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Unread postPosted: Tue Mar 08, 2011 5:03 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
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Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Eryk Stormbright wrote:
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%


I quite like the idea, but I'd make it broader. So I propose the following:

Hardened Form (Super/Physical in BTS2)
Range: self
Duration: instant; lasts for 15 minutes per level of experience
I.S.P.: 30
Saving Throw: None

This power turns the characters skin hard, making him or her more difficult to harm in hand to hand combat. It provides a natural armor rating of 13, with a total of S.D.C. of 50. The S.D.C. of the hardened form needs to be reduced to zero before the characters own S.D.C. can be affected. The hardened form adds substantial weight to the character, 50 pounds, which reduces running speed 20% and swimming skill is half. However, along with the added S.D.C. the character does an additional 2D6 damage with hand to hand strikes.

Equally significant is that the characters mind is immune to possession, mind control, hypnosis, and similar mind affecting attacks, as well as mental psychic attacks like empathic transfer and bio-manipulation. However, in the Hardened Form the psychic can not use any other psychic powers. It's up to the GM and player to determine if the characters hardened form looks like a light rocky exterior, a translucent glass, a mummified wrapping, etc. The characters Hardened Form will however be quite obvious to anyone watching. Also the character doesn't need to eat, sleep or breathe in the Hardened Form.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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Unread postPosted: Tue Mar 08, 2011 6:50 pm
  

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Posts: 314
Location: Lebanon MO
that's cool, i keep meaning to pick up BTS2.

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Unread postPosted: Fri Jul 29, 2011 12:43 pm
  

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Mephisto wrote:
Eryk Stormbright wrote:
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%


I quite like the idea, but I'd make it broader. So I propose the following:

Hardened Form (Super/Physical in BTS2)
Range: self
Duration: instant; lasts for 15 minutes per level of experience
I.S.P.: 30
Saving Throw: None

This power turns the characters skin hard, making him or her more difficult to harm in hand to hand combat. It provides a natural armor rating of 13, with a total of S.D.C. of 50. The S.D.C. of the hardened form needs to be reduced to zero before the characters own S.D.C. can be affected. The hardened form adds substantial weight to the character, 50 pounds, which reduces running speed 20% and swimming skill is half. However, along with the added S.D.C. the character does an additional 2D6 damage with hand to hand strikes.

Equally significant is that the characters mind is immune to possession, mind control, hypnosis, and similar mind affecting attacks, as well as mental psychic attacks like empathic transfer and bio-manipulation. However, in the Hardened Form the psychic can not use any other psychic powers. It's up to the GM and player to determine if the characters hardened form looks like a light rocky exterior, a translucent glass, a mummified wrapping, etc. The characters Hardened Form will however be quite obvious to anyone watching. Also the character doesn't need to eat, sleep or breathe in the Hardened Form.


Fantastic update to that power btw. I kinda had a problem with the psychic taking on an "iron" form (that seems to be more along the lines of a magical talent...like in Rifter #23's blade mage power).

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Unread postPosted: Fri Jul 29, 2011 12:57 pm
  

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Location: Seattle, WA (kinda)
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 see your point...however, consider how many other ways you can easily kill someone with psionic powers from a distance (TK acceleration attack, mind bolt, pyrokinesis), cheaper in cost, and instanteously. The real advantage of this power is it's ability to incapacitate, and even bio-manipulation does that...from a distance. So the only REAL advantage is the -4 to save and the saving as a non-psychic. This was designed by psychics to kill other powerful psychics (of course other powerful psychics are hard to get close to usually).

I'll add that:

-Master Psychics save at only -2 (but still as non-psychics)
-a mind block can be erected BEFORE hand to allow you to save as a master with no penalties
-intent to use this power will of course activate sixth sense

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Unread postPosted: Sat Jul 30, 2011 4:35 am
  

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Knight

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Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Burning Gaze (Super/Firewalker in HU2/BTS2)

Range: Line of Sight
Duration: One minute per level of experience
I.S.P.: 15 (4 in BTS2)
Saving Throw: Standard

The character possesses the ability to emit a deadly heat wave from his or her eyes. The gaze emits no flame, but a powerful wave of heat that can combust anything flammable in the way. Wood, plastic, and organic matter takes 1D6 damage per melee attack suffered, and in the case of living targets, a save vs pain is required. A failed save means losing one attack and -2 on all combat moves for 1D4 melee rounds. A successful save is no additional effects. Glass and water are not affected by the Burning Gaze, simply because in the case of water, it disperses the heat too well. Metal can also be heated but not to a degree of melting, but can make metal items hot to the touch, and touching them causes 1D4 damage per attempt to grab. Heating metal armor does 1D6 damage per melee to any living tissue covered in the metal armor.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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Unread postPosted: Mon Oct 10, 2011 1:06 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Eryk Stormbright wrote:
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.


As much as I like the idea, 100 I.S.P. to generate and 20 to maintain is too much. It's easier for the psychic to learn either Horsemanship or Pilot Motorcycle. But the idea has merit. So I propose:

Ecto-Transport (Super/Physical in BTS2)

Range: Immediate; within 10 feet (3 m)
Duration: one hour
I.S.P.: 25
Saving Throw: None

Note: Ectoplasm is a required power to gain this ability.

The character is able to construct an ectoplasmic method of transport. It can be either a horse, camel, carriage, bicycle, or anything (even a flying carpet). The transport has a base cost of 25, with the ability to only carry the psychic at a moving speed of 44 and limited coverage. The ecto-transport does not tire, and the concentration required costs the character one attack per melee but nothing else. It requires the psychic to maneouver it around obstacles.

