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 Psionic: Ferrokinesis

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PostSubject: Psionic: Ferrokinesis   Mon Oct 06, 2014 7:30 pm

Ferrokinesis

Ferrokinesis is the psionic ability that involves the manipulation of metal and electromagnetism. While early students of this discipline have been noted to manipulate steel, masters of the art have been known to tear holes through barriers and take apart entire ships.

1D Metal Detection: Users can sense the presence of metal and possibly gain detailed understanding about the metal they are sensing. They can determine the size of metal structures and strength.

2D Magnetism: By manipulating electric currents, the psion is able to control weak magnetic currents from nearby metallic objects.

3D Iron Grip: The psion is so in tune with metal and magnetism that they can no longer lose metallic weapons and equipment.

4D Magnetic Step: The psion can choose to create a magnetic pulse between themselves and anything metal, much like magnetic boots.

5D Bend Metal: The psion is now able to manipulate steel, bending it and shaping it accordingly.

6D Produce Weapon: The psion concentrates, generating a basic steel melee weapon.

7D Magnetic Flight: The psion has learned how to manipulate the electro-magnetic energy around them, allowing them to fly.

8D Steel Visage: The character can now completely cover themselves in durable steel, keeping them protected from most attacks.

9D Weaken/Reinforce Alloys: The character is now able to weaken or strengthen metallic items such as walls, vehicle armor, etc.


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PostSubject: Re: Psionic: Ferrokinesis   Mon Oct 06, 2014 9:59 pm

1D Metal Detection:
With this ability, the psion is able to detect nearby metals.

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

Rules: The Psion rolls their Ferrokinesis skill, applying the below modifiers to the difficulty. If the number is positive, compare it to the chart below. This is the general result of the the psion's "Metal Detection" ability.

Range: The Psion's Ferrokinesis Skill number X their knowledge in meters.

Modifiers:

*SCALE
Scale of the metallic piece. If smaller than scale zero, subtract that number from the result, as it is harder to find. If it is large, such as a buried submarine, instead add the scale to the psion's result.

*STRENGTH OF METAL
Weak (Copper, Tin): -10
Average (Iron or Industrial Steel): +0
High Tech or Quality Steel: +10


Result
1-5: General Knowledge- No details besides the fact that there is metal around
6-10: Minor Details- Vague number (1-2 solid pieces, 5-8 fragments)
11-15: Moderate Details: Near accurate number (1 piece, 5 fragments)
16-20: Major Details: exact number and basic metal type (1 piece of average iron, 5 weak fragments)
21-25: Nearly Complete Details: exact number and pace (1 piece of average iron in the shape of a door, 5 weak grenade shaped cylinders)
26-30: Hidden Details: Exact number, details (1 iron door connected to a matching iron tunnel, 5 weak grenade shaped weapons with pins still in their tops)
31+: Supernatural Details: Exact Number, details, plus an outline of their purpose (1 iron door attached to a metallic tunnel leading down, 5 weak shaped metal grenades with pins still inside that still appear to be intact)
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PostSubject: Re: Psionic: Ferrokinesis   Mon Oct 06, 2014 10:27 pm

2D Magnetism: The psion has learned to manipulate the magnetic currents around them, using themselves as a conductor in order to draw metal items closer.

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

Difficulty: 10 (Easy), Can only be an item less than the character's scale

Range: LOS

Distance: Can move character's walk speed per turn in a straight line

The psion may focus on anything metallic within their line of sight, so long as its scale is less than the psion. They then must succeed in a DC 10 Ferrokinesis check. If successful, the psion can draw the item an amount of squares equal to the psion's walk speed (half their movement) closer, but only in a straight line. The item drags on the ground (does not fly) until it reaches the psion's feet.

These abilities gain new features as the Psion becomes more proficient in Ferrokinesis.

5D: The item now levitates one square off the ground instead of dragging.

7D: The item can now move at the psion's run speed/full movement (typically 10).

9D: The item can now be as large as the psion's Ferrokinesis skill dice total in scale

Note: This is an ideal ability for rearming dropped weapons, stealing shelves items, but is not efficient enough for attacking enemies like with telekinesis


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PostSubject: Re: Psionic: Ferrokinesis   Mon Oct 06, 2014 10:32 pm

3D Iron Grip:
The psion has become so familiar with metal and magnetism that they no longer can lose any metallic items within their hands such as metal plated energy weapons and steel melee weapons. If the character both rolls a 1 on their wild die, and does not succeed in their action, their result can never be losing the item in their hand so long as it is made of some type of metal. This ability is always active.

Also, anyone attempting to forcefully disarm a metallic item in the psion's hand does so with a -10 penalty to their check.
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PostSubject: Re: Psionic: Ferrokinesis   Mon Oct 06, 2014 10:42 pm

4D Magnetic Step:

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

Difficulty: DC 15 (Moderate)

Range: Self

This ability allows the psion to create a magnetic pulse across his/her feet like the equipment, Magnetic Boots. The psion must concentrate, succeeding in a DC 15 check. If successful, the psion may walk on any metallic surface, be it iron walls/ceiling or the hull of a ship, without fear of falling off (unless the psion decided to drop the ability). The psion may walk on a horizontal surface at their full speed, on walls at half their base movement, and on ceilings at a quarter of their movement. Any run checks on horizontal walls or ceilings are rolled with only half the psion's running still dicepool (round up).

In addition, anyone attempting to tackle or trip the psion does so with a -10 penalty. If the attacker is still successful, the Magnetic step ability cancels, and the psion must deal with the consequences, be it falling off a flying ship or unsticking to a ceiling.


