S.D.C. can be transferred per minute and 4 M.D.C. per minute (or 1 point per melee round). This power takes full concentration and the psychic is unable to perform any other actions while making repairs.

_________________
"What began as a gathering, ended as an organization."


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Unread postPosted: Fri May 07, 2010 3:09 am
  

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Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
[quote="GaredBattlespike"]Mega Meditation
Category: Super/Master
Requiements: None
Range: Self Only
Duration: As Needed
I.S.P. Cost: None
Effect: Master Psychics regain I.S.P.'s at a higher rate of speed with this truly advanced technique. While meditating regain 12 + Level I.S.P. per Hour.
This supersedes the Class' original Meditation rate of recovery.

This version of the Power was approved for use by my Mind Melter,Eric Masters, who has had a very hard time keeping up with the Mage. The Mage just cast and cast, then just went over to a Ley Line and pulled out 20 P.P.E./ Melee Round til full-not over, but just back to full. Me-I was stuck with needing 6 HOURS of Meditation to get back a mere 72 I.S.P. (Enough to activate a defense-like TK FF, and a big offense-like Super TK or Psi-Sword, and still get back some I.S.P. for later...)Sad. However, I showed him my idea, and with the small change (12 base recovered, not the 15 base I had before), he allowed it. Now I recover 17 I.S.P./Hour (12 base + Level [5] = 17)! Much better. I am also close to getting 6th Level, so I'll get 10 more Base I.S.P. & Recover 18 /Hour!

Of course, Eric is now in the Manhunter Universe, after exploring a Rift...Found out that almost nobody can Mentally Possess Others here. Magic isn't too odd, but Psi is really really rare outside the Seekers(And few of them seem Super-Psionics material). I may still be learning the locals ways, but they don't really know mine at all. Except the Bloodletter, who went to Rifts Earth for a while-in game. Now he understands some of why my PC is a violent, primitive, and barely educated guy. Despite my best attempts at being urbane-"What's a SIM? Why does the Catgirl [Kirn] growl at the Capt?[Ular]", I just don't really fit in. I could find out such answers secretly with Telepathy, but fear getting caught & spaced-without my environmental Bushman armor.

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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Unread postPosted: Sun May 09, 2010 1:01 am
  

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Champion

Joined: Fri Jan 20, 2006 5:07 am
Posts: 2068
Location: kingston, on
Comment: I hope Odin allows me to stand with him at the time of Ragnarök!
Stare of Mystical Binding

Prereqs: Hypnotic Suggestion
Cost: (20) I.S.P.
Duration: one melee round (15 seconds) per level/*special
Saving Throw: Battle of wills on a D20 with M.E. & mind control bonuses only. Ancient dragons, gods, demon lords and alien intelligences receive a bonus +2 to save vs battle of wills.
Range: 60 feet

By making eye contact with a magic users or creature with magical abilities, the psychic can force his will o pond his victim to temporally lose their natural magical abilities and spell casting. Each round the toll of the stare forces the psychic to reduce all his actions by half and if the psychic is stunned or unconscious the stare is ended prematurely. Every 4 melee rounds/one minute to maintain the stare the psychic needs to save vs the creature's horror factor or the stare is broken and he suffers the full effects of failing the H.F. check.

_________________
I will be 125 living in Rio de Janeiro when the Great Cataclysm comes, I will not survive long but I will be cloned threw the Achilles project and my clones will be Achilles Neo-Humans that will start a new Jedi order in Psyscape. So You May Strike Me Down & I Will Become More Powerful Than You Can Possibly Imagine. Let the Clone Wars begin!


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Unread postPosted: Sun Jan 02, 2011 12:52 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4235
Location: Québec
Any one think of abilities for specific PCC like for the Dream maker of Nightbane?
I always thought it get abilities that is it,s own catagory.


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Unread postPosted: Tue Jan 04, 2011 7:01 pm
  

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Hero

Joined: Fri Oct 01, 2010 1:56 pm
Posts: 1439
Location: Texas... what country are you from?
Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present".
Eryk Stormbright wrote:
Shining Light. (Physical)
Range: 200 feet.
Duration: 1 round per level of experience.
I.S.P.: 4
Saving Throw: None
The character can focus his mind on even the tiniest of light sources, causing them to flare into blinding brilliance. This light is not true sunlight so vampires are not affected.


