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 Post subject: Newly Invented Psionics:
Unread postPosted: Tue Jul 28, 2009 11:47 am
  

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I saw the thread on invented spells and wondered why there wasn't one for new Psionics, so I started one.
lets here some of your ideas for new psionic powers, new categories for those powers or even new PCCs!

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Last edited by Jefffar on Sat Jul 21, 2012 9:13 pm, edited 2 times in total.
Making it Sticky


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 Post subject: Re: Invented Psionics:
Unread postPosted: Wed Jul 29, 2009 7:31 am
  

Knight

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I like to see New ones.

I got one summon inner speed.


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 Post subject: Re: Invented Psionics:
Unread postPosted: Wed Jul 29, 2009 9:28 am
  

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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?

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 Post subject: Re: Invented Psionics:
Unread postPosted: Wed Jul 29, 2009 1:10 pm
  

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TrumbachD wrote:
I saw the thread on invented spells and got curious why there wasn't one for new Psionic powers (Or even new categories of Psionics), so I started one.
lets here some of your ideas for new psionic powers!

Is there a telekinetic variant of the Burster PCC, One with advanced Psi Powers in the area of telekinesis?
If not, how would one go about building one?
The Mind melter gets 12 powers to start, but they're split into categories, so how about 9 Physical and 3 super Psionics of a physical nature?
Or, how about a lesser number of Powers and a couple unique special abilities?
Ant thoughts on this one

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Unread postPosted: Tue Aug 04, 2009 12:21 pm
  

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There are few new RCCs in the Rifters. In Rifter 25 check out Enthralled. This article has the Initiative Warrior (Psi-knight sort of), Enthraller (Mind control), Kinetic Master (TK master), and a super sensitive.

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Unread postPosted: Mon Aug 31, 2009 11:38 pm
  

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Energy Leech (Super Psionic)

Needs: Electrokinesis, telemechanics, restore p.p.e.

Cost: 25 I.S.P. (but may well be worth it)

This power enables the Psychic to physically drain electrical energy and convert it into I.S.P. Essentially, the I.S.P. can be regenerated VERY quickly. The down side it that this power damages the character draining H.P./M.D.C during the conversion process and may also reduce saves against psionic attacks.

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Unread postPosted: Mon Aug 31, 2009 11:45 pm
  

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Mind of the machice (super psionics)

Cost: 30 I.S.P.
Duration: 5 mins per level

Needs: telemechanics, mind bond, total recall

To use this ability, the character must touch and hold onto a computer. He gains the calculating processes of a computer for the duration of this power. +4 initiative, 95% Math adv:, multi-tasking, (other things you guys would like to add).

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Unread postPosted: Mon Aug 31, 2009 11:54 pm
  

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Last edited by Stone Gargoyle on Fri Feb 15, 2013 6:09 pm, edited 1 time in total.

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Unread postPosted: Tue Sep 01, 2009 12:06 am
  

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Ectoplasmic Entanglement (physical...the super version works on robotic + strength)

Cost: 15 I.S.P. + 2 per point of P.S. beyond 17
Duration: 1 min. per level
range: 10 ft per level

Basically, ectoplasm shoots towards the victim and ensnares them. The opponent can attempt to dodge the initial attack (tendrils are +4 to strike), and they can attempt to escape each action (tendrils are +6 to entangle, escape artist skill can be used but at -20%). If the character normal or enhanced P.S. exceeds 17 extra I.S.P. must be expended.

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Unread postPosted: Tue Sep 01, 2009 12:09 am
  

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Stone Gargoyle wrote:
Not sure where I got this, if I wrote it or what, but it's in my book.

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.



Mental Illusion, PFRPG, page 176.

....but I like your version better... :D

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Unread postPosted: Tue Sep 01, 2009 1:51 am
  

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Last edited by Stone Gargoyle on Fri Feb 15, 2013 6:10 pm, edited 1 time in total.

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Unread postPosted: Tue Sep 01, 2009 10:53 am
  

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Stone Gargoyle wrote:
Syndicate wrote:
Stone Gargoyle wrote:
Not sure where I got this, if I wrote it or what, but it's in my book.

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.



Mental Illusion, PFRPG, page 176.

....but I like your version better... :D


Yeah, I have a tendency to rewrite stuff. Thanks.

Syndicates right, This version is a significant improvement on the original.
Thanks SG1!

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Unread postPosted: Tue Sep 01, 2009 1:34 pm
  

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I should have more psionics to post, so I will look when I get home.

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Unread postPosted: Tue Sep 01, 2009 2:00 pm
  

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Stone Gargoyle wrote:
I should have more psionics to post, so I will look when I get home.

