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PostSubject: Psionic Geokinesis    Wed Oct 09, 2013 9:41 pm


Geokinesis
Geokinesis is the ability to alter, shape, and control earth. This includes sand, rocks, or pure stone. Novice Geokinesis psions are able to use the surface of natural ground as if it's another part of their senses while experienced Geokinesis psions can move tectonic plates within the planets they're on.

1D Breath Earth: A character can breath in natural soil as if it's made of air (or water/gas for certain races). Many Geokinesis psions use this ability to hide, burying themselves alive while sleeping in mud or sand.

2D Tremor Sense: With this ability, a psion can literally sense where people are as long as they are touching the ground. This only works with natural floors such as dirt, rocks, or mud. The user can literally build a profile of anything touching the natural surface even if blind.

3D Create Earth: When a psion reaches this level of Geokinesis, he/she can create either loose soil or a rock within the palm of their hand. The user concentrates on natural minerals within their own biology, and reproduces it at extensive levels within seconds.

4D Burrow: The psion is now able to concentrate on any soil, sand, or rock they are touching and burrow at half their movement. The earth that they move through immediately consumed the subject, layering over the user as they move through the targeted space. The natural earth the psion moves through can no longer crush the user no matter how deep the psychic might travel. A character can not use run or fly to gain extra speed while burrowing.

5D Meld: This ability enables the user to meld hard rock into soft soil or mud, and vise versa. The psion must concentrate on an area that they can see in order to meld the earth. This includes tunneling through rock, strengthening soil into protective granite, or any other creative combination. This is a strenuous act that takes serious focus.

6D Earth Sculpt: A psion who perfects this branch of learning can begin molding both hard earth (granite, marble) and soft earth (sand, soil) at large magnitutdes. Most psions use this to create statues, adobes, and bridges. The psion must focus on a region of earth that they can see, directing it and shaping it accordingly. This ability can not be done in combat, as it requires all of the psion’s attention. The difficulty is based on the complexity of the structure, but can take nearly any shape so long as the psion has access to the materials (IE: A psion can’t make an earth hut out of a sand box, must be a mass=mass equivelence).

7D Stone Armor: With this power the psion can cover themselves in stone, protecting vitals from attackers. This ability is quick acting, and depending on the amount of intensity, abosorbs both energy and physical damage.

8D Mineral Invigoration: Gyrokinesis psions who reach this stage of earth manipulation can literally strengthen the user’s minerals to promote healing, growth, and vitality. This ability is automatic, activating when the psion rests for eight hours. The body begins to rapidly produce minerals in the body, helping heal damage, treat illnesses, and alleviate poisons. This ability only accelerates the natural healing process and does not cause serious diseases to vanish or regenerate missing limbs.

9D Rock Shower: So long as a Gyrokinesis psion is in contact with natural earth, they can use themselves as a conduit to pull hardened soil from the ground and fire it at targets that it wishes. This rock shower creates a small whirlwind of solid stone (even if the character is standing on sand, mud, or dirt) that can break bones and destroy structures. This ability is only meant to be used in a martial capacity, and can not help create earthen structures. Rock that lands back onto its original surface immediately clumps into small grains and is absorbed back into its environment.

10D Earthquake: The Gyrokinesis psion has mastered the control of earth so much, that he/she can shift tectonic plates within a planet’s atmosphere. This shift is considered equal to a hazardous earthquake (6.1 to 6.9 on the richter scale), and may cause serious damage to populated areas, as well as fatalities. The psion must devote their attention to a certain large scale area that they can see to begin an earthquake. This quake lasts anywhere from 20-40 seconds (4-8 rounds) depending on the psion’s application.
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 9:51 am

1D: Breath the Earth: While most technology allows living creatures to filter water or gases in order to properly oxygenate their body, nearly nothing can do the same for sand, dirt, mud or soil. Breath the Earth gives the psion the Positive Advantage, "Atmospheric Tolerance [2]", but the character can breath earth instead. This ability is always active, and becomes handy for later Geokinesis abilities, as well as mine cave-ins, mudslides and avalanches.
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 10:00 am

2D Tremor Sense: The Psion touches the earth around them, feeling vibrations in the nearby soil environment, using it to map out, locate and identify objects.