Question... it says the character focuses on even the tiniest source of light. What if that light source is true daylight? Say like, seen through the gaps in rubble from a cave in?

_________________
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus


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Unread postPosted: Tue Jan 04, 2011 8:01 pm
  

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Knight

Joined: Sun May 12, 2002 1:01 am
Posts: 4625
Location: chillicothe, ohio; usa
Comment: Evil GM
Master of Magics
Defender of the Faith
Just a little something I whipped up a long while back...
It needs some tweaking but at least you can get a general Idea of where I was heading with it.

PSYCHIC FURY
Category: Super
ISP: 50
Duration: 1 minute per level
Range: self
The Psychic takes his mind into the darkest recesses of his psyche.
This is the equivalent of a Psychic Berserker Rage.
the character telekinetically floats 4 feet above the ground, his body is surrounded by a psychic body field (50MD per level of experience in MD environments) and is now the center of a telekinetic maelstrom. All small objects (weighing less than 2 lbs) are lifted and circle the Psychic any one (other than the psychic) caught in the Maelstrom will suffer 2d4x10 damage from flying debris for every melee he is inside the psychic storm. the Psychic temporarily has instinctive access to all combat related psionics at their normal cost (even if the Psionic normally does not have them) and can shoot electrokinetic bolts (2d6) at will.
Like with any berserker rage the Psychic will strike out at those who have invoked his rage and any who stand in his way.
once the duration is over the Psychic is exhausted and all actions, combat bonuses, and speed are reduced by 1/2. Worse his ISP recovery rate is reduced by half for the next 24 hours.

_________________
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"


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Unread postPosted: Tue Jan 04, 2011 8:04 pm
  

User avatar
Hero

Joined: Fri Oct 01, 2010 1:56 pm
Posts: 1439
Location: Texas... what country are you from?
Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present".
Damian Magecraft wrote:
Just a little something I whipped up a long while back...
It needs some tweaking but at least you can get a general Idea of where I was heading with it.

PSYCHIC FURY
Category: Super
ISP: 50
Duration: 1 minute per level
Range: self
The Psychic takes his mind into the darkest recesses of his psyche.
This is the equivalent of a Psychic Berserker Rage.
the character telekinetically floats 4 feet above the ground, his body is surrounded by a psychic body field (50MD per level of experience in MD environments) and is now the center of a telekinetic maelstrom. All small objects (weighing less than 2 lbs) are lifted and circle the Psychic any one (other than the psychic) caught in the Maelstrom will suffer 2d4x10 damage from flying debris for every melee he is inside the psychic storm. the Psychic temporarily has instinctive access to all combat related psionics at their normal cost (even if the Psionic normally does not have them) and can shoot electrokinetic bolts (2d6) at will.
Like with any berserker rage the Psychic will strike out at those who have invoked his rage and any who stand in his way.
once the duration is over the Psychic is exhausted and all actions, combat bonuses, and speed are reduced by 1/2. Worse his ISP recovery rate is reduced by half for the next 24 hours.


Nice

_________________
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus


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Unread postPosted: Tue Jan 04, 2011 8:15 pm
  

User avatar
Knight

Joined: Sun May 12, 2002 1:01 am
Posts: 4625
Location: chillicothe, ohio; usa
Comment: Evil GM
Master of Magics
Defender of the Faith
JuliusCreed wrote:
Damian Magecraft wrote:
Just a little something I whipped up a long while back...
It needs some tweaking but at least you can get a general Idea of where I was heading with it.

PSYCHIC FURY
Category: Super
ISP: 50
Duration: 1 minute per level
Range: self
The Psychic takes his mind into the darkest recesses of his psyche.
This is the equivalent of a Psychic Berserker Rage.
the character telekinetically floats 4 feet above the ground, his body is surrounded by a psychic body field (50MD per level of experience in MD environments) and is now the center of a telekinetic maelstrom. All small objects (weighing less than 2 lbs) are lifted and circle the Psychic any one (other than the psychic) caught in the Maelstrom will suffer 2d4x10 damage from flying debris for every melee he is inside the psychic storm. the Psychic temporarily has instinctive access to all combat related psionics at their normal cost (even if the Psionic normally does not have them) and can shoot electrokinetic bolts (2d6) at will.
Like with any berserker rage the Psychic will strike out at those who have invoked his rage and any who stand in his way.
once the duration is over the Psychic is exhausted and all actions, combat bonuses, and speed are reduced by 1/2. Worse his ISP recovery rate is reduced by half for the next 24 hours.


Nice

I liked it at the time...
It needs fleshed out more (but Psychics is not really my field of expertise... As can be seen by my choice in name :lol: ) so if any one better versed in the mental arts wants to tinker with it feel free.

_________________
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"


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Unread postPosted: Thu Jan 06, 2011 9:59 am
  

User avatar
Dungeon Crawler

Joined: Wed Dec 01, 2004 5:02 am
Posts: 342
Location: Lebanon MO
JuliusCreed wrote:
Eryk Stormbright wrote:
Shining Light. (Physical)
Range: 200 feet.
Duration: 1 round per level of experience.
I.S.P.: 4
Saving Throw: None
The character can focus his mind on even the tiniest of light sources, causing them to flare into blinding brilliance. This light is not true sunlight so vampires are not affected.


Question... it says the character focuses on even the tiniest source of light. What if that light source is true daylight? Say like, seen through the gaps in rubble from a cave in?


Well.. if the character were to use it in say a cave in where only a ~sliver~ of true sunlight could be seen, then the vamp who thought he's have a nice easy lunch would get something Very unexpected ;) so in answer to your question, if Shining Light was used on True Sunlight, then yes it would give off True Sunlight.

_________________
I am master of all I see.... and I see Everything.


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Unread postPosted: Fri Jan 07, 2011 10:22 pm
  

User avatar
Explorer

Joined: Wed Sep 29, 2010 7:45 pm
Posts: 127
Comment: "are you familiar with the chain of command? its the one I go and beat you with until you listen to me"
- Jayne
Syndicate wrote:
Eliminate
(super)
**special--psychic cannot be of Principled or scrupulous alignment**
I.S.P. 45
Duration: Instant
Range: touch
Saving Throw: -4 (special--other psychics still have to save as a non-psychic!)
Needs: psychic surgery, and bio-manipulation

Similar to the palladium power of "catatonic strike" this power enable the psychic to kill with a touch (only works on living creatures). The psychic willingly attempts to turn the victim's body against itself (rupturing internal organs, stopping vital functions, and destroying bones). He/she feels every dying moment while the victim helplessly struggles, bleeds, chokes, vomits, convulses, and finally dies. It takes 15 seconds for the victim to die, but the psychic must hold and concentrate the entire time. Bare skin must be exposed/touched, and if the psychic is interrupted during the attack the victim still suffers 1D6x10 S.D.C. and hit point damage (or 3D4x10 +5 if M.D.C.). Works against the supernatural was well, but they are not incapacitated (-2 on all combat bonuses, 1/2 strength drained, and -2 attacks per melee), and can break free.


this seems to be a little too powerful, maybe up the I.S.P. and take off the special part of the save penalty (seeing as that means that anyone can save only on a 20), other than that it seems wonderful.


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Unread postPosted: Tue Feb 22, 2011 2:58 pm
  

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Adventurer

Joined: Wed Jul 25, 2007 4:22 pm
Posts: 420
Location: Oklahoma
BIBBI wrote:
Syndicate wrote:
Eliminate
(super)
**special--psychic cannot be of Principled or scrupulous alignment**
I.S.P. 45
Duration: Instant
Range: touch
Saving Throw: -4 (special--other psychics still have to save as a non-psychic!)
Needs: psychic surgery, and bio-manipulation

Similar to the palladium power of "catatonic strike" this power enable the psychic to kill with a touch (only works on living creatures). The psychic willingly attempts to turn the victim's body against itself (rupturing internal organs, stopping vital functions, and destroying bones). He/she feels every dying moment while the victim helplessly struggles, bleeds, chokes, vomits, convulses, and finally dies. It takes 15 seconds for the victim to die, but the psychic must hold and concentrate the entire time. Bare skin must be exposed/touched, and if the psychic is interrupted during the attack the victim still suffers 1D6x10 S.D.C. and hit point damage (or 3D4x10 +5 if M.D.C.). Works against the supernatural was well, but they are not incapacitated (-2 on all combat bonuses, 1/2 strength drained, and -2 attacks per melee), and can break free.


this seems to be a little too powerful, maybe up the I.S.P. and take off the special part of the save penalty (seeing as that means that anyone can save only on a 20), other than that it seems wonderful.