Thanks Man.
For a while I thought this would wind up as another of my "threads to nowhere", glad to see so much recent interest :-o

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Unread postPosted: Tue Sep 01, 2009 7:59 pm
  

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TrumbachD wrote:
Stone Gargoyle wrote:
I should have more psionics to post, so I will look when I get home.

Thanks Man.
For a while I thought this would wind up as another of my "threads to nowhere", glad to see so much recent interest :-o


If I know Stone Gargoyle, which I do, if you crank out enough of these he will get Nimmy to sticky it for you. Just get it rolling so you get a regular group of posters.

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Unread postPosted: Tue Sep 01, 2009 9:17 pm
  

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Last edited by Stone Gargoyle on Wed Sep 02, 2009 1:55 am, edited 1 time in total.

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Unread postPosted: Tue Sep 01, 2009 9:39 pm
  

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I alow all kinds of mods and tweeks if my players want to work with me on something new.I also reserve the right to the final say on anything new.


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Unread postPosted: Wed Sep 02, 2009 1:45 am
  

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Stone Gargoyle wrote:
Here is another one I hope I created, cause I would have to be taking credit for someone else's work or reprinting something I shouldn't. Hopefully I didn't kipe it from Nightbane, but if I did, let me know so I can take it down.

Astral Transference (Super Psionic Power)
Prerequisite: Astral Projection
Range: Self
Duration: One hour per level
Saving Throw: None
I.S.P.: 15
This ability transforms the character's body into an astral construct, similar to an astral being or entity, and able to travel in the astral plane. Unlike normal astral projection, the entire body of the character is transformed into energy, so the body is not left behind and the duration for astral travel is much greater.


Ummm....is this a test?!?

Nightbane: Between the Shadows, page 113.

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Unread postPosted: Wed Sep 02, 2009 1:53 am
  

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Read Structural Integrity (RSI) (the super version works on living creatures)
-Sensitive Power-
Cost: 10 I.S.P.
Duration: 3 mins per level
Range: Line of sight

Activating the power enables the psychic to view weak points in an objects structure. Be it mechanical or otherwise, any inanimate object can be "scanned" for weaknesses (assuming it has any). The more complex the object, the longer the psychic has to stare to learn of its weaknesses. Effectively, the character can now make "critical" hits against the object with melee and ranged weapons (19 or higher on a modified roll) as well as knowing which type of attack is best to use.

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Unread postPosted: Wed Sep 02, 2009 1:57 am
  

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Last edited by Stone Gargoyle on Fri Feb 15, 2013 6:12 pm, edited 1 time in total.

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Unread postPosted: Wed Sep 02, 2009 2:03 am
  

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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!

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Last edited by Syndicate on Wed Sep 02, 2009 2:13 am, edited 1 time in total.

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Unread postPosted: Wed Sep 02, 2009 2:04 am
  

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Stone Gargoyle wrote:
Syndicate wrote:
Stone Gargoyle wrote:
Here is another one I hope I created, cause I would have to be taking credit for someone else's work or reprinting something I shouldn't. Hopefully I didn't kipe it from Nightbane, but if I did, let me know so I can take it down.

Astral Transference (Super Psionic Power)
Prerequisite: Astral Projection
Range: Self
Duration: One hour per level
Saving Throw: None
I.S.P.: 15
This ability transforms the character's body into an astral construct, similar to an astral being or entity, and able to travel in the astral plane. Unlike normal astral projection, the entire body of the character is transformed into energy, so the body is not left behind and the duration for astral travel is much greater.


Ummm....is this a test?!?

Nightbane: Between the Shadows, page 113.


No, just me being confused. Thanks for looking that up.


You're welcome...I've got a whole lot of nothing to do...so... :D

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Unread postPosted: Wed Sep 02, 2009 2:10 am
  

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I am going to have to verify my sources before posting more to avoid doing that. I really had no intention to, and should have realized that it looked like one of the Nightbane ones. Since I did custom stuff based on the Nightbane stuff, I had thought it was one of those.

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Unread postPosted: Wed Sep 02, 2009 2:20 am
  

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Stone Gargoyle wrote:
I am going to have to verify my sources before posting more to avoid doing that. I really had no intention to, and should have realized that it looked like one of the Nightbane ones. Since I did custom stuff based on the Nightbane stuff, I had thought it was one of those.



