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 Psionic: Hydrokinesis

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PostSubject: Psionic: Hydrokinesis    Fri Jul 05, 2013 11:49 pm


Hydrokinesis
Nearly all living creatures' biology rotates around water. It is the giver of life, and the foundation of many evolved species' beginnings. So it is no wonder that out of all of the elemental psion abilities, Hydrokinesis is looked at as the most bountiful. While weak Psions of Hydrokinesis can live in water like they were born in it, powerful Psions can control the very waves like Poseidon himself.  

1D Breath Water: With this ability, the Psion is able to breath water much like a fish. The user can breath salt or fresh water freely, but not other liquids such as oil or freon.

2D Echolocation: By giving off low frequency clicks through the water, a Hydrokinesis Psion can paint an idea of his/her surroundings from hundreds of meters away. This ability only works in water.

3D Create Drink: By focusing hard enough, the Psion can produce gallons of drinkable water. Many different Hydrokinesis Psions have different methods, from pouring it out of their palm, to crying it out from their eyes.

4D Contort Buoyancy: The user of this ability can control their buoyancy at will, floating like a life raft or sinking like a stone. The user can switch between, diving to the bottom of the sea, only to lift themselves up at manageable speeds in order to reach the surface.

5D Immunity to Water Pressure: A Psion who masters this ability can resist great amounts of water pressure equal to specialized diving suits.

6D Aquatic Jet: Much like a squid or other elastic mantled animals, the Psion mimics their ability to jet water from his/her hands and feet, giving them great boosts of speed while swimming. This is a temporary boost, and can not be used continuously like an underwater vehicles propeller or hydro-engine.

7D Hydro-Blast: By pressurizing a generated current of water in the palm of their hand, a Psion can attack targeted foes, damaging them while knocking them over. This spray dents metals, strips paints, and cuts through cloth materials.

8D Permanent Hydration: The psion no longer needs to drink water, as their mind and body have learned how to reproduce water on its own. The psion still must eat, but can no longer die of thirst. This ability also gives the psion serious stamina check bonuses when making extended checks for strenuous activity.

9D Control Tides: At this point in the Psions studies, they've become so strong at controlling water, that they can generate small to medium sized waves. The Psion merely needs to touch the water surface to create a pulse that churns up tiny waves. If the Psion continues to concentrate, they can create man sized waves that in repetition, can turn over personal boats or wear down rock walls.

10D Water Form: The Psion has mastered the manipulation of liquid elements to the point of being able to temporarily transform their own cells into living water. The Psion must focus on their own anatomy, and if successful, they transform into a pool of water. While in this form, they are immune to physical attacks (unarmed, melee, ballistic), but not to energy weapons (laser, plasma, etc.). They can move at tidal wave like speeds to propel themselves in water, or move and regular movement on land. They can also slip through small surfaces, leak past doors (that aren't air locked), and hide in everyday pieces of equipment like water bottles and plumbing tubes.


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PostSubject: Re: Psionic: Hydrokinesis    Fri Oct 03, 2014 5:13 pm

1D, Breath Water: Breath water gives the psion the Positive Advantage, "Atmospheric Tolerance [2], Liquid." This ability is always active, and becomes handy when traveling in any liquid environment from drinking ponds to oceans.
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PostSubject: Re: Psionic: Hydrokinesis    Fri Oct 03, 2014 5:19 pm

2D Echolocation: The Psion emits a high pitch sound into an aquatic environment and listens to the echoes that return from various objects near them, using it to map out, locate and identify objects.

Difficulty: None

Duration: Sustained

Range: Hydrokinesis skill rating x 10 (radius)

Special: Only works in aquatic environments

Rules: Activating this power is an Action, and sustaining this power during following rounds also requires an Action. When active the Psion gains the ability to effectively see their surroundings through sound, ignoring most of the traditional tricks and tactics used to fool the eyes of others, although the heightened sensitivity to sound may make previously ignoble stimulus distracting or even painful. Unlike Audiokinesis's 1D power, this power is only available to a psion while under water.