It's possible to upgrade the Ecto-Transport.
Additional speed costs 5 I.S.P. per additional 11 points of Speed Attribute.
Additional manouverability costs 10 I.S.P. and adds +5 to Dodge obstacles that are psychically dodged without the psychic even realizing there was a problem via bio-feedback
Making it bigger is possible to accommodate more passengers; the additional size costs 10 I.S.P. per passenger.

The Ecto-Tranport has no combat skills or abilities and is just a means to efficiently move from one place to another. Likewise it has the basic stats of Ectoplasm only with extra Speed. Knocking out the psychic will dispel the Ecto-Transport.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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Unread postPosted: Mon Oct 10, 2011 3:44 pm
  

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Dungeon Crawler

Joined: Wed Dec 01, 2004 5:02 am
Posts: 314
Location: Lebanon MO
Mephisto wrote:
Eryk Stormbright wrote:
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.


As much as I like the idea, 100 I.S.P. to generate and 20 to maintain is too much. It's easier for the psychic to learn either Horsemanship or Pilot Motorcycle. But the idea has merit. So I propose:

Ecto-Transport (Super/Physical in BTS2)

Range: Immediate; within 10 feet (3 m)
Duration: one hour
I.S.P.: 25
Saving Throw: None

Note: Ectoplasm is a required power to gain this ability.

The character is able to construct an ectoplasmic method of transport. It can be either a horse, camel, carriage, bicycle, or anything (even a flying carpet). The transport has a base cost of 25, with the ability to only carry the psychic at a moving speed of 44 and limited coverage. The ecto-transport does not tire, and the concentration required costs the character one attack per melee but nothing else. It requires the psychic to maneouver it around obstacles.

It's possible to upgrade the Ecto-Transport.
Additional speed costs 5 I.S.P. per additional 11 points of Speed Attribute.
Additional manouverability costs 10 I.S.P. and adds +5 to Dodge obstacles that are psychically dodged without the psychic even realizing there was a problem via bio-feedback
Making it bigger is possible to accommodate more passengers; the additional size costs 10 I.S.P. per passenger.

The Ecto-Tranport has no combat skills or abilities and is just a means to efficiently move from one place to another. Likewise it has the basic stats of Ectoplasm only with extra Speed. Knocking out the psychic will dispel the Ecto-Transport.


*nods* this was done awhile ago lol but yes, I agree with you, 100 ISP was abit too much and have since changed it. I like how you made your able to be "upgraded" very nice :)

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Unread postPosted: Tue Nov 22, 2011 3:24 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4255
Location: Québec
Well I got idea

Telemechanics Cloaking
catagory:super
range:self
duration:six minutes
isp:30


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Unread postPosted: Wed Nov 23, 2011 4:02 am
  

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Knight

Joined: Sun May 12, 2002 1:01 am
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Location: chillicothe, ohio; usa
Comment: Evil GM
Master of Magics
Defender of the Faith
gaby wrote:
Well I got idea

Telemechanics Cloaking
catagory:super
range:self
duration:six minutes
isp:30

ok but what does it do?

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Unread postPosted: Wed Nov 23, 2011 7:57 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4255
Location: Québec
this like the major power of Cloaking from H.U.

Where the character is completely invisible to all forms of mechanical detection,photographic devices and sensors.

if the character give 30 more isp he can extend this arura of protection to include vehicles or power armors he is in,but duration go down to 3 minutes.


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Unread postPosted: Thu Nov 24, 2011 8:32 am
  

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Comment: In sheer daemonic strangeness I am unparalleled
Not a bad idea.

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Unread postPosted: Sun Mar 11, 2012 2:44 am
  

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Joined: Fri Oct 01, 2010 1:56 pm
Posts: 1108
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".
The idea for this just hit me out of the blue. Don't know if anyone else has come up with it or not (and I'm too damn lazy to search through every page of this thread to find out :D ) but here it is anyway...

Super Psionic Power
Enhanced Sixth Sense

Range: 120 feet
Duration: Until the danger passes or happens
I.S.P.: 4 (plus special; see below)
Saving Throw: None

An advanced form of the Sixth Sense power, Enhanced Sixth Sense works much the same way, however, rather than granting the psychic defensive bonuses for the first melee round, it allows the character to possibly gain a pre-emptive strike/action before his opponent can even act!
The power activates automatically, just like the standard Sixth Sense, but after it activates, it allows the psychic to force an initiative roll between himself and his/her would-be attacker with the character enjoying a +4 bonus to Initiative. (in addition to any other bonuses except those provided by the standard Sixth Sense if the psychic possesses this power as well) If the character wins the initiative roll, he may take a single action before his opponent's attack/action. This single action can be running away, speaking to/warning his attacker (the classic "I know what you're thinking... don't try it" ploy used mostly for intimidation purposes), or just attacking outright. If the character chooses to attack, he/she does so with an additional +2 to Strike.
Should the character lose the initiative roll, Enhanced Sixth Sense has essentially ceased to function and the forced initiative round is over. From here the character may rely on the standard Sixth Sense power if it is known by the psychic (enjoying an additonal +1 bonus to the bonuses already provided due to the heads up from the Enhanced Sixth Sense) If not, combat begins normally with standard initiative rolls, but the psychic with Enhanced Sixth Sense enjoys a +2 bonus to Initiative and a +2 to Parry for the first round only (He/she essentially already knows the fight/danger is coming from the Enhanced warning)
As previously stated this power activates automatically just like the standard Sixth Sense power, burning up 4 of the psychic's I.S.P.when activated. The psychic must also permanently expend 14 I.S.P. in order to acquire this power.