I'm glad to see that you're posting here at all. I love psychics, and it's refreshing to see others who are interested as well. Finding a power that hasn't been created previously is quite challenging. For me, it's easy to just take something that already exists and "tweek" it...as others have put it. Your first post was exactly that...so you're only at strike one... :lol:

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Last edited by Syndicate on Wed Sep 02, 2009 2:46 am, edited 1 time in total.

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 Post subject: Re: Invented Psionics:
Unread postPosted: Wed Sep 02, 2009 2:42 am
  

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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).

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 Post subject: Re: Invented Psionics:
Unread postPosted: Wed Sep 02, 2009 10:47 am
  

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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)

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Unread postPosted: Wed Sep 02, 2009 11:54 am
  

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Comment: "Your inferiority complex might be justified."
Okay, this one SHOULD be original.

Telelocation (sensitive)

Range: 120 foot diameter
Duration: Two minutes per level
Saving Throw: Unwilling targets can try to resist detection by making a saving throw vs.psionics with a -4 penalty
I.S.P. cost: 10
The character can locate individuals by their psychic signature. The person must be familiar to the character to work best. This will allow the character to "see" people in total darkness or adjoining rooms. This is different from presence sense as it will only work on one person at a time, but it gives knowledge of distance and intervening obstacles.

Success Table:
A well known person or family member 99%
A person met only a few times 88%
A person only seen once 50%, +1% per level
A person never met but using a photo or other personal item 38%
A person totally unknown No chance

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Last edited by Stone Gargoyle on Thu Sep 03, 2009 2:23 am, edited 3 times in total.

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Unread postPosted: Thu Sep 03, 2009 1:39 am
  

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Stone Gargoyle wrote:
Okay, this one SHOULD be original.

Telelocation (sensitive)

Range: 120 foot diameter
Duration: Two minutes per level
Saving Throw: None
I.S.P. cost: 4
The character can locate individuals by their psychic signature. The person must be familiar to the character to work best. This will allow the character to "see" people in total darkness or adjoining rooms. This is different from presence sense as it will only woork on one person at a time, but it gives knowledge of distance and intervening obstacles.

Success Table:
A well known person or family member 99%
A person met only a few times 88%
A person only seen once 50%, +1% per level
A person never met but using a photo or other personal item 38%
A person totally unknown No chance


Thumbs up...but...

We might need to crank the cost up just a bit (maybe 8-10), and allow at least a partial saving throw (maybe minus -4) for all those player cry-babies... :)

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Unread postPosted: Thu Sep 03, 2009 1:48 am
  

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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.

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Unread postPosted: Thu Sep 03, 2009 2:21 am
  

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Comment: "Your inferiority complex might be justified."
Syndicate wrote:
Stone Gargoyle wrote:
Okay, this one SHOULD be original.

Telelocation (sensitive)

Range: 120 foot diameter
Duration: Two minutes per level
Saving Throw: None
I.S.P. cost: 4
The character can locate individuals by their psychic signature. The person must be familiar to the character to work best. This will allow the character to "see" people in total darkness or adjoining rooms. This is different from presence sense as it will only woork on one person at a time, but it gives knowledge of distance and intervening obstacles.

Success Table:
A well known person or family member 99%
A person met only a few times 88%
A person only seen once 50%, +1% per level
A person never met but using a photo or other personal item 38%
A person totally unknown No chance


Thumbs up...but...

We might need to crank the cost up just a bit (maybe 8-10), and allow at least a partial saving throw (maybe minus -4) for all those player cry-babies... :)


Okay, I adjusted it.

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Unread postPosted: Fri Sep 04, 2009 2:39 am
  

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(Expanded Bio-Manipulation)
Range: Self
Requires: Bio-Manipulation
Duration: (varies)
Cost: (varies)

-Float: makes the character more bouyant and capable of swimming easier (+20% or 50% if not known)

-Toughen: Take 1 hit point and converts it into 25 S.D.C. (doesn't work if you're M.D.C.)

-Regenerate: Basically "healing touch" but for the psychic (faster healing over time)

-Slow breathing: can hold breath for 8 minutes per level

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Unread postPosted: Fri Sep 04, 2009 9:20 pm
  

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I originally posted this to one of the Steampunk threads.

Mentally Possess Robot
Super Psionic Power
Range: Touch
Duration: 5 minutes per level
I.S.P. cost: 30
The master psionics can completely take over and control a robot. While in the robot, he cannot access any of its data, retaining his own mind only, nor alter any of its programming.

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Unread postPosted: Sat Sep 05, 2009 1:52 am
  

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Gryphon Chick wrote:
I originally posted this to one of the Steampunk threads.