Difficulty: None

Duration: Sustained

Range: Geokinesis skill rating x 10 (radius)

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 anything around them so long as it is touching natural forms of earth- effectively ignoring people's cover or anyone sneaking, as if standing right next to them. However, anything standing on non-earth material (steel flooring, inside a vehicle, etc.) is immune to this ability. This is a general feel that the psion gets (2 medium sized humanoids behind the wall), not a detailed description.

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 Geokinesis    Fri Sep 26, 2014 10:21 am

3D Create Earth: With this power, the Psion can create reasonably sized pieces of earth from their hand equal to a large softball. The Psion can create a mostly round sphere of soil without need of contact from natural soil by using minerals within their own body and amplifying them.

Difficulty: Moderate

The Psion spends an action is the creation of the earth, which is done through a successful Geokinesis roll. The earth can be loose like sand or hard like granite. Once the earth is created, the psion is considered to be grasping an item, limiting that hand to further actions. Create Earth can be used in many different ways, from weighing something down (sandbags) to creating a weapon to hurl. However, this action can physically take a lot out of the psion, and will require Stamina rolls if used too often in a short amount of time based on the GM's discretion.

Examples

Stone
Range: 3-7/8-20/21-40
Damage: +1D Damage
Skill: Throwing

Sand
Range: 1-2/3-4/5-6
Damage: None
Special: If successfully thrown in exposed eyes, creates -1D distraction to all vision rolls for target for 1 round
Skill: Throwing
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 10:31 am

4D Burrow: So long as the Geokinesis psion is standing on Earth, they may use it as a mode of transportation to physically travel.


Target: Self

Difficulty: 20 (Difficult)

Action: 1 Action to activate, 1 Action per round to sustain

The psion must first make a Geokinesis roll, DC 20, in order to activate the ability. They then may spend their walking movement (typically 10) burrowing instead at half of their regular movement (typically 5). If the character would like to travel additional squares, they may make a "Swimming" check, using standard movement penalties on p. 64. If the psion decides to deactivate this power while in the earth, they are considered buried. While most things are unable to harm them while in this state, freezing temperatures and other hazards may still apply. Also, the psion may still be unburied by conventional means if necessary.
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 10:44 am

5D Meld The psion is so talented at manipulating Earth, that they can now change its form, altering hardness and shape.

Difficulty: 23 (Very Difficult)

Range: Line of Site

Area: Geokinesis skill rating in a square radius

Action: 1 round to activate, an additional round to keep active each round

This ability has multiple uses, but essentially can make hard earth soft, and vise-versa. The psion must be able to see the exposed earth (vision rules apply to their roll when activating) and then make a Geokinesis check. If successful, the psion is able to either turn soft soil into hardened earth or make hard rock into soft sand. This has multiple uses including...

*Tunneling paths through rock and stone
*Reinforcing structures (Dolerite being the strongest: +5D Armor to Structure)
*Creating holes and traps under creatures or vehicles (Fall damage determined by how many squares deep the ditch is)
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 10:51 am

6D Earth Sculpt:
With this Psionic ability, the Psion can shape existing Earth (or contort earth that he/she recently mentally created). The Psion must be in line of site of the earth, and focus on it to manipulate the material. If successful, the Psion may shape it, stretch it, or shrink it to their desire. The larger or thicker the intended sculpt, the more focus it takes for the Psion to mold it.

Difficulty: Moderate + Difference in Scale between the Psion and the Ice to be Sculpted.

Duration: Sustained

Range: Line of Sight

Rule: When this Power is sustained the Psion can use his/her Geokinesis Dice Pool to Compliment his Skill Rolls such as Technical: Construction or Sculpting, so long as the medium used is Earth. When this power is in use the Character needs no tools to Sculpt the Earth, the Psion simply wills it into the shape he desires. The Target area of Earth effected by this Power can dramatically change shape all within a single round, so long as the Psion succeeds on his/her Skill Rolls. This ability is very useful for creating shelters, environmental alterations, dams, as well as other creative means.
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 10:53 am

7D Stone Armor: This power allows the Psion to create a protective and flexible layer of Earth over themselves in order to guard them against attacks. Though the armor is very effective, it tends to slow the user down.