There it is, folks, my little contribution to the Psychic community at large. Any questions? :-D

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But I've never seen a wolf jump through hoops in a circus


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Unread postPosted: Sun Apr 29, 2012 9:03 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
CoalitionMerc wrote:
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


Let me refine this a bit for you.

Battle Mind:Super in HU2/Physical in BTS2

This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.

Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 20

When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:

+2 Initiative with +1 at levels 6, 11 and 14.
+1 to Strike, Parry and Dodge at levels 1, 4, 7, 10 and 15.
+3 to Damage, with +1 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


Last edited by Mephisto on Fri Jan 11, 2013 5:10 pm, edited 1 time in total.

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Unread postPosted: Mon Apr 30, 2012 9:49 am
  

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Hero

Joined: Fri Oct 01, 2010 1:56 pm
Posts: 1108
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".
Mephisto wrote:
CoalitionMerc wrote:
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


Let me refine this a bit for you.

Battle Mind:Super in HU2/Physical in BTS2

This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.

Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 22

When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:

+4 Initiative
+1 to Strike, Parry and Dodge per level of the psionic ability.
+3 to Damage, with +2 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.

Wow :eek: So at it's highest level, you're looking at a psychic who, for 45 minutes, is +4 Initiative, +15 to strike Parry and Dodge, +33 to Damage, and immune to KO's, Death Blows and Critical Strikes in addition to all of his/her other combat bonuses and abilities? All for a mere 22 ISP? As much as I hate tagging "munchkin" to anyone or anything, this is looking to have crossed the line waaaaaayyyyyyyy too far...

_________________
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: Wed May 02, 2012 5:38 am
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
JuliusCreed wrote:
Mephisto wrote:
CoalitionMerc wrote:
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


Let me refine this a bit for you.

Battle Mind:Super in HU2/Physical in BTS2

This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.

Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 22

When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:

+4 Initiative
+1 to Strike, Parry and Dodge per level of the psionic ability.
+3 to Damage, with +2 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.

Wow :eek: So at it's highest level, you're looking at a psychic who, for 45 minutes, is +4 Initiative, +15 to strike Parry and Dodge, +33 to Damage, and immune to KO's, Death Blows and Critical Strikes in addition to all of his/her other combat bonuses and abilities? All for a mere 22 ISP? As much as I hate tagging "munchkin" to anyone or anything, this is looking to have crossed the line waaaaaayyyyyyyy too far...


Based on that ascertaining, I do agree with you the bonuses are too high. I'll change the Strike, Parry and Dodge to every two levels and the Damage bonus to +1 per level. It's not like every psychic starts out at 15th level after all.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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 Post subject: Re: Invented Psionics:
Unread postPosted: Wed May 02, 2012 10:11 pm
  

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Rifter® Contributer

Joined: Wed May 06, 2009 10:53 pm
Posts: 744
TrumbachD wrote:
Syndicate wrote:
TrumbachD wrote:
gaby wrote:
I like to see New ones.

I got one summon inner speed.

Great idea! maybe some kind of Bio-Feedback type of adrenaline boost to that specific attribute.
I'm guessing it would be in the 'Physical' Category.
But How many ISP? What would the duration be? Could it be transmitted by touch or strictly for the user?



Hmm...
Summon Inner speed or "Accelerate"
-physical-
Recommended: summon inner strength or resist fatigue
Cost: (varies) 10+
Duration: 2 mins. per level

Following 30 seconds of concentration (instant after 4th level) the character can increase his running speed substantially. (10) to gain 10 points in speed + 1 I.S.P. per 5 points after that. This power fuels the body but does not maintain it thus this power creates tremendous physical stress (it is recommended to use Summon inner strength or resist fatigue before using this power). Otherwise the psychic will suffer 1D4 point of P.E. "drain" for every 10 points of additional speed per minute of running (the faster you go...the more serious the consequence). Friction/gravity becomes a problem should the character reach a speed of 123 + (2 points of S.D.C damage per minute...good to have extra from Summon inner strength...armor doesn't help against the stress).

sweet 8)



Yeah, I like this one better than the one I wrote for Rifter...

:)

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Unread postPosted: Sun May 06, 2012 3:13 pm
  

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Check out the psionics netbook posted here. They're not all perfect(power scale, exceeding the scope of psionics in a Palladium setting, etc), but there are a lot of really good ones that should have been in a Rifter submission, as well as a variety of new psychic classes.


