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 Psionic: Agrokinesis

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PostSubject: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeFri Oct 10, 2014 9:43 pm

Agrokinesis
Psionic: Agrokinesis Agrokinesis_zpsa74c6418
This rare and unusual psionic school of discipline allows the user to manipulate any form of living organisms that are categorized as plants, including trees, shrubs, herbs, grasses, ferns, molds and mosses. Agrokinesis beginners can call upon minor benefits that most plant life uses, while experts may summon this form of life to them even in barren wastelands.

1D, Photosynthesis: The psion has learned how to collect nourishment from sun rays, allowing them to survive on radiation from stars.

2D, Immunity: The psion has become formidable at filtering toxins, earning the "Immunity [1]" Special Ability.

3D, Expedited Growth: The psion is able to speed up the growth of vegetation.

4D, Plant Allies: This ability allows the psion to use existing vegetation to their advantage in combat.

5D, Cellular Reproduction The psion has learned how plants create/replace cells so quickly, and applies it to themselves when wounded.

6D, Vine Whip: By focusing on a concentrated area within their hands, the Psion can create a plant-like vine that can be used as a poisonous whip or climbing tool.

7D, Chlorophyll Surge: The psion understands how to use Chlorophyll, the resource plants use to store energy, within their own body to make them stronger and faster.

8D, Bark Armor: The psion grows thick scales of tree bark along their body, making them more resistant to physical attacks.

9D, Green Colossus: The psion summons a massive plant monster or tree creature that fights at his/her side.

10D, Pod Double: The psion has become so great at replicating plant molecules with their own DNA, that they can create a double of themselves made of both human and plant biology.


Last edited by Admin on Mon Oct 20, 2014 6:07 pm; edited 10 times in total
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 10:18 am

1D, Photosynthesis:

Duration: Permanent

Difficulