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 Psionic: Electrokinesis

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PostSubject: Psionic: Electrokinesis   Fri Jul 05, 2013 11:35 am


Electrokinesis
With this ability, the Psion is able to absorb, conduct, generate, and manipulate electricity and charged particles (such as electrons or protons). This gives expert Psions the ability to control electric fields, currents, and charges from storms. This power, though mostly combat effective, becomes very diverse at later levels, and many great Psions praise the ability for its variety of applications.

1D Charge Objects: With this ability, the Psion can charge anything that depends on electric currents, such as battery packs and mobile electrical equipment.

2D Electricity Resistance: With this power, the Psion can resist harmful electricity that might otherwise injure or kill an individual. This does not make the user immune to electricity, but does act as a buffer for powerful electric currents.

3D Drain Power: With this psionic talent, the Psion can touch an object that depends on electricity, and drain it of its energy. This power is great for mobile devices, but only temporarily exhausts items with generators and engine capacities (such as ships or computers plugged into city power sources).

4D Stunning Grip: With this power, the Psion can charge their hands with a field of electricity and stun creatures or robots with mere touch. This power works similarly to shock gloves for living creatures, but is even more dangerous when using it against robotics, drones, and any other computerized equipment.

5D Heighten/Decrease Particle Fields: This ability allows the Psion to increase or decrease an area’s particle fields. Particle fields are everywhere, including atmospheric regions and the vacuum of space. This power allows for the fields to be heightened or decreased in order to raise communication distances, silence EMF (electro magnetic fields) given off by vehicles and computers, and heighten vicinities where a rainy atmosphere lingers in order to attract lightning. The Psion does not have exact control over what happens, but can help regulate the particles around them towards a desired effect.

6D Lightning Discharge: With this ability, the Psion can summon electric within the atmosphere, and blast it at targets. This focused energy is very damaging, and is not intended for stunning or incapacitating. This ability is NOT quiet, as a cackle of electric, following by the crack of lightning (sound of thunder) permeate throughout the area. After the power is used, a distinct smell of ozone and singe marks can often be found throughout the zone of usage, drawing further attention to the user.

7D Immunity to Electric: At this level, a Psion is completely immune to electrical damage. This includes currents from stun batons, shock gloves, pulse weapons, lightning, and any other ionized energy linked with electricity. This does not make the Psion immune to any other energy forms such as lasers, plasma, cold, heat, etc.

8D Charged Resurrection: This famed ability allows the Psion to attempt to resuscitate recent victims of death. The Psion touches the target, and directs a non-harmful, but strong current directly to a target’s heart or nervous system, recharging it until it can restart on its own. This power is limited to those who’ve only just recently died (small window of time), and is not full proof. Victims with destroyed vitals or important lost limbs (head), may pulsate with life for a few seconds, but ultimately will return to death.

9D Protective Field: With this power, the Psion is able to surround themselves with a powerful electron field. The area around the Psion sparks and swirls with powerful electric, dissipating anything that comes into contact with it. Anyone who attempts to attack the Psion through unarmed or melee attacks delivers their damage, but also takes severe damage from the electrical currents. Those who fire energy weapons, such as laser or plasma, have the effectiveness of their damaging ray dissipated by the powerful protective particles. Protective Fields of electric due have flaws however, such as from hurled weapons or firearms, which bypass the field due to projectile force instead of energy.

10D Lightning Storm: This feared ability allows the Psion to create a powerful electrical storm out of thin air. The Psion must focus, but can place a large cloud of charge particles anywhere within line of site. This storm rains down lighting at anyone under it each round. Bolt upon bolt crashes down onto the surface, shocking or destroying anything it touches with massive damage. This cloud can be moved accordingly, so long as the Psion continues to concentrate.
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JMecha



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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 5:33 pm

1D Charge Objects: With this ability, the Psion can charge anything that depends on electric currents, such as battery packs and mobile electrical equipment. This ability requires no Dice Roll though it does require the Psion's uninterrupted focus to charge items. An Energy Pistol's Energy Cell takes roughly two minutes to charge, larger devices may take significantly longer. If this power is to be sustained for lengthy periods of time, the Psion's body will need to double or triple it's Chalorie intake for the day.
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 5:39 pm

2D Electricity Resistance: With this power, the Psion can resist harmful electricity that might otherwise injure or kill an individual. This does not make the user immune to electricity, but does act as a buffer for powerful electric currents.

Difficulty: 10

Duration: Sustained

Range: Self

Rule: When a Psion successfully activates this ability he gains half his Electrokinesis Dice Pool (Round Up) in protection against Electricity based attacks.

Note: Multi-Action Penalties, and Wounds may effect a Psion's Electrokinesis Dice Pool round to round.
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 5:44 pm

3D Drain Power: With this psionic talent, the Psion can touch an object that depends on electricity, and drain it of its energy. This power is great for mobile devices, but only temporarily exhausts items with generators and engine capacities (such as ships or computers plugged into city power sources). While this power requires no roll, much like charging objects with Electrokinesis, the Psion must devout uninterrupted focus and time to the task. Draining the Energy from an Energy Weapon's Power Cell takes roughly 2 minutes, larger device may take significantly longer. When a Psion drains the energy from a device or battery it counts towards his Chalorie intake for the day, and in desperate situations an Electrokinesis Psion could live off batteries for some time.
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JMecha



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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 5:51 pm

4D Stunning Grip: With this power, the Psion can charge their hands with a field of electricity and stun creatures or robots with mere touch. This power works similarly to shock gloves for living creatures, but is even more dangerous when using it against robotics, drones, and any other computerized equipment.

