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 Ancient Psionics: Kalihakarian

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PostSubject: Ancient Psionics: Kalihakarian    Sat Jul 05, 2014 9:28 am

Kalihakarian
This ancient, and coveted form of psionics is a form used only by the dead order known only as the Kalihakari (Cal-Uh-Ha-Car-E). Designed by the most powerful Altarian psions of the times, this one-hundred-thousand year old power is said to no longer exist. Users had to first prove their dedication to the order, submitting themselves to trials that proved they had what it takes to wield the discipline known only as "Kalihakarian".

Kalihakarian, unlike other psionic abilities, does not have a set theme or foundation. Rather it is a collection of rare gifts created by the great psions of the Kalihakarian Order. The abilities range in power, though all are coveted, and taught only to the most responsible of their sect. In order to wield such abilities, one must also follow a specific code. Violation of this code is said to cause the psion to lose all of their gifts. Myths state that some of the greatest psions to ever exist went mute of psionics or fell over dead after abusing their Kalihakarian abilities.

Regardless, those who learn Kalihakarian were only taught the discipline  in order to keep the universe from harm. In some tales, it is said that the entire Hexisan Galaxy should have been destroyed nearly a dozen times, but the gift of Kalihakarian, and the foresight of its users, changed such dark fate. Powers range from redirecting cosmic energies to moving entire planetary systems. And while most of what people talk about is merely legend, some still whisper that there may be someone out there that still knows the great discipline, and still protects the universe to this day.
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PostSubject: Re: Ancient Psionics: Kalihakarian    Sat Jul 05, 2014 10:05 am

Required: Devotion (R3), The Kalihakari Code
Before one can learn Kalihakarian, they must first learn and live by the philosophy and rules of the ancient order. By adopting these rules, the character is compelled to take certain actions out of duty.

Upon GM's permission, and through proper roleplaying, the character must purchase "Devotion R3". At this rank, nearly all of the character's actions are motivated by the beliefs of the Kalihakari. The character would willingly die for these beliefs.

THE CODE

  • We are the protectors of peace and life in the universe.

  • We use our psionic abilites to protect life, never to harm or manipulate.

  • We respect all life, in any form and serve others, rather than rule over them, for the good of the galaxy.

  • We seek to improve ourselves through knowledge and training.

  • We aid the meager and guide the blind

  • We look to always use the most peaceful method to solving any problem

  • We are kind and welcoming to all

  • We would rather die than to break our code
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PostSubject: Re: Ancient Psionics: Kalihakarian    Wed Jul 23, 2014 10:27 am

Power Summary

1D, Atmospheric Tolerance, Vacuum of Space: Like the Special Ability, Atmospheric Tolerance, the student of Kalihakarian can now breath and live in the deepest vacuums of space. This does not overlap with Atmospheric Tolerance, Water or Atmospheric Tolerance, Gas, nor does it make the user immune to deep space hazards such as major radiation from extremely close stars.

2D,Psi-Crystal Creation: The psion uses mental and biological parts of their body in order to create raw psi-crystals, which they may program if they have the appropriate skill.

3D, One of Many Distances: The psion may turn any touch ability into LOS. All vision penalties apply.

4D, Antimatter Field: The psion is able to counter any physical attacks, including psionic attacks, with prepared antimatter.

5D,Borrow Psionics: The psion may focus on a subject and use their psionic abilities accordingly.

6D, Create Worm Hole The psion may create an interstellar wormhole much like a ship when traveling in interstellar travel, and use it to transport themselves and friends quickly.

7D, Animate: Through a time consuming ritual that requires great amounts of concentration, the psion is able to create constructs out of nearly any cellular material available from fire creatures to metal warriors.

8D, Needless: The Kalihakarian no longer requires food or water, nor do they create waste of any kind.

9D, Eternal Wisdom The psion connects with the universe, and can use existence's eternal insight to get a fact about anything within the present.

10D, Cosmic Control The psion is so powerful that they may move asteroid fields, planets, stars and even black holes.


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PostSubject: Re: Ancient Psionics: Kalihakarian    Wed Jul 23, 2014 10:34 am

1D, Atmospheric Tolerance, Vacuum of Space: The Kalihakarian student has learned to master their own biological structure, tapping into ways to allow their body to exist in the freezing vacuum of space. This ability allows the character to find new ways to breath, as well as survive average radiation levels and freezing temperatures in deep space. This power is always active, but only works when in space environments. Kalihakarian who find themselves in the bottoms of oceans or in the acidic gas surface of a planet can not use Atmospheric Tolerance, Vacuum of Space in order to survive.