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Unread postPosted: Sat Jul 21, 2012 12:48 am
  

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Never posted any of my Psi Powers before, so here goes:

Physical
Tactile Telekinesis
Range: Self
Duration: One minute per level of experience
ISP: Varies (see below)
Saving Throw: N/A
Prerequisites: Telekinesis or Super Telekinesis
Instead of utilizing their telekinesis outwards, the psychic focuses their telekinetic powers inward to enhance their own physical capabilities. Speed, strength, agility, durability, these can all be enhanced.
Strength: The telekinetic can increase his PS attribute by +2 points for every point of ISP invested, with a maximum PS bonus equal to that of their ME attribute (an ME of 12 means at the most the PS attribute can be boosted by +12, for 6 ISP). For an additional 10 ISP the PS attribute can be raised to the category of Extraordinary/Augmented/Bionic, but the maximum possible PS bonus is halved when this is done.
Speed: The telekinetic can augment their Spd attribute by +3 points for every 1 ISP expended, with a maximum bonus equal to triple their ME attribute (an ME of 12 means at the most the Speed attribute can be boosted by +36, for 12 ISP). For an additional 10 ISP the initiative of the telekinetic can be boosted by +3.
Agility: The telekinetic can improve their PP attribute by +1 point for every 2 points of ISP spent, with a maximum PP bonus equal to half their ME attribute (an ME of 12 means at the most the PP attribute can be boosted by +6, for 12 ISP). For an additional 10 ISP the telekinetic gains an automatic dodge (but has no bonuses, other than the standard PP bonus).
Durability: The telekinetic can temporarily increase their personal SDC by 2 points for every 1 ISP point expended (this ability does not affect MDC in any way). The maximum amount of ISP that can be expended in the manner is equal to the telekinetic’s ME attribute. This power does nothing to protect against HP direct attacks, gases, vacuum, or any other non-physical form of damage, nor does it protect as effectively against energy attacks, taking double damage from all energy attacks (applies to the extra SDC provided through this ability only).

Super Psi
Tactile Telekinesis, Super
Range: Self
Duration: One minute per level of experience
ISP: Varies (see below)
Saving Throw: N/A
Prerequisites: Super Telekinesis
Instead of utilizing their telekinesis outwards, the psychic focuses their telekinetic powers inward to enhance their own physical capabilities. Speed, strength, agility, durability, these can all be enhanced.
Strength: The telekinetic can increase his PS attribute by +2 points for every point of ISP invested, with a maximum PS bonus equal to double their ME attribute (an ME of 12 means at the most the PS attribute can be boosted by +24, for 12 ISP). The PS category can be raised for an additional ISP cost; 10 ISP for Extraordinary/Augmented/Bionic PS, 20 ISP for Superhuman/Robotic PS, and 45 ISP for Supernatural PS.
Speed: The telekinetic can enhance their Speed to superhuman levels. For an initial cost of 20 ISP the telekinetic can run at 100 mph (+5 mph per level of experience), with an additional +10 mph for each ISP point invested beyond the initial 20. The maximum MPH that can be achieved is equal to the MEx15 of the telekinetic. For an additional 10 ISP the initiative of the telekinetic can be boosted by +3.
Agility: The telekinetic can improve their PP attribute by +1 point for every 2 points of ISP spent, with a maximum PP bonus equal to their ME attribute (an ME of 12 means at the most the PP attribute can be boosted by +12, for 24 ISP). For an additional 15 ISP the telekinetic gains a +3 automatic dodge (in addition to the standard PP attribute bonuses).
Durability: The telekinetic can temporarily increase their personal SDC to MDC levels, point for point, for 25 ISP, this applies only to the natural SDC of the telekinetic, and does not include any temporary SDC enhancements, and cannot be used on artificial SDC like armour (this ability does not affect pre-existing MDC in any way). This power does nothing to protect against Hit Point direct attacks, gases, vacuum, or any other non-physical form of damage.

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Unread postPosted: Sun Jul 22, 2012 2:50 pm
  

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Physical
Telekinetic Throw
Range: 100 feet +10 feet per level of experience
Duration: One minute per level of experience
ISP: 5
Prerequisites: Telekinesis or Super Telekinesis
This is a specialized and focused use of a psychic’s telekinetic ability, it allows the psychic to throw any handheld object (baseball, sword, frying pan, shield, etc.) and have it return to them (even if they have moved from the original throwing position). At level one the psychic can only throw the object at a single target, and have the object return right away. At level 4 the psychic can choose to throw the object and have it strike two targets before returning (roll a single strike roll with full throwing bonuses, each target will have a chance to parry or dodge the attack if they are able and choose to, a dodged or parried throw will still continue on its path to the second target, and back to the psychic). An additional target can be added at level 8, and another at level 12. Throwing and striking the first target counts as a single melee action, the return flight takes another action, however the psychic can be doing something else for this action (including covering small distances), as long as they have a hand free to catch the object (which will return to the psychic where they currently are, not where they were, if they moved over the course of the object's flight). Each additional target takes another melee action for the object to travel and strike, however the psychic may perform other actions at this time.
If the psychic has a Psi Sword this power can be used to throw the Psi Sword and have it return to the psychic, dealing its normal damage on a successful strike.
This power cannot be used on projectiles, like arrows or bullets, nor can it be used on large objects, like a TV or a truck, regardless of the psychic’s ability to physically lift and throw such objects.

