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 Psionic: Aerokinesis

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PostSubject: Psionic: Aerokinesis    Fri Jul 05, 2013 9:21 pm


Aerokinesis
A Psion of this path can concentrate on the oxygen (O2) around them. Early Psions can help keep their bodies healthy, while disciplined Aerokinesis users can generate massive destruction.

1D Oxygenate: This early power is coveted by many travelers, as the Psion can oxygenate their own body in dangerous environments. The Psion is able to recycle their own carbon dioxide and transfer it back into healthy oxygen by concentrating. This allows the Psion to submerge themselves in water or suffer vacuum sealed rooms and still survive (though deep space will still kill the Psion through freezing or radiation).

2D Wind Wall: An invisible curtain of wind appears from the user's hands. The roaring blast can blow away small birds, tear papers, and clear dust or smoke. The wind is not strong enough however, to move human size creatures or obstruct their movement.

3D Whispering Message: The Psion can send a message or sound on the winds to a designated spot. The wind travels to a specific location within a reasonable range. It is gentle and unnoticed until it reaches the location. It then delivers its whisper-quiet message or other sound. This message is delivered regardless of whether anyone is present to hear it , then the wind dissipates. The message can be no more than a round (5 seconds) worth of words.

4D Air Walk: With this ability, the Psion can lift inches off the ground and walk (not run). This ability is only usable on the Psion themselves, and requires great concentration. The Psion must stay focused or otherwise fall down onto whatever surface they are trying to avoid (thorns, running water, etc.). This ability does not let the user walk over cliffs or jump from buildings, as it is fragile and weak.

5D Oxygenize Allies: With this power, the Psion can do more than just keep themselves oxygenated in dangerous environments, but any targets within their line of site.

6D Whirlwind: This offensive ability allows the Psion to create a powerful cyclone of raging wind at a specific target. The impact bashes into the target, damaging it, and pushing it over depending on its weight.

7D Wind Flight: A Psion who masters this ability can generate wind to either make themselves fly or move targeted objects. The Psion must concentrate on the object, and can move them accordingly at a limited speed. Any small objects by the target flutter or are blown away, and the howl of air can be heard from anyone nearby. This power can only be used in stable, oxygenated atmospheres (which exclude water or space).

8D Deoxygenize: By focusing on the nearby atmosphere, the Psion can steal the oxygen from a controlled atmosphere (such as a single vacuum sealed room or vehicle). Anyone inside begins to suffocate and must fight to stay alive. This ability with the combination of Oxygenate allows a Psion to become very deadly to crowds of people who are limited to indoors.

9D Fog Form: In an instant, the Psion can temporarily transform into a cloudy mist of fog, appearing opaque and ghost like. This makes the user immune to most attacks. When in fog form, the Psion can not move or take other actions, and quickly shifts back after they have dodged a single or series of attacks.

10D Tornado: By focusing intently, an Aerokinesis Psion can give birth to a massive tornado which causes mass destruction within its warpath. While it takes sometime to create, the Tornado can lift and tear homes or ships apart with ease. The Psion can direct the tornado's original direction, but is limited to his/her control after the tornado has taken flight. This is not a power that should be used loosely, as the immense strength of a tornado is irreversible. This power is limited to oxygenated atmospheres that can host a tornado (unable to create in small buildings or ships).
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 5:38 pm

1D Oxygenate:

Duration: Instant, no actions to activate, but takes 1 action each round to sustain.

Difficulty: DC 11 (Moderate)

This ability is coveted and studied by top minds everywhere. When an Aerokinesis psion is put into an environment that they can no longer breath in, their mind instantly attempts to oxygenate their body in other ways. When a psion is placed into a gaseous or liquid environment, or the vacuum of space, as an instant action (interrupt), they may make an Aerokinesis check, DC 11. If successful, the psion temporarily gains the Atmospheric Tolerance, Gas/Liquid/Space  [2] Special Ability, and can breath in any environment. It takes 1 action each additional round to sustain.

If the psion fails, they can not breath for 1 round. If they survive the round, they may attempt to activate Oxygenate again.

Note: While this power gives multiple Atmospheric Tolerances, unlike other psionic powers, it is not automatic.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 5:44 pm

2D Wind Wall:

Duration: 1 action to activate

Difficulty: DC 12 (Moderate)

Range: Aerokinesis skill in squares

Area: 1/2 Aerokinesis skill in squares

The character spends an action, and so long as they are in an environment that can sustain oxygen, the psion can call forth a gust of air to flow in a certain direction. This wind wall can only travel straight for a number of squares equal to their Aerokinesis skill. The width of this blast is the psion's Aerokinesis skill divided by 2 in squares. It can not go through walls or solid obstacles.