Mentally Possess Robot
Super Psionic Power
Range: Touch
Duration: 5 minutes per level
I.S.P. cost: 30
The master psionics can completely take over and control a robot. While in the robot, he cannot access any of its data, retaining his own mind only, nor alter any of its programming.


???

Does this work similar to Telemechanic Possession (pg. 105 GM guide)?
Yours costs less and lasts longer...but...the book version has range...

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Unread postPosted: Sat Sep 05, 2009 2:06 am
  

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Push Field
(physical power)
Cost: 8 I.S.P.
duration: 1 melee round per level
Needs: telekinesis (regular)

The power constantly generates a telekinetic "push" field that forces the character away from physical attacks (only HTH, but a psychic with Super telekinesis can use it against ranged attacks as well). You are granted a +8 to all "roll" attempts and you automatically try to roll with every punch/fall/impact. *note* the field is strong enough to repel light objects as well (7-10 pounds or 15-25 pounds super). Any attempts to grab for a light object forces that object away from you (better have that pistol already drawn or strapped tightly to your body!)

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Unread postPosted: Sat Sep 05, 2009 2:14 am
  

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Transmit vitality
(healing)
Cost: 20 I.S.P. each use
duration: Instant
Range: touch

Using the power allows the player to pull 1 person's (per level of experience) hit points (or M.D.C. if the receiving is an M.D.C. creature....but doesn't work either way for a creature of magic or the supernatural) and give it to another injured person. The "givers" place their hands on the psychic and each person can "donate" up to 4 points per level of the psychic (must have at least 40% of the health left).

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Unread postPosted: Sun Sep 13, 2009 7:00 pm
  

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Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1005
Location: auburn
raise bread
isp needed-35
basically does what it says it does

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howdey folks!!!!!!!!


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Unread postPosted: Mon Sep 14, 2009 5:53 pm
  

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D-Bee

Joined: Tue Dec 09, 2008 4:31 pm
Posts: 46
abe wrote:
raise bread
isp needed-35
basically does what it says it does


Haha. The ISP cost and effect... this is almost canon! :lol:


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Unread postPosted: Mon Sep 14, 2009 6:23 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
abe wrote:
raise bread
isp needed-35
basically does what it says it does


How much dough would this affect at a time?

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Unread postPosted: Mon Sep 14, 2009 6:26 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Syndicate wrote:
Gryphon Chick wrote:
I originally posted this to one of the Steampunk threads.

Mentally Possess Robot
Super Psionic Power
Range: Touch
Duration: 5 minutes per level
I.S.P. cost: 30
The master psionics can completely take over and control a robot. While in the robot, he cannot access any of its data, retaining his own mind only, nor alter any of its programming.


???

Does this work similar to Telemechanic Possession (pg. 105 GM guide)?
Yours costs less and lasts longer...but...the book version has range...


It looks to me like the touch range is to transfer consciousness, so touch would work. I think the range is the trade-off for the reduced cost.

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Unread postPosted: Mon Sep 14, 2009 6:52 pm
  

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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.

Good idea.How about adding other powers as well, like Bio-Manipulation or Telemechanic Paralysis? Heck,why not both? You take out the power armor and the pilot with one hit...non-lethally.

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Unread postPosted: Thu Sep 17, 2009 9:22 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4241
Location: Québec
Channeled different Psi-powers through the Psi-sword will make a good ability

How type pf psi-abilities do you think can wokr with this?


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Unread postPosted: Fri Sep 18, 2009 10:37 pm
  

Hero

Joined: Thu Jul 16, 2009 4:04 pm
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Location: Heh... Secret.
Comment: I've got ideas about almost everything. Got a question? Ask.
I think it would have to be either Physical or Super-psionics... that's all i've got for now, but i hope it helps a bit.


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Unread postPosted: Sat Sep 19, 2009 12:46 am
  

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Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1005
Location: auburn
Stone Gargoyle wrote:
abe wrote:
raise bread
isp needed-35
basically does what it says it does


How much dough would this affect at a time?
basically 12 pounds per level.

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howdey folks!!!!!!!!


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Unread postPosted: Sat Sep 19, 2009 3:10 am
  

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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.
Mental Venom (Super in HU2, Physical in BTS2)

This power makes it very dangerous for anyone attempting a psionic probe or attack against the character. Unlike a Mind Block, this doesn't stop anyone from mentally invading the character or provide a psionic saving throw bonus, but it actually causes physical pain and debilitating damage to the invading force!