Example: A Psion with this power active is no longer hindered by darkness penalties to Search Checks and obvious observations, though loud machinery or explosions may inflict dice poll penalties.
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PostSubject: Re: Psionic: Hydrokinesis    Fri Oct 03, 2014 5:30 pm

3D Create Drink: The psion can produce drinking water from his or her own body.

Difficulty: 15 (Moderate)

Duration: 1 Round, Uninterrupted

The character must spend an entire round focusing on creating drinkable water, taking no other actions. Afterwards, the psion must make a Hydrokinesis roll, DC 15, in order to create clean drinking water. They then can hold out a hand, cry, sweat, etc. in order to create enough water to cater to one scale 0 creature per skill die that they have in their Hydrokinesis skill (IE: Hydrokinesis 3D = 3 People for one day). This roughly equals 3 liters per person.

Note: This water merely leaks from the psion. Although this is real drinking water, characters must still use containers, etc. in order to preserve this water.

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PostSubject: Re: Psionic: Hydrokinesis    Fri Oct 03, 2014 5:43 pm

4D Contort Buoyancy: The character is able to control their buoyancy at will with a successful Hydrokinesis roll, either allowing themselves to float on top of water without effort or sink to the bottom of a bed of water as if they were made of stone.

DC: 18 (Difficult)

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

The psion may focus on the buoyancy of their body in order to get different reactions within a bed of water. The psion may either make themselves overly buoyant, floating to the top of a surface of water at a rate of their movement per round OR they may make themselves overly dense, sinking to the bottom of a pool of water at a rate of their movement per round.

An overly buoyant character can float to the top of a bed of water and stay that way so long as they concentrate. They may carry an amount of additional weight or equipment equal to their weight x their Hydrokinesis roll.

A less buoyant character may sink to the bottom of beds of water in order to walk on its floor as if on a surface (with difficulties based on terrain). Changing between being overly buoyant or less buoyant requires a new roll of DC 18, as well as a single action.
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PostSubject: Re: Psionic: Hydrokinesis    Fri Oct 03, 2014 5:49 pm

5D Immunity to Water Pressure: The character is now immune to the extreme pressure changes that large beds of water can create. The character no longer needs special aquatic suits or vehicles in order to reach the deepest depths of rivers and oceans. This power only works with water and is always active.
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PostSubject: Re: Psionic: Hydrokinesis    Fri Oct 03, 2014 6:06 pm

6D Aquatic Jet: So long as the psion is in water, they may concentrate in order to fire jets of water from their hands or feet in order to propel themselves like a squid.

Difficulty: DC 20 (Difficult)

Duration: 1 Action to activate, an additional activity each round in order to sustain

Movement: 100 squares per round (like a vehicle, this distance can only be used once per round)

Maneuverability: +3D bonus

The psion must spend an action activating. If successful in a DC 20 Hydrokinesis check, they may travel through water in high speeds, using the swimming skill and consulting the "stunt chart" in order to turn, spin and avoid obstacles. This power works much like using a jet-pack, except for it works under water and is limitless in fuel so long as the psion can concentrate.
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PostSubject: Re: Psionic: Hydrokinesis    Sun Oct 05, 2014 10:32 pm

7D, Hydro-blast:

Difficulty: DC 20 (Difficult)

The Psion creates a jet of high pressured water 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 hydro-blast, which is done through a successful Hydrokinesis roll. The second action is to fire the stream of pressurized water at the intended target. To perform this, the Psion makes a thrown weapons roll with a 2D bonus to launch the bolt of energy at his target.

Characters hit by the sphere suffer the Psion's Hydrokinesis 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 over prone.

Hydro-blast has ranges of...