Upon a successful check, the wind blows any items of Scale -6 or smaller in a random direction (use grenade scatter rules). If it is standing, consider the item now prone (such as small chairs or statues). This ability is not strong enough to push over creatures of human size yet.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 5:51 pm

3D Whispering Message:

This psionic talent allows the user to send messages through the air. The creator must at least whisper into the air, and then focus on the intended target for this ability to work. Afterwards, the muted message will travel (so long as it is an oxygen environment) to the target if possible, at a speed equal to a human's walking speed (5 squares or 2mph). So long as the air can slip through cracks, ducts, or airways, it will continue to travel to its target until it delivers the message. Extremely windy conditions, such as hurricanes or tornados, dissipate the messenger immediately, but strong winds and fans do not.

Base Difficulty: 13 (Moderate)

-10 to the Difficulty if the Psion knows the location of the Target or can vaguely see them
-10 to the Difficulty if the Psion has met the target before
-5 to the Difficulty if the Psion only knows the general location of the Target
-5 to the Difficulty if the Psion has only second hand knowledge of the Target
+10 If the Psion has no idea where the target is

Duration: Sustained

Range: Nearly Unlimited

Rules:

If the Psion successfully meets the Difficulty required to activate this power, the Whispering Message will begin traveling towards the intended Target so long as the Psion sustains this ability. If the Psion fails to sustain this power the the Whispering Message dissipates and the message is simply undelivered. Once the Message is Delivered or the Whispering Message is destroyed, the psion intuitively knows to stop sustaining the Power, though there is no indication as to if the deliver was successful or not.

NOTE: Message Length and Complexity as well as Delivery is up to the GM. Some Whispering Messages may appear as a wispy gust of mist before vanishing, and others may deliver the message by leaving words or pictures drawn in small cloud like shapes.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 5:58 pm

4D, Air Walk:

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

Difficulty: DC 16 (Difficult)

Range: Self

This ability allows the psion to lift and hover a few inches off of the ground, avoiding possible hazards like hot surfaces or traps, but does not allow the user to fly freely yet. This power takes an action to activate, and the psion must succeed in a DC 16 Aerokinesis check. If successful, the psion lifts a few inches off the ground, and appears to be lightly floating.

This ability does not allow the character to jump from tall heights, leap great distances, etc. Any missed jump checks, etc. are applied regularly, as Air Walk can not assist in falling damage, even if activated at the last minute.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 6:03 pm

5D, Oxygenate Allies:
This power allows the psion to temporarily oxygenate the biology of others in order to allow them to breath in harsh environments. This does not help them with the pressures of the deep ocean, or freezing temperatures of deep space- but merely any respiratory issues.

To activate, the psion must be touching the person they intent to Oxygenate. The psion then must make a DC 20 to succeed. If successful, the ally may breath regularly for 1 round. The psion may sustain this power for each person being oxygenated, but has the option of assisting multiple allies.

Range: Touch

Duration: 1 action per person, 1 action each additional round to sustain

DC: 20 (Difficult)

Modifiers:

+5 to difficulty if the target is of a different species then the Psion. ( A human targeting a Novacon)

+10 to the if the target is of a radically different species then the Psion. (A human targeting an Elashani)

+20 or more if the target is a completely unknown species to the Psion. (A living Sentient Planet, Sentient Psionicly active AI's, etc...)


Effect:
The Psion may transfer their ability to oxygenate their body to others.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 6:09 pm

6D, Whirlwind:

Difficulty: DC 20 (Difficult)

The Psion creates a strong blast of air in his/her hand which they can hurl at any target within their line of sight. For a Psion to use this power, they must declare the use of at least 2 actions. The first action is the creation of the Whirlwind, which is done through a successful Aerokinesis roll. The second action is to fire the blast of air at the intended target. To perform this, the Psion makes a thrown weapons roll with a 2D bonus to launch the blast of air at his/her target.

Characters hit by the whirlwind suffer half of the Psion's Aerokinesis Skill Dice in Damage and must make either an acrobatics or stamina check (which ever is higher), DC 15 (Moderate), in order to not fall prone in a random direction. To determine how far the character flies, and what direction they fly, the psion uses the grenade scatter chart.

Whirlwind has ranges of...

SHORT: 5

MEDIUM (+5): 10

LONG (+10): 20

Note: Whirlwind is not as strong as other damaging psion attacks, but has the potential to throw targets into dangerous hazards, etc. with its scatter rules.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 6:16 pm

7D, Wind Flight: This Aerokinesis power can lift the user or targets into the air, so long as there is an oxygen enriched environment. This ability is not as strong as the telekinesis ability, and has far less options for moving objects in the air. Only objects that are equal in Scale or less can be lifted, and have a movement of the psion's base speed (typically 10). The psion may move themselves or targets anywhere they desire by spending an action (and an action to sustain), so long as they are within line of site.

Modifiers:

+ 1 to +5 for gentle turns.

+ 6 to +10 for easy maneuvers.

+11 to +25 or more for complex maneuvers, such as using
a levitated weapon to attack.

Modified by proximity.
This power may be kept "up."

Effect: This power allows the Psion to levitate and move objects with the power of her mind alone. If used successfully, the object moves as the Psion desires. A Psion can levitate several objects simultaneously, but each additional object requires a new telekinesis roll.
--------------------------------------------------------------------------------------------------------------------------------------------------
Wind Flight can be used to attack other characters as well..