I think what he meant is that instead of having to roll a 15 or better to save, you have to roll an 11 or better to save.

_________________
Image


If I quote you, you will get spell-checked.


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Unread postPosted: Mon Feb 28, 2011 5:11 am
  

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Hero

Joined: Wed May 14, 2008 10:05 pm
Posts: 1587
Comment: "The world is too amazing to ignore out of fear"
Stone Gargoyle wrote:
Psychic Mirage (Super Psionic Power)
Range: 120 feet; size of illusion is 3 square feet per level
Duration: One minute per level
I.S.P. cost: 40
Saving Throw: Standard
Effect: Powerful illusion that affects all the senses. The illusion will move and act out any mental command given it by its creator, and will fool the ears, sense of smell, sense of touch and the pain centers of those who face it. Illusionary damage will not be permanent,though people who think they have been killed will fall into unconsciousness.


Sounds like an adaptation of the spell Apparition?

Stone Gargoyle wrote:
Yeah, I have a tendency to rewrite stuff. Thanks.


Me too. :-D


Damian Magecraft wrote:
JuliusCreed wrote:
PSYCHIC FURY

I liked it at the time...
It needs fleshed out more (but Psychics is not really my field of expertise... As can be seen by my choice in name :lol: ) so if any one better versed in the mental arts wants to tinker with it feel free.


Psychic Fury sounds like an adaptation of Sorcerous Fury. Just go with that. If anything, I would slightly adapt the write-up to tailor the "lightning bolt" ability to match the psychic's powers. IE, a psychic with Pyrokinesis would throw plasma bolts. A psychic with the Mind Bolt power would throw Mind Bolts.

gmapprentice wrote:
ISP Armor (Super Psionics)


I made a psychic armor as well. The book version sucks huge $*@k.

Mine:
Quote:
Psychic Armor
Replaced TK Body Field. Adapted from R:UE, pg. 183.
Power Level: Master
Range: Self
Duration: 5 minutes per level of experience.
I.S.P. Cost: 12
Mega-Damage Capacity: ME x2, plus 3d6 per level of experience.

The psychic equivalent to magic spells like Armor of Ithan and Invincible Armor, this ability surrounds the psychic with a protective field of energy that absorbs damage.


I was shooting for a middle ground. It's stronger than Armor of Ithan, about as strong physically as Armor Bizarre, and generally inferior to Invincible Armor. I brought the ISP cost down because TK Body Field was simply unreasonable.

There's also Ectoplasmic armor, part of a different power set.

_________________
~RS


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Unread postPosted: Fri Mar 04, 2011 4:05 am
  

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Dungeon Crawler

Joined: Thu Dec 11, 2008 2:24 am
Posts: 301
once more i am in need of assistance from the community with creating a power, (i always over do powers) i call it battle mind, (which is a long story in why my character is working on creating it). the basic premise of the power is apm is raised by a number initiative is added and a minor damage bonus, and the bad part of the ability is that after the 1 round per level of experience is over the psychic is physically and mentally drained, -50 to all skills, -3 to APM -5 to initiative for 1d6 hours afterwards.

thanks for your help

_________________
Heard during a Rp session: "Im going to assault Chi-town"


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Unread postPosted: Mon Mar 07, 2011 4:20 am
  

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Dungeon Crawler

Joined: Thu Dec 11, 2008 2:24 am
Posts: 301
so i have been thinking and got something

Battlemind
"Focus of the battle brings ones mind to a razor sharp edge"
power level: master
Power catagory: super
ISP: 25 per round of use
+level of experience to strike/parry
+4 damage +1 every 3 levels of experience

its a partial power right now till i can figure it out more

_________________
Heard during a Rp session: "Im going to assault Chi-town"


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