Cost: Free

Actions: None, always active


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PostSubject: Re: Ancient Psionics: Kalihakarian    Mon Oct 06, 2014 7:19 pm

2D, Psi-Crystal Creation: While Hexisan cultures have taken thousands of years to perfect the rare talent of harvesting Psi-Crystals, a psion can simply create one out of nothing, free of any scientific equipment or tools. The psion may only create crystals that can host psionic abilities that Kalihakarian student already possesses. Afterwards, a successful extended "Psi-Programming" skill (Technical) is still needed in order to program the crystal to activate its assigned power.

Duration: This ability takes 1 day per skill rank in the appropriate psionic ability that is intended to be transferred. IE: A Psi-crystal which can automatically use the Vitakenesis 1D Ability, Health Diagnosis, would take an entire day of uninterrupted concentration. More powerful psi-crystals require some sort of way for the psion to remain awake for longer periods of time without interruption (hence why psi-crystals are typically mild in capability).

Cost: 10 Character points per skill rank being transferred into the rock.

Special: Remember, this crystal is only the battery that can host the ability. A Psi-Technician with the matching power must make a "Psi-Programming" Skill check in order to complete the stone.
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PostSubject: Re: Ancient Psionics: Kalihakarian    Thu Oct 09, 2014 9:16 am

3D, One of Many Distances: The psion is so adept at using their abilities, that they've learned how to influence matter even without touching it. This ability is nothing that needs to be activated, but is rather a compliment to other psionic abilities. Any psionic powers that have a range of Touch can now be used as if the range is Line of Sight. IE: If the psion can see it, he may apply the ability accordingly (GM ultimately determines effects for certain abilities if questionable).

For example, the Ferrorkinesis 9D ability "Weaken/Reinforce Alloys" requires the psion to touch the target item in order to decrease/increase its strength. A psion with this Kalihakarian ability could do the same so long as they can see the item in question (all other rules still apply), ultimately giving them the power to disintegrate a space vessel from long distances.
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PostSubject: Re: Ancient Psionics: Kalihakarian    Tue Nov 11, 2014 1:23 pm

4D, Antimatter Field: Through an internal study of what atoms and physical matter truly are, the psion has learned to create antimatter, and can use this to dis-spell any physical attacks, even physical psionic ones. Such attacks include weapons like fists, swords, lasers and plasma, as well as psionic energy attacks such as acid waves or energy blasts (but not mental attacks). Those who attempt to attack the psion with weapons find their melee equipment eaten up by antimatter, while anyone attacking with fists must soak damage equal to the psion's Atimatter Field result total.

The psion must prepare the ability ahead of time by spending a character point and then rolling their Kalihakarian skill die, succeeding against the difficulty DC 16 (even if they fail, the character point is spent). If successful, the Kalihakarian student makes a second roll, equal to half of their Kalihakarian skill. This total is the strength of the Antimatter Field reverberating off of the psion's visage (Note: the psion must continue to sustain the ability every round). Anyone who attacks the psion via any type of attack rolls accordingly to hit, and if successful, damage. The Antimatter Field result is then subtracted from this result before the psion attempts to soak with armors if worn.

Note: Blades, clubs, etc. must roll their Body/Hull/Etc. (typical melee weapon 3D +/- scale) vs the Antimatter Field if they successfully hit. Anyone punching, grappling, etc. does the same, using any damage resistance armors they might have before taking appropriate damage. Also, if the psion drops the Antimatter Field for any reason, they must spend another character point to activate again.

Cost: 1 Character Point per use

Range: Self (an invisible aura surrounds tightly around the psion)

Difficulty: DC 16 to activate, 0.5 the Kalihakarian skill dice total to create the Antimatter Field

Duration: 1 action to activate, 1 action each round to sustain Antimatter Field
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PostSubject: Re: Ancient Psionics: Kalihakarian    Thu Nov 27, 2014 11:30 am

5D, Borrow Psionics:

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

Difficulty: Psion's Kalihakarian skill vs target's willpower

Range: Line of Sight

Cost: 1 Character Point (to be spent whether psion is successful or not)

The Kalihakarian student is so adept at using psionics around them that they can literally borrow psionic abilities from other psions within their line of sight. The Kalihakarian student must choose a target that they can see who has a specific psionic skill that the Kalihakarian student is aware of (Kalihakarian student can not simply select a psion and fish through their abilities, taking the best). The Kalihakarian student then marks a character point off and rolls their Kalihakarian skill against the target's willpower. If successful, the Kalihakarian student may use any of the target's known skill-powers equal to or less than the Kalihakarian student's own Kalihakarian skill rating.  The Kalihakarian must spend an action each round to sustain this power. Once the target psion leaves the Kalihakarian's line of sight, the Kalihakarian may still use their abilities that they are sustaining, but once the power is dropped, the psion no longer has access to these powers.
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PostSubject: Re: Ancient Psionics: Kalihakarian    Thu Nov 27, 2014 11:59 am