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Unread postPosted: Sun Jul 22, 2012 2:54 pm
  

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Mind Bleeder Powers
Bleed Time
Range: Four feet per level of experience.
Duration: Instant/Special
ISP: 10
Saving Throw: -2 to save.
As his fellow guards come running up, weapons at the ready, Derek looks up from wondering why his pistol is in his hand, puzzled.
"What are you guys doing here, what’s the emergency?"
"You called for Back-up/"
"I did?"
"You were shooting at someone trying to break in."
"I was?"
"What happened here Derek?"
"I... I don’t know"

Despite its name, this power has no effect on time at all. It is actually a powerful and focused form of mental manipulation. When used on a target their ability to form memories from the events that are happening is interrupted, causing the target to lose whole chunks of time in their memories that remain gaps. These gaps can never be repaired or recovered. Therapy, medication, other psionic powers, nothing can fix this gap, because the memories never formed. Sure the above can be used to recover lost memories, but in this case it was not lost, it was never there.
This will not stop targets from acting or reacting as they normally would, just after the event they will have no memory of what occurred. The memory blank period begins instantly, as soon as the power is used and it 'lasts' for 5 minutes per level of experience. This time can be altered by the character using the power to last any period of time from 1 melee round up to the maximum time available, but this must be done at the time the ability is inflicted on another, and cannot be undone or cancelled.
The only perfect defense against time bleed is a Mind Block, otherwise the intended target rolls to save vs. psionic attack as usual.

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Unread postPosted: Wed Nov 07, 2012 10:47 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4255
Location: Québec
Bio-Manipulation:Pleasure
Range,Duration,isp cost,saving throw is the other bio-manipulation.

I was thinking if you can do Pain,Why Not Pleasure too.


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Unread postPosted: Wed Nov 07, 2012 3:36 pm
  

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gaby wrote:
Bio-Manipulation:Pleasure
Range,Duration,isp cost,saving throw is the other bio-manipulation.

I was thinking if you can do Pain,Why Not Pleasure too.


When suggesting a psi power You need to flesh it out, other wise you just leave the readers wanting after wetting their appetite.

Bio_Manipulation 2
This mirror power to the book Bio-Manipulation power. I has the same costs, ranges, and durations unless otherwise noted. The target's saving throw is done at a -2 because these manipulations are not overtly an attack, unless otherwise noted.

Bio-Manipulation 2: Pleasure
By manipulation the nerves of the body, the psychic can cause the target to experience pleaser from every touch and movement they experience. Those experiencing this are -4 to initiative from being distracted. They have 10% (-ME bonus) cumulative, year to date, to become addicted to the effects of this power.

Bio-M 2: O.....
This aspect of the bio-manipulation power induces o....... reaction in the target for 1d6 melees. During this time the target has no initiative, and can not attack. The target is also -6 to parry and dodge.

Bio-M 2: Tissue manipulation: (same are Bio-M power)

Bio-M 2: Acuteness: This aspect makes the nerves of the target more sensitive to the stimulus they pick up.
In a high stimulus environment this will cause -2 to all combat rolls and -5% to skill rolls. However, this will give a +10% to dexterity dependent skills for the duration. Standard saving throw.

Bio-M2: Hyper Acuteness: This causes the over stimulation of the nerves in the target, causing semi-incapacitation of the target. -6 to combat rolls, -40% skills, -50% speed. Standard saving throw.

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Unread postPosted: Thu Jan 10, 2013 8:28 pm
  

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gmapprentice wrote:
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.
It doesn't seem like this would be very useful. ISP is generally pretty low to begin with.

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Unread postPosted: Thu Jan 10, 2013 8:33 pm
  

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Comment: "Your inferiority complex might be justified."
Mephisto wrote:
JuliusCreed wrote:
Mephisto wrote:
CoalitionMerc wrote:
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


Let me refine this a bit for you.

Battle Mind:Super in HU2/Physical in BTS2

This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.

Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 22

When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:

+4 Initiative
+1 to Strike, Parry and Dodge per level of the psionic ability.
+3 to Damage, with +2 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.

Wow :eek: So at it's highest level, you're looking at a psychic who, for 45 minutes, is +4 Initiative, +15 to strike Parry and Dodge, +33 to Damage, and immune to KO's, Death Blows and Critical Strikes in addition to all of his/her other combat bonuses and abilities? All for a mere 22 ISP? As much as I hate tagging "munchkin" to anyone or anything, this is looking to have crossed the line waaaaaayyyyyyyy too far...


Based on that ascertaining, I do agree with you the bonuses are too high. I'll change the Strike, Parry and Dodge to every two levels and the Damage bonus to +1 per level. It's not like every psychic starts out at 15th level after all.

Every two or every three levels for the strike, parry and dodge bonus.Why on Earth would they get a bonus at every level? The damage bonus should be knocked down to +! per level, yes. I think there should be more of an initiative bonus, maybe an additional +1 at levels 4, 8 and 12?

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Unread postPosted: Fri Jan 11, 2013 5:11 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
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Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
Stone Gargoyle wrote:
Mephisto wrote:
JuliusCreed wrote:
Mephisto wrote:
CoalitionMerc wrote:
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


Let me refine this a bit for you.

Battle Mind:Super in HU2/Physical in BTS2

This power enables the psychic to get enhanced combat abilities, until the end of the psychic charge, then he or she will suffer a "crash" from the use of the ability.

Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
I.S.P.: 22

When this power is engaged, the character gets the following bonuses. They are cumulative with other combat bonuses, but only apply when combat is occurring; it's wasted I.S.P. unless the character is physically attacked. The following bonuses apply in combat:

+4 Initiative
+1 to Strike, Parry and Dodge per level of the psionic ability.
+3 to Damage, with +2 per level of experience.
Immune to stuns, knockouts, death blows, and critical strikes while the psionic ability is in force.
As well, the character will be super aggressive and may attack teammates since self-control won't be possible while this power is in force, and will choose to take down the strongest threat first, then move to secondary threats. This psychic ability can be easily abused as it provides an adrenaline rush to the character and creates a "high" that the character can be attached to, and it can be dangerous. If the character runs low on I.S.P. he or she might feel despondent and depressed and may (55% chance) find it hard to meditate to replace his or her inner reserves.