Range: Self only
Duration: Two minutes per level of experience
Saving Throw: Special
I.S.P.: Eight

The character initiating the mental probe needs to make a save vs. pain at -2 to avoid the penalties. On a successful save there is no additional discomfort, but the character is wracked with damage that does 1D4 to S.D.C. On a failed save, the character suffers -4 on Initiative, -2 on all combat rolls and saving throws for 1D6 minutes and is -20% on skill abilities, as well as suffering 2D4 S.D.C. to hit points. The saving throw must be made for each mental intrusion attempt, as each one automatically fails.

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meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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Unread postPosted: Tue Oct 13, 2009 5:01 am
  

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D-Bee

Joined: Tue Sep 01, 2009 10:55 pm
Posts: 19
Comment: Thank you For reading AND understanding my Post
how about a pcc called pupett master or phsy pupette player?

limeted to evil chars only...

a master psymage who "toys" with peobles minds, let them do things against there wills deletes all the memories and so on. And the evil part he can control peoble equal to his/her lvl...


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Unread postPosted: Tue Oct 13, 2009 9:19 am
  

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Adventurer

Joined: Mon Jul 20, 2009 7:44 am
Posts: 587
Comment: Don't blink!
Dont Even Blink, Blink and you're Dead!
Dakkon wrote:
how about a pcc called pupett master or phsy pupette player?

limeted to evil chars only...

a master psymage who "toys" with peobles minds, let them do things against there wills deletes all the memories and so on. And the evil part he can control peoble equal to his/her lvl...


I Love this idea. 8)

* For the "Deletes the victims memory" Part, the Super Psionic Power of Mind Wipe without the 4 ME point cost for a permanent wipe might work. And for a specialized PCC like a Psi Puppet Master you would probably want to cut the ISP Cost in half so he could use it more.

* Heroes Unlimited: Revised edition included a Psionic power called "Control Others"wich was dropped in HU2 but it would certainly fit this PCC, That power might be useful if you have a copy of that book.
Of course these are just suggestions.
I hope you get the chance to develop this PCC further. I look forwards to seeing it,

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I am very, very sorry.
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Unread postPosted: Sun Oct 18, 2009 12:27 pm
  

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Adventurer

Joined: Thu Aug 06, 2009 7:21 am
Posts: 714
Location: United Kingdom/Scotland
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)
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: Sun Oct 18, 2009 12:38 pm
  

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Location: United Kingdom/Scotland
Psionic Hive Mind

Category: Sensative

The Psionic is able to build up a "hive mind" among his friends and allies, which all of them be aware of what the induviduals see, hear, feel and experience. However there is a small chance that if someone goes down from massive trauma and/or chock, that the rest of the "hive" will be shocked. Also, this hive mind only works on willing subjects and will transcend any language barriers, making all the people within the hivemind to be able to understand eachother, regardless how good they are with languages.

Bonus: All within the hive mind gets +2 Perception, + 5% Detect Ambush/Concealment and +2 Initative
Notes: If someone goes down while in the hivemind, all must roll save vs Coma/Death +50% +3%/Lvl to avoid going into chock and faint. If the invoker of this power goes down, the roll is at -30%, but the mind will last out the duration.

ISP: 35
Duration: 1 minute per level
Limitations: Self and two others, and an additional +1 person per level


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Unread postPosted: Sun Oct 18, 2009 12:54 pm
  

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Champion

Joined: Sun Nov 09, 2008 4:05 pm
Posts: 1885
Location: SF Bay Area
Comment: I'm not giving you this BFG to dominate the would, I'm giving it to you so you have a fighting chance in HELL.
Dunia wrote:
Psionic Hive Mind

Category: Sensative

The Psionic is able to build up a "hive mind" among his friends and allies, which all of them be aware of what the induviduals see, hear, feel and experience. However there is a small chance that if someone goes down from massive trauma and/or chock, that the rest of the "hive" will be shocked. Also, this hive mind only works on willing subjects and will transcend any language barriers, making all the people within the hivemind to be able to understand eachother, regardless how good they are with languages.

Bonus: All within the hive mind gets +2 Perception, + 5% Detect Ambush/Concealment and +2 Initative
Notes: If someone goes down while in the hivemind, all must roll save vs Coma/Death +50% +3%/Lvl to avoid going into chock and faint. If the invoker of this power goes down, the roll is at -30%, but the mind will last out the duration.

ISP: 35
Duration: 1 minute per level
Limitations: Self and two others, and an additional +1 person per level

It's a little pricey in the ISP department of a sensetive psionic, you might what to make it a Super power, other than that it's pretty cool.


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Unread postPosted: Thu Oct 22, 2009 11:57 am
  

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Posts: 323
Location: Lost in a dream world with the occasional nightmare of what might be reality.
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.

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