Difficulty: 15

Duration: Instant

Range: Touch

Rule: A successful use of this power briefly charges his body with violent electricity. To deliver this Electricity to an opponent though the Psion must either already be touching his target, or make a successful Brawling attack during the same round that Stunning Grip was Activated.

Damage: Half the Psion's Electrokinesis Dice Pool.

Note: If this power is combined with a successful Brawling Attack, simply add the Electricity Damage Dice to the Character's Strength Damage.
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 5:55 pm

5D Heighten/Decrease Particle Fields: This ability allows the Psion to increase or decrease an area’s particle fields. Particle fields are everywhere, including atmospheric regions and the vacuum of space. This power allows for the fields to be heightened or decreased in order to raise communication distances, silence EMF (electro magnetic fields) given off by vehicles and computers, and heighten vicinity where a rainy atmosphere lingers in order to attract lightning. The Psion does not have exact control over what happens, but can help regulate the particles around them towards a desired effect.

Difficulty: NA

Duration: Sustained

Rule: This ability allows the Psion to use his Electrokinesis Dice Pool to Complement a variety of other actions related to Particle Fields, such as Jamming Communications, Boosting Signal Strength, Hiding from a Ship's Sensors, and other such things as deemed appropriate by the Game Master.
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 6:04 pm

6D Lightning Discharge: With this ability, the Psion can summon electric within the atmosphere, and blast it at targets. This focused energy is very dangerous, and is not intended for stunning or incapacitating. This ability is NOT quiet, as a cackle of electric, following by the crack of lightning (sound of thunder) permeate throughout the area. After the power is used, a distinct smell of ozone and singe marks can often be found throughout the zone of usage, drawing further attention to the user.

Difficulty: DC 15 (Moderate)

Range: Short 01- 10, Medium 11- 75, Long 76- 100

Rule: This ability requires a single action, the Electrokinesis roll used for this power is the same roll used to hit the target. It is Possible to succeed at the discharge but still miss the target, or to have successfully pointed your finger at the target but rolled to low to discharge.

Damage: Half the Psion's Electrokinesis Dice Pool (Round Up) +3D against Robots. This lightning can only be resisted with electrical defenses, as typical armors are ineffective.

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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 6:04 pm

7D Immunity to Electric: At this level, a Psion is completely immune to electrical damage. This includes currents from stun batons, shock gloves, pulse weapons, lightning, and any other ionized energy linked with electricity. This does not make the Psion immune to any other energy forms such as lasers, plasma, cold, heat, etc.
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 6:11 pm

8D Charged Resurrection: This famed ability allows the Psion to attempt to resuscitate recent victims of death. The Psion touches the target, and directs a non-harmful, but strong current directly to a target’s heart or nervous system, recharging it until it can restart on its own. This power is limited to those who’ve only just recently died (small window of time), and is not full proof. Victims with destroyed vitals or important lost limbs (head), may pulsate with life for a few seconds, but ultimately will return to death.

Difficulty: 30 (Heroic)

Duration: Instant

Range: Touch

Cost: 1 character point

Rule: This ability allows the Psion to use his Electrokinesis Dice Pool like a Medicine Skill Roll to resurrect dying characters. The character must spend a character point and can only save those who have been dead for a number of rounds equal to the Psion's Electrokinesis skill dice total or under.

If the Psion succeeds in a DC 30 check, the target is brought to Mortally Wounded (lowest number), and can be further healed with a medicine check, Vitakenesis roll, etc. If the psion fails, they may attempt this action on the target again, so long as the target's death is still equal to or lower than the psion's Electrokinesis skill in rounds.
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 6:15 pm

9D Protective Field: With this power, the Psion is able to surround themselves with a powerful electron field. The area around the Psion sparks and swirls with powerful electric, dissipating anything that comes into contact with it. Anyone who attempts to attack the Psion through unarmed or melee attacks delivers their damage, but also takes severe damage from the electrical currents. Those who fire energy weapons, such as laser or plasma, have the effectiveness of their damaging ray dissipated by the powerful protective particles. Protective Fields of electric due have flaws however, such as from hurled weapons or firearms, which bypass the field due to projectile force instead of energy.

Difficulty: Difficult

Duration: Sustained

Range: Self

Rule: Protective Field when successful surrounds the Psion in Half his Electrokinesis Dice Pool (round Up) in Shields that help resist energy attacks, in addition to this though the same shield will do it's strength in damage to anyone or thing that comes in contact with it.

Note: Like many Psionic Powers, the strength of the Shield may fluctuate depending on how the Psion divides his focus from round to round.


Last edited by JMecha on Fri Jul 05, 2013 7:33 pm; edited 1 time in total
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PostSubject: Re: Psionic: Electrokinesis   Fri Jul 05, 2013 6:16 pm

10D Lightning Storm: This feared ability allows the Psion to create a powerful electrical storm out of thin air. The Psion must focus, but can place a large cloud of charge particles anywhere within line of site. This storm rains down lighting at anyone under it each round. Bolt upon bolt crashes down onto the surface, shocking or destroying anything it touches with massive damage. This cloud can be moved accordingly, so long as the Psion continues to concentrate.

Duration: 1 action to activate, 1 action per round to sustain

Cost: 1 Character Point

Range: Line of Sight

Area: Psion's Electronkinesis skill x Knowledge squared radius

The psion can create a large black cloud that hovers above an area of the psion's choosing. Large bolts of lightning rain down on anyone under these clouds. All who are beneath this cloud must roll a 1D6 on their turn before they take any actions. If they roll a 1 the target must soak 10D Lightning Damage, that can only be resisted with electrical defenses. This cloud may be moved within the psion's line of sight at a rate equal to the psion's base movement (typically 10).




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