Wow :eek: So at it's highest level, you're looking at a psychic who, for 45 minutes, is +4 Initiative, +15 to strike Parry and Dodge, +33 to Damage, and immune to KO's, Death Blows and Critical Strikes in addition to all of his/her other combat bonuses and abilities? All for a mere 22 ISP? As much as I hate tagging "munchkin" to anyone or anything, this is looking to have crossed the line waaaaaayyyyyyyy too far...


Based on that ascertaining, I do agree with you the bonuses are too high. I'll change the Strike, Parry and Dodge to every two levels and the Damage bonus to +1 per level. It's not like every psychic starts out at 15th level after all.

Every two or every three levels for the strike, parry and dodge bonus.Why on Earth would they get a bonus at every level? The damage bonus should be knocked down to +! per level, yes. I think there should be more of an initiative bonus, maybe an additional +1 at levels 4, 8 and 12?


I just edited it. I knew I forgot to do something today. I also lowered the I.S.P. cost since it's weak to begin with, but with more experience, a psychic with Battle Mind is a pretty dangerous opponent.

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Unread postPosted: Sat Jan 26, 2013 6:08 pm
  

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Comment: "Your inferiority complex might be justified."
Rogue_Scientist wrote:
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?
Not sure where I got the inspiration for this one from. I write a lot of super powers for Heroes Unlimited, so it is possible I had done a power similar or was inspired by something.

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Unread postPosted: Fri Feb 15, 2013 5:28 pm
  

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Hero

Joined: Wed Feb 22, 2006 10:36 am
Posts: 1066
Stone Gargoyle wrote:
Rogue_Scientist wrote:
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?
Not sure where I got the inspiration for this one from. I write a lot of super powers for Heroes Unlimited, so it is possible I had done a power similar or was inspired by something.


It's the Psychic Mirage: Superior super/master psionic power from the Nightbane: Between the Shadows book.


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Unread postPosted: Fri Feb 15, 2013 6:04 pm
  

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Comment: "Your inferiority complex might be justified."
Ectoplasmic Bidet wrote:
Stone Gargoyle wrote:
Rogue_Scientist wrote:
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?
Not sure where I got the inspiration for this one from. I write a lot of super powers for Heroes Unlimited, so it is possible I had done a power similar or was inspired by something.


It's the Psychic Mirage: Superior super/master psionic power from the Nightbane: Between the Shadows book.
Is it? Unfortunately, when I posted some of these there were some in my book which got transferred over from Nightbane. I was not intentionally trying to copy or claim creatorship of material which was not my own. Apologies if there were some posted here which should not have been.

_________________
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Unread postPosted: Sat Feb 16, 2013 1:34 pm
  

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Hero

Joined: Wed Feb 22, 2006 10:36 am
Posts: 1066
Stone Gargoyle wrote:
Ectoplasmic Bidet wrote:
Stone Gargoyle wrote:
Rogue_Scientist wrote:
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?
Not sure where I got the inspiration for this one from. I write a lot of super powers for Heroes Unlimited, so it is possible I had done a power similar or was inspired by something.


It's the Psychic Mirage: Superior super/master psionic power from the Nightbane: Between the Shadows book.
Is it? Unfortunately, when I posted some of these there were some in my book which got transferred over from Nightbane. I was not intentionally trying to copy or claim creatorship of material which was not my own. Apologies if there were some posted here which should not have been.


No worries. I wasn't implying anything, just providing a source for the power. :)


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Unread postPosted: Wed Mar 06, 2013 12:50 am
  

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Aura Locker (super)
Range: self
Duration: 1 day per level
ISP: 10 perm when acquired, 3 ISP per activation.

This power is used in conjunction with the Alter Aura physical psi power. This power extends the expressed aura created by the alter aura power.


Comments?

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Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

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Unread postPosted: Wed Mar 06, 2013 11:55 am
  

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drewkitty ~..~ wrote:
Aura Locker (super)
Range: self
Duration: 1 day per level
ISP: 10 perm when acquired, 3 ISP per activation.

This power is used in conjunction with the Alter Aura physical psi power. This power extends the expressed aura created by the alter aura power.


Comments?


I like it. Very much

However, seeing as it is both a Super and requiring permanent ISP expenditure I would suggest a baseline duration greater than a day, then add an additional day per level of experience.
My thoughts are 3-5 days, but no more than a week.
Or perhaps a flat two days per level.

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Unread postPosted: Sat Mar 30, 2013 2:27 am
  

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drewkitty ~..~ wrote:
Aura Locker (super)
Range: self
Duration: 1 day per level
ISP: 10 perm when acquired, 3 ISP per activation.

This power is used in conjunction with the Alter Aura physical psi power. This power extends the expressed aura created by the alter aura power.


Comments?


I too think this is a great idea. There are a few canon references that speak of evil beings...being able to hide their auras for extended durations. This would explain how.

(Alteration 1)

"Enhanced Aura" (physical)
*prerequisit: Alter Aura, See Aura
-Cost: (conditional) 10+ (or perm)
-Duration: (varies)
-Saving throw: standard -1
-Range: (touch) perm, or 10' temp

This power allows you to "borrow" the aura of another being (hince the saving throw) or extend the duration of your "created" aura.