Such objects do

1D damage if under a kilogram
2D if one to ten kilos
4D if 11 to 100 kilos

Such attacks require an additional control roll by the Psion, which acts as an attack roll against the target's dodge. If the target doesn't dodge the attack, the difficulty is 10 + Cover and other Combat Modifiers.

Note: Unlike natural flight, the psion uses their Aerokinesis skill in order to fly instead of the Flying/0-G skill.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 6:32 pm

8D, Deoxygenize: With this psionic ability, the user is able to remove oxygen around an area that causes anyone in the zone the inability to breath. So long as the Psion can see the area, they can create a vacuum of air around the zone of their choice that forces those without proper equipment to take damage. This ability takes great concentration per round.

Difficulty: 26 (Heroic)

Duration: 1 Action to activate, 1 action each round to Sustain

Range: Line of Sight

Rules:

Upon a successful activation roll, the Psion may choose an area equal to half of their Aerokinesis Dice Pool in squares that will no longer have any oxygen. Anyone who is in the zone, and needs air to survive, has the breath stolen from their very lungs immediately. These persons must roll their Stamina (default Strength) versus the psion's Aerokinesis dice pool. If the person in the zone fails, they take an amount of damage equal to the number they lost by. Filtering items such as the Prometheus "Savior" do not help with the damage resistance roll, though space suits and other oxygen providing equipment does. Special Abilities such as Atmospheric Tolerance, Vacuum of Space, can render the wearer immune to the harmful effects of this area attack.

If the psion wishes to change the area affected, they must drop the Deoxygenated zone as a free action, and reactive elsewhere.
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 6:36 pm

9D, Fog Form:

Difficulty: 30

Duration: Sustained

Range: Self

Rules:

The Psion has mastered the ability of Aerokinesis to the point of becoming a light cloud of fog. By concentrating, the user shifts into air, taking any personal equipment with them. This gives the user the following special abilities while in Smoke Form.

Blur
Character adds +1 to dodge, sneak, and hide totals. Opponents receive a +1 to all default search, investigation, and attacks when trying to target the opponent.

*Gaseous (0 point advantage)
The character is made of a gaseous density and can easily bypass most physical obstacles. The character can slip through any barriers that still allow the intake of gas molecules (IE air vents, unsealed doors, etc.), but can not bypass through energy, electrified or air based seals. The character can not carry any object nor can they attempt any physical attack. A gaseous character needs only a meter sized area, in any shape, in order to travel without penalties.

Silence (3 point advantage)
The character can move in complete silence. He/she gains +2 per rank to all sneak checks and a +1 per rank when attacking from behind (only when in gaseous form, not when in Exo-Skeleton)

Flight (6 points)
The character can fly due to their gaseous form. The character's flying rate equals his/her base move times the number of ranks (1). The flying/O-G skill is required to maneuver. Unlike Wind Flight (which can still be used), this ability does not allow the user to attack, but is far more quiet.

Immunity: Physical Attacks
The character can not be harmed by any physical attacks, or energy based weapons such as lasers (light) and plasma (dissipate atoms). Though fans and air control units can sway them off course as judged by the GM.

Immunity:
Heat Damage
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PostSubject: Re: Psionic: Aerokinesis    Mon Oct 06, 2014 6:44 pm

10D, Tornado: This deadly ability is capable of destroying towns and cities. By creating the perfect storm of hot and cold air, the psion is able to create massive amounts of pandemonium through a giant cyclone of air.

Actions: 1 Round to activate, and the psion may not take any other actions.

Difficulty: DC: 35 (Legendary)

Cost: 1 Fate Point

Range: Line of Sight

Area: Aerokinesis Skill Rating divided by 2 in Square Miles

The psion must be looking at the field, forest, city, etc. that they intend to affect. They then must spend an entire round devoted to manipulating the oxygen within that area (this only works on planets with natural air enriched environments, and not smaller areas without weather such as space stations, etc.). The psion must next spend a Fate point and then rolls their Aerokinesis skill, DC 35. Whether successful or not, the Fate Point is spent.

If successful, both cold air and hot air circulate around one another, creating a massive tornado (Scale 40) that destroys structures, collapses bridges, downs trees, and hurls massive items throughout the zone like rag dolls . Communication forms have large amounts of interference within the radius, and electronics suffer serious glitches. While a Tornado is mostly an RPG ability determined by the GM, those PC's and NPC's within the area of the Tornado will need to dodge falling structures, make fear checks against the terrifying rumble of the storm, and figure out ways to travel with destroyed pathways. If caught directly by the tornado, the character is immediately sucked up for 2 rounds, and must make damage resistance rolls of 10D+40 (Scale). If they survive both rounds, they are hurled within 100 meters of the tornado (use grenade direction to determine the approximate area). Nearly 25% of the targeted area should be considered decimated, and any life, destroyed.
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