6D, Create Wormhole:


Difficulty: Consult the modifier chart

Range: Self (and additional targets of choice)

Time: Depending on travel times/distance, see below

Cost: 1 Character point (+1 additional character point per person transported)


The Kalihakarian adept has learned how to use psionics to manipulate the universe around them, creating a wormhole that they, and a number of willing targets equal to or less than their Kalihakarian skill total, may travel through. The Kalihakarian must focus, spending an entire round doing nothing but concentrating on the location they wish to travel to. The Kalihakarian student then spends a number of character points needed and rolls their Kalihakarian skill total, consulting the modifier chart below. All who are being ported simply glow for a for a few seconds before disappearing at the end of the round.

Those within the wormhole must have life support systems that are strong enough to survive the vacuum of space. Those experiencing the travel describe the experience as enlightening and prolific, as they watch themselves travel through powerful universal energies at speeds quicker than light. Though this ability is faster than any interstellar engines known to Terrans/Hexisan lifeforms, it still demands travel time. Long distances still demand oxygen, food and water, which must be fed through helmets for most lifeforms.

A psion moves like a ship, with an Interstellar speed of their Kalihakarian skill x 0.10. Additional targets do not affect this. The GM may add any appropriate modifiers for traveling through areas of high psionic energy, heavily radiated galaxies (Andromeda) or anything else that is near the destination.

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PostSubject: Re: Ancient Psionics: Kalihakarian    Sat Apr 25, 2015 12:03 am

7D, Animate


Action: 1 hour to create, changes with modifiers

Duration: Minimum of 24 hours, changes with modifiers

Difficulty: Base of 10, plus below modifiers

Cost: 5 Character Points minimum, plus any modifiers

Limits: The character can only create an amount of animated vessels at one time equal to their "Scholar Skill"

Special: Must have a physical representation of the material that the user wishes to use in order to create their Animated Vessel during the creation period equal to -12 scale (palm computer).

Through understanding creation, matter and life, the Kalihakarian is able to psionically animate a powerful ally for an extended amount of time. The creation of the animated form can be altered by many different modifications, including longevity, attributes, skills and powers. In order to create the vessel, the psion must first have a scale -12 (equal to a palm computer) amount of materials present during the creation period. The psion then must spend 5 character points. These character points are used up whether the animation process works or not. Once the material is present and character points are spent, the psion then spends at least one hour in pure concentration, focusing on the form they wish to create.

Any modifications to the animated vessel add either to the difficulty, character point cost, or time creation. Once the player decides all of the modifications, they tally up the new difficulty and roll their Kalihakarian dicepool. If the psion fails, nothing happens. If they succeed, the character creates an animated vessel with reasoning and logic that reflect its base stats. Once these stats, powers and duration times are chosen, they can not be changed.

All Animated Constructs are an echo of the user's persona, faintly having similar interests and traits to their creator. While they can stay in constant communication with their creator, constructs usually appear to be autonomous to outsiders due to their lack of communication (unless the creator chooses differently). The Animated Vessels move independently, but listen to all commands of their creator. Once per round, the user can spend their free action to give an order. The creator may spend additional actions to give additional commands if necessary.

BASE CONSTRUCTS ALL HAVE THE FOLLOWING...
Attributes: 2D
Skills: Brawling, Running, Search: 2D+1
Psychic Link: All constructs have a basic line of psychic communication with their creator. Otherwise they do not communicate with others.
Move: 10
Scale: 0
Body Points: 23 (20 starting points + 1D Strength)
Duration: 24 Hours
Special Abilities:
*Atmospheric Immunity: (creature does not breath and can not drown/suffocate due to officiation. Can still be snuffed out, etc. depending on creation type.
*Elemental Immunity:Vessel is immune to whatever element it is made of (for most cases)
*Poison/Disease Immunity: Immune to all poisons and diseases


BASE DIFFICULTY: 10

MODIFIERS...