For the first option you must physically touch the victim and expend (10) I.S.P. If they fail the saving throw you successfully "copy" their aura exactly (similar to "bleed aura" power of the mind bleeder). Duration is 1 day per level, and can be extended to 1 week per level by expending 20 I.S.P. You can choose to perm-store that aura for later use by perm. expending 4 I.S.P. and then 10 to reactivate it (this does not distort the aura like the mind bleeder power because it is copied...not stolen).

For the second option...the duration mentioned above is added to the duration of alter aura (stacking the I.S.P. cost as well).

*This will need to be reformed later*

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Unread postPosted: Sat Mar 30, 2013 1:58 pm
  

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Syndicate wrote:
I too think this is a great idea. There are a few canon references that speak of evil beings...being able to hide their auras for extended durations. This would explain how.

(Alteration 1)

"Enhanced Aura" (physical)
*prerequisite: Alter Aura, See Aura
-Cost: (conditional) 10+ (or perm)
-Duration: (varies)
-Saving throw: standard -1
-Range: (touch) perm, or 10' temp

This power allows you to "borrow" the aura of another being (hence the saving throw) or extend the duration of your "created" aura.

For the first option you must physically touch the victim and expend (10) I.S.P. If they fail the saving throw you successfully "copy" their aura exactly (similar to "bleed aura" power of the mind bleeder). Duration is 1 day per level, and can be extended to 1 week per level by expending 20 I.S.P. You can choose to perm-store that aura for later use by perm. expending 4 I.S.P. and then 10 to reactivate it (this does not distort the aura like the mind bleeder power because it is copied...not stolen).

For the second option...the duration mentioned above is added to the duration of alter aura (stacking the I.S.P. cost as well).

*This will need to be reformed later*

The above it two powers trying to be one.
There is the "barrow aura" power and a extend power mod.

The "Barrow Aura" in it itself is good enough to stand alone one it's own.

The problem with the power extender part is that the perm cost as written is paid each and every time. not a once upfront when gaining the power.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

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Unread postPosted: Sat Mar 30, 2013 5:59 pm
  

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drewkitty ~..~ wrote:
Syndicate wrote:
I too think this is a great idea. There are a few canon references that speak of evil beings...being able to hide their auras for extended durations. This would explain how.

(Alteration 1)

"Enhanced Aura" (physical)
*prerequisite: Alter Aura, See Aura
-Cost: (conditional) 10+ (or perm)
-Duration: (varies)
-Saving throw: standard -1
-Range: (touch) perm, or 10' temp

This power allows you to "borrow" the aura of another being (hence the saving throw) or extend the duration of your "created" aura.

For the first option you must physically touch the victim and expend (10) I.S.P. If they fail the saving throw you successfully "copy" their aura exactly (similar to "bleed aura" power of the mind bleeder). Duration is 1 day per level, and can be extended to 1 week per level by expending 20 I.S.P. You can choose to perm-store that aura for later use by perm. expending 4 I.S.P. and then 10 to reactivate it (this does not distort the aura like the mind bleeder power because it is copied...not stolen).

For the second option...the duration mentioned above is added to the duration of alter aura (stacking the I.S.P. cost as well).

*This will need to be reformed later*

The above it two powers trying to be one.
There is the "barrow aura" power and a extend power mod.

The "Barrow Aura" in it itself is good enough to stand alone one it's own.

The problem with the power extender part is that the perm cost as written is paid each and every time. not a once upfront when gaining the power.


I..uuuh...see...

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Unread postPosted: Fri Jun 14, 2013 11:06 am
  

D-Bee

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I wrote in a npc I called a psyblues, a psychic bard. They had a high base skill on all musical ablities. Plus bonded to one instrament. A cross between a mind melter and a psyslinger. Worked great for the bar sceen and able to stop the bar fights really well with empathic transmition over a group. My group liked the charater so much that she reappeared in nearly every campain.


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Unread postPosted: Sat Jun 15, 2013 2:15 pm
  

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Draken wrote:
I wrote in a npc I called a psyblues, a psychic bard. They had a high base skill on all musical ablities. Plus bonded to one instrament. A cross between a mind melter and a psyslinger. Worked great for the bar sceen and able to stop the bar fights really well with empathic transmition over a group. My group liked the charater so much that she reappeared in nearly every campain.
Interesting, but outside the topic of this thread. This thread is intended for posting psionic abilities you have written for your game.

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Unread postPosted: Wed Oct 16, 2013 1:25 am
  

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taalismn wrote:
*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



I know I'm way late to the party but I LOVE THIS!!!

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Unread postPosted: Wed Oct 16, 2013 4:37 am
  

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The Oh So Amazing Nate wrote:
taalismn wrote:
*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



I know I'm way late to the party but I LOVE THIS!!!

Given the nature of this power,I'm surprised that it gets no bonuses to strength. By the way,shouldn't this thing have ability scores listed?

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Unread postPosted: Tue Nov 05, 2013 8:05 pm
  

Knight

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(Physical)
Reinforced
range:touch
Cost:15 isp
duration:15 minutes
increased durability of any thing that is touching his hands,add 25% more damage.


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Unread postPosted: Tue Nov 05, 2013 9:46 pm
  

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Captain Shiva wrote:
The Oh So Amazing Nate wrote:
taalismn wrote:
*Inner Beast(Super)



I know I'm way late to the party but I LOVE THIS!!!

Given the nature of this power,I'm surprised that it gets no bonuses to strength. By the way,shouldn't this thing have ability scores listed?