Difficulty: Very Difficult

Duration: Instant

Range: Self

Rule: As an Action the Psion can create for them self a suit of armor made out of Stone. The Armor is created upon the Psion's body and no actions need to be spent donning the Armor. Once the Armor is created it can not be removed without damaging the armor, rendering it useless. This power is not sustained, once the Armor is created it remains in existence until it melts or otherwise removed.

Armor Stats:

Armor Value = Half the Psion's Geokinesis Dice Pool during time of the Armor's Creation or less if the Psion chooses

Armor Penalty to Aglity= Half the Armor's Armor Value (Round Down)
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 11:00 am

8D Mineral Invigoration: This ability is exactly like the Special Ability "Accelerated Healing [3]", except the psion gets to use their Geokinesis skill rating as the bonus.

Accelerated Healing:The character gains a +1D per rank (Geokinesis skill rating) to his/her Strength for all natural healing attempts, and a Critical Failture is treated as 1, rather than having a negative effect on the die roll.
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 11:15 am

9D Rock Shower: So long as the Geokinesis psion is touching natural earth (standing on, placing a hand on a granite rock), they can create a shower of hard rock that rains down on enemies through a free hand.


Difficulty: Difficult

The Psion must be standing on or touching natural earth. They then spend an action creating a typhoon of hard rock which they hurl towards an area of targets within his line of sight. For a Psion to use this power, he/she must declare the use of at least 2 actions. The first action is the creation of the storm, which is done through a successful Geokinesis roll. The second action is to aim the Rock Shower at the intended targets. To perform this, the Psion makes a thrown weapons roll with a +2D bonus to launch the Rock Shower at his/her targets.

Characters hit by the Rock Shower suffer the Psion's Geokinesis Skill Dice in Damage, and those near suffer modified damage.

Rock Shower has Ranges of...

SHORT: 5

MEDIUM (+5): 10

LONG (+10): 20

Treat this Rock Shower like a grenade in regards to Scatter.

The Shower is is centered on where the user targeted (if successful), or otherwise scatters like a grenade. Everyone within 1 Meter of the Blast takes the Psion's Geokinesis Skill Dice in Damage. For every meter away from the center of the Blast takes 1D less Damage until the Blast eventually does no Damage. Determine the total area effected by the Rock Shower, and then divide the area into three different blast Radius as evenly as possible.

Escaping One Blast Radius is a Difficulty 15
Escaping Two Blast Radius is Difficulty 19
Escaping Three Blast Radius is Difficulty 23
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PostSubject: Re: Psionic Geokinesis    Fri Sep 26, 2014 11:33 am

10D Earthquake: This deadly ability is capable of destroying towns and cities. By moving the tectonic plates under the earth of a planet, the psion is able to create massive amounts of pandemonium.

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: Geokinesis 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 tectonic plates within that area (this only works on planets with natural rock/soil & can not be used on space stations, etc.). The psion must next spend a Fate point and then rolls their Geokinesis skill, DC 35. Whether successful or not, the Fate Point is spent.

If successful, the plates under the environment begin to move, creating a massive earthquake that destroys structures, collapses bridges, downs trees, and can even create a massive cliff-like-crack within the area (seem of two tectonic plates). Communication forms have large amounts of interference within the radius, and electronics suffer serious glitches. While Earthquake is mostly an RPG ability determined by the GM, those PC's and NPC's within the area of the Earthquake will need to dodge falling structures, make fear checks against the terrifying rumble of earth, and figure out ways to travel with destroyed pathways. Anything that might fall in the massive crater created by the tectonic plates falls 100 meters, taking 100 points of damage (can be resisted with armors). Nearly 25% of the targeted area should be considered decimated, and any life, destroyed.
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