Duration
+1 to base difficulty for every additional day that the user wishes for the Animated Vessel to remain

Stats
+3 to base difficulty for every +1D attribute bonus that the creator wishes to use on their Animated Vessel
+2 for every new skill the creator wishes to add to the Animated Vessel
+1 for every +1D skill bonus that the creator wishes to add to the Animated Vessel's existing skills
+1 per every point of scale that the user would like to add or subtract
+2 for every square of movement the user would like to add

Special Abilities (Animated Vessels are limited to these special abilities)

Ambidextrous [2] p. 31: +2 character points
Armor Defeating Attack [2 per rank] p. 31: +1 character point per rank
Attack Resistance [2 per rank] p. 32: +1 character point per rank
Endurance [1] p. 33: +1 character point
Flight [6] p.33: +6 character points, still must have flying/O-G or the creation defaults to Agility
Hardiness [1 per rank] p. 33: +1 character point per rank
Infravision [1] p. 34: +1 character point
Ultravision [1] p. 34: +1 character point
Iron Will [2 per rank] p. 34: +2 character points per +1D
Natural Armor [3 per rank] p. 36: +3 character points per +1D
Natural Hand-to-Hand Weapon [2] p.36: +2 character points per +1D
Natural Ranged Weapon [3] p. 36: +2 character points per rank

Material Choices (While materials add to creation time, they also give natural bonuses)
ICE: +1 Hour to Creation Time. Immunity to cold, +1D Natural Armor, +1D Natural Hand-to-Hand Weapon,  +4D penalty against Ice Construct w/ any lasers or fire.
EARTH/ROCK: +1 Hour to Creation Time. +2D Natural Armor, +1D Natural Hand-to-Hand Weapon
WOOD/PLANT: +4 Squares of Movement, +5 Body Points
CRYSTAL/GEM: +2 Hours to Creation Time. +2D damage vs Laser Weapons, +2D Willpower vs Psionics, 1 Rank of Armor Defeating Attack (-1D to armors).
GLASS: +1 Hour to Creation Time. +2D vs Laser Attacks, 1 Rank of Armor Defeating Attack (-1D to armors)
METAL: +2 Hours to Creation Time. +2D Natural Armor, +1D vs Laser Attacks, -2 Move, +2D Natural Hand-to-Hand Weapon
SPECIAL METAL ALLOYS (Tungsten, Star-metal, etc.): +3 Hours to Creation Time. +4D Natural Armor, +1D vs Laser Attacks, -4 Move, +2D Natural Hand-to-Hand Weapon
FIRE: +1 Hour to Creation Time. +4 Movement, +1D damage to anything that comes in physical contact with Animated Vessel
GASES: +2 Hours to Creation Time. Flight Special ability.
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PostSubject: Re: Ancient Psionics: Kalihakarian    Sat Apr 25, 2015 1:00 am

8D, Needless
The Kalihakarian has tapped into their own biology and no longer needs to eat or drink water for the rest of their life. All forms of required nutritional energy are recycled or taken from their environment. The Kalihakarian also does not create waste. They do not sweat, nor do they need to alleviate themselves of stool, urination or any other type of biological byproduct.

Special: The Kalihakarian still must sleep. This ability does not affect such requirements.
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PostSubject: Re: Ancient Psionics: Kalihakarian    Thu Jul 09, 2015 10:06 pm

9D, Eternal Wisdom

Range: Self

Difficulty: Consult Below Chart

Duration: 1 round

Action: 1 action

Cost: 5 character points

The psion may concentrate on a single question about the present that they'd like answered, then tap into the universe in order to experience a vision. These visions can be in many different forms from a mere picture to experience live events as they unfold. However, it can ONLY be related to present time.

In order to activate, the psion must first spend 5 character points. These points are spent no matter if the attempt to tap into the universe's wisdom succeeds or not. Next, the psion chooses a question they'd like answered. Once they have the question, they then spend an action, and roll their Kallikharian skill. If successful, they receive an answer. If they fail, they may attempt to try again, but at an additional 5 character points cost.

IE: "Where is Dr. Psycho hiding?"
"What will I find inside the haunted castle?"
What is the seductive queen hiding behind her back?"

Not Eligible: "When will I die?" (future)
"Show me what happened to my mother?" (past)


DIFFICULTY CHART
Very Specific Question: +5
Average Question: +10
Vague Question: +20

Does the psion know the person/place well: -5
Has the psion met/visited the person/place: +0
Is this person/place a stranger/strange: +10

Is the information well known: -5
Is the information a secret: +5
Is the secret extremely hidden, known by very few: +10
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PostSubject: Re: Ancient Psionics: Kalihakarian    Thu Jul 09, 2015 10:34 pm

10, Cosmic Control


There are only several times in the history of the Kalikaharian that this wondrous power has been used. According to rumor, it was once used by the great Gnizama to push away an explosive star, and again by Cretta the Silent to expel a massive comet from out of a planet's orbit. By merely concentrating on a moon, planet, star or other galactic object, the psion can literally move the object to wherever they will it. Such an ability is not to be taken lightly, and most who are taught this ability never use if for fear of the ripples it might create throughout the galaxy it's used in.

In order to activate the power, the psion... (to be continued)
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