The thing is actually more akin to a 'psychic monster'(like Forbidden Planet's 'creatures of the id') that attacks with energy, rather than muscle, so strength and skill doesn't apply. It's pure instinctive primordial fury unleashed on an enemy.

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"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,
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Unread postPosted: Tue Nov 05, 2013 9:56 pm
  

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gaby wrote:
(Physical)
Reinforced
range:touch
Cost:15 isp
duration:15 minutes
increased durability of any thing that is touching his hands,add 25% more damage.



Way too vague. Does that mean that by touching a battleship, I can increase its armor by 25% for a mere 15 ISP?
I'd set a set value of SDC/MDC per amount of ISP spent, not an open-ended percentage.

_________________
-------------
"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 05, 2013 11:15 pm
  

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taalismn wrote:
gaby wrote:
(Physical)
Reinforced
range:touch
Cost:15 ISP
duration:15 minutes
increased durability of any thing that is touching his hands,add 25% more damage.



Way too vague. Does that mean that by touching a battleship, I can increase its armor by 25% for a mere 15 ISP?
I'd set a set value of SDC/MDC per amount of ISP spent, not an open-ended percentage.

I agree, the text is 'Incomplete' would be a kind way to say it.

Then there is the disjointed meaning between what is said in the 1st part of the text & the name, and the 2nd part of the text.

Then there is the little thing like assigning it to a psi type.: Super, Healing, Sensory, Physical.
But from the looks of it is would fall into the super psi type of powers.

However, i could see this better as a chi power like a quicky chi sword technique where it can be used on any non-living thing to use as a weapon. Where it give a relitivly fragile weapon more sdc while the tech is active. Used in conjunction with the 'Improvised weapon" WPs.

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Unread postPosted: Wed Nov 06, 2013 8:58 am
  

Knight

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Ok 15 s.d.c are add to all hand held items,add 1d4 to the item,s normal damage.


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Unread postPosted: Wed Nov 06, 2013 1:44 pm
  

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gaby wrote:
Ok 15 s.d.c are add to all hand held items,add 1d4 to the item,s normal damage.


I'm still not sure I get it, does this mean an empty plastic bottle of pepsi does 1D4 damage? Pistols are hand held, so are rifles, so are 60mm mortars... so is a TP Air Cannon, or an issue of Maxim, a dumstick of deep-fried turkey...

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Unread postPosted: Wed Nov 06, 2013 11:34 pm
  

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13eowulf wrote:
gaby wrote:
Ok 15 s.d.c are add to all hand held items,add 1d4 to the item,s normal damage.


I'm still not sure I get it, does this mean an empty plastic bottle of pepsi does 1D4 damage? Pistols are hand held, so are rifles, so are 60mm mortars... so is a TP Air Cannon, or an issue of Maxim, a dumstick of deep-fried turkey...


Wet noodles, toilet paper, unsharpened toolbrushes, CHEESE.... :|

_________________
-------------
"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: Wed Nov 06, 2013 11:40 pm
  

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my mind is boggled at this. I just.. I can't formulate a response to this. So boggled that I can't even come up with a smart-aleck thing to troll you with. Well done gaby! You've stymied my inner troll.

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keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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Unread postPosted: Wed Nov 06, 2013 11:44 pm
  

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taalismn wrote:
13eowulf wrote:
gaby wrote:
Ok 15 s.d.c are add to all hand held items,add 1d4 to the item,s normal damage.


I'm still not sure I get it, does this mean an empty plastic bottle of pepsi does 1D4 damage? Pistols are hand held, so are rifles, so are 60mm mortars... so is a TP Air Cannon, or an issue of Maxim, a dumstick of deep-fried turkey...


Wet noodles, toilet paper, unsharpened toolbrushes, CHEESE.... :|


If you use this power once on the TP air cannon, and again on the roll of TP, does that roll of TP now do 2D4 damage when fired?

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Unread postPosted: Wed Nov 06, 2013 11:48 pm
  

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13eowulf wrote:

If you use this power once on the TP air cannon, and again on the roll of TP, does that roll of TP now do 2D4 damage when fired?


Cast it several times on the big sixteen-pack packages from the supermarket and deploy as a cluster-munition. 'Cottonell' now becomes a weapon of mass-destruction.

_________________
-------------
"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 07, 2013 12:09 am
  

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taalismn wrote:
13eowulf wrote:

If you use this power once on the TP air cannon, and again on the roll of TP, does that roll of TP now do 2D4 damage when fired?


Cast it several times on the big sixteen-pack packages from the supermarket and deploy as a cluster-munition. 'Cottonell' now becomes a weapon of mass-destruction.


If you cast it on a roll of TP does it affect every single sheet separately?

That cluster weapons just wiped out a large chunk of city....

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Unread postPosted: Thu Nov 07, 2013 12:10 am
  

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The description says, "range: touch" and "anything that is touching his hands. Leading me to believe that once you turn loose of it, the psi effect is no longer active. Yes it does say "duration: 15 minutes" I believe that is how long it will last, contingent upon you keeping ahold of it.

Example:
I pick up a willow branch, do whatever gaby's thing was called. my branch now does 1d4 damage and has +15 sdc. (yes I think this is how it works)

I pick up a roll of Charmin extra soft and do whatever gaby's thing was called. If I bash you in the head while holding it, 1d4 dmg and plus 15sdc.

If I throw it at you, the effect is gone and i've wasted isp by turning it loose.

At least that's how i read the power.

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keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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