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PostSubject: Re: Psionic: Ferrokinesis   Mon Oct 06, 2014 11:02 pm

5D Bend Metal:

Range: Line of Sight

Duration: 1 Action

Difficulty: Base 10 + modifiers

The psion is now able to bend metal at will, so long as it is within their line of site. The psion must concentrate, making a Ferrokinesis check DC 16 + modifiers in order to bend it as they please. The nature of how it is bent increases the difficulty. This does not allow the psion to tear or destroy metal, only mold its shape.

Modifiers
BASE: 10

SCALE
In this scale, anything of smaller scale than 0 gives a bonus equal to its scale, while anything above zero scale acts as a penalty equal to its size.

TYPE
Weaker metals (tin, copper): -5 to difficulty
Average metals (steel, iron) +0
High Tech or Quality Steel (Tungsten, Titanium) +5

BEND
Basic single bend or curve (bending a sword in a U-shape so it is unusable): +5
Moderate shape (Make a metallic wire wrap once around a pole) +10
Complex Work (Make a gun's barrel tie into a knot) +15

ARMOR
While the body of a metallic weapon or vehicle is rendered useless to Ferrokinesis, the armor is still counted against the attempt, as it is purposely structured to prevent distortion. Any items with an armor value (personal armor, ship armors, etc.) get to roll their armor value only (not the Body or Hull), and subtract it from the psion's "Bend Metal" roll.


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PostSubject: Re: Psionic: Ferrokinesis   Mon Oct 06, 2014 11:12 pm

6D Produce Weapon: By focusing on a concentrated area within their hands, the Psion can create a basic sword or blunt weapon.

Difficulty: 18 (Difficult)

Duration: Instant

Rule: This Power creates an exceptionally dangerous steel blade, metal shard or blunt weapon. The edged weapon can be a sword, the shard can be a dagger, while the blunt weapon can be a mace, of the psion's choice during creation. This weapon is shaped to be very efficient against armors, giving the user a -1D Armor Piercing bonus.

*Knife: Character's Strength Damage + 1D, -1D to Armors, Range if Thrown: Short 1-3, Medium 4-7, Long 8-10

*Sword: Character's Strength Damage +3D, -1D to Armors

Mace: Character's Strength Damage +2D, -1D to Armors

This metal is very effective, yet brittle. Any glitch (1 on the wild die with a failure) while using the weapon automatically causes the weapon to shatter into pieces.


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PostSubject: Re: Psionic: Ferrokinesis   Wed Oct 08, 2014 12:24 pm

7D Magnetic Flight: By manipulating the magnetic fields around them, the psion can now fly. The character's flying rate equals their base Move x their Ferrokinesis Skill Rating. Much like the Special Ability, "Flight [6]," the character must use the flying/0-G skill to maneuver. Like most flying vehicles or abilities, this power consults the Stunt Difficulty/Modifier chart on p.65 of the main book in order make difficult turns or challenging tricks.

Note: Unlike running, the flying/0-G skill can not be used to gain additional movement.
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PostSubject: Re: Psionic: Ferrokinesis   Wed Oct 08, 2014 12:34 pm

8D Steel Visage: This power allows the Psion to coat themselves in a protective layer of metal in order to guard them against attacks. Though the armor is very effective, it tends to slow the user down.

Difficulty: DC 25 (Very Difficult)

Duration: Instant, 1 action each round to sustain

Range: Self

Rule: As an Action the Psion can create for them self a suit of armor made out of Metal. 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.

Metal Visage Stats:

Armor Value = Half the Psion's Ferrokinesis 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: Ferrokinesis   Thu Oct 09, 2014 9:00 am

9D Weaken/Reinforce Alloys: This psionic discipline has been vigorously studied by militaries, but all attempts to replicate the process have failed. The psion has become so efficient at understanding the metaphysical features of metal, that they can actually weaken or strengthen the bond between metallic alloys. This can only be used on metallic parts with minimum movement such as walls, tanks. Items such as personal armor or robots can be Weakened/Reinforced, but each piece that bends must be done separately (wrists, biceps, hands, torso, waist, thighs, shins, feet, head).

Duration: 1 round per die decreased/increased

Difficulty: 29 (Heroic)

Effects: Permanent

Cost: 5 Character Points per 1D decreased/increased

Range: Touch

Limitations: Psion may only weaken/reinforce an amount of metal equal or lesser than their Ferrokinesis skill x Knowledge in Scale

The psion must be touching the metallic object. They then decide whether they will decrease or increase the metal object's durability before spending 5 character points per die (this is spent regardless if the psion is successful or not). The psion then spends a number of rounds equal to the amount of dice that they wish to decrease/increase the metallic object by, taking no other actions. The effects are as follows...

Decreased
The metallic object weakens, becoming less durable than originally manufactured. If an item such as a vehicle, door or wall has both metallic armor and metallic hull value, the armor is the first to go. There is no resisted test. If the psion manages to reduce the value to 0D, the metal turns into fine dust and crumbles. A metallic item that is decreased in durability can not have a scale greater than the psion's Ferrokinesis skill x Knowledge.

Increased
The metallic object's bonds strengthen, becoming more durable than originally manufactured. If an item such as a vehicle, door or wall has both metallic hull and armor, the armor is strengthened. There is no resisted test. For each 5 character points that the psion spends, the item's armor increases by 1D. The maximum armor an item can have is equal to its hull. If an item has no hull, the item can be strengthened by x2 its original armor rating. A metallic item that is increased in durability can not have a scale greater than the psion's Ferrorkinesis skill x Knowledge.
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