SHORT: 5

MEDIUM (+5): 10

LONG (+10): 20
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PostSubject: Re: Psionic: Hydrokinesis    Sun Oct 05, 2014 10:49 pm

8D Permanent Hydration:

The psion's mind is so adept to manipulating hydration that their physiology has completely changed. The psion's mind now permanently generates water for itself in order to survive. A psion with this ability can no longer die of thirst, though they still must eat accordingly. This ability is permanent, and does not require any rolls to activate.

In addition, because the character's body is always at maximum hydration, they have a distinct advantage when performing taxing physical tasks. The character receives the Special Ability, Endurance [R1], gaining +3D to Strength or Stamina checks when performing serious physical tasks such as running long distances or climbing massive cliff faces.
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PostSubject: Re: Psionic: Hydrokinesis    Sun Oct 05, 2014 10:55 pm

9D Control Tides:

Range: LOS

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

Difficulty: Based on chart below

The character can now control the very tides of large bodies of water, making waves and controlling the direction that water flows. In order to activate, the character must be within line of sight of the body of water, but does not need to be touching it. They next must spend an action, This can be used for multiple creative measures, and the difficulty of what the user wishes to accomplish is based on the chart below.

Base: 11 (Moderate)

Scale of the Wave: Equal to the base of the wave (Scale 10 wave, +10 difficulty)

Drown: The wave is thick and dense, trapping those inside and drowning them unless they have the appropriate equipment. Any creature that needs oxygen and is caught in its wave must try to swim out, DC 15 + Scale. If unsuccessful, the characters may hold their breath for a number of seconds equal to 5 times of their strength or stamina. The maximum any character can hold their breath with preparation is 20 times a roll of their stamina in seconds, though this requires having a stamina check. For each round after, the character takes 10 points of uncontested points of damage until dead.

Flip Objects Ability (+10): The wave ripples and surges, flipping over any items floating on the surface or within the wave's path. Anything within a wave that has the "Flip" ability must make an opposed roll, using half of the psion's Hydrokinesis skill dicepool against the vehicle or creature's body. If the wave succeeds, the object flips over or upside-down, and is no longer useful until it can find a way to make itself upright.

Tsunami (+10): With this ability, the wave can flow over onto land, pushing into nearby beaches. For each skill die in Hydrokinesis, the user can push the wave 100 meters into dry land.
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PostSubject: Re: Psionic: Hydrokinesis    Mon Oct 06, 2014 8:42 am

10D, Liquid Form: The psion has mastered the ability of Hydrokinesis to the point of becoming liquid itself. By concentrating, the user becomes a mass of water that can move an act. This form gives them the following...

Difficulty: 30

Duration: 1 action, Sustained each round

Range: Self

Benefits

Hypermovement [R3]:
The character jets and splashes at uncanny speeds adding +6 meters per round to character’s base move rate, which in turn affects all other types of movement. When making extended checks for movement, the character rolls swimming instead of running.

Blur [3]:
The character can appear indistinct to the naked eye or most visual aids. This adds 1 to the character's dodge, sneak and hide totals, as well as +1 to all default search, investigation and attack difficulties against the character when trying to spot the psion. This is always active.


Liquid Shape (0 point advantage)
The character is made of a liquid density and can easily bypass most physical obstacles. The character can slip through any barriers that is not completely air sealed (IE air vents, basic doors, etc.). The character can not carry any objects besides basic clothing and gear, nor can they attempt any physical attack except for with their water-blast. A character in liquid form needs only a meter sized area, in any shape, in order to travel without penalties.

Immunity Physical Attacks
The character can not be harmed by any physical attacks, though energy based weapons such as lasers (light) and plasma (dissipate atoms) still apply.

Achilles' Heel [R3]:
Flame & Extreme Cold: When in this form, the character has a major allergy to extreme heats (which can turn them into gas) or extreme colds (which freeze them). Any weapons or hazards such as flame throwers, laser weapons (but no plasma), freeze rays, do an extra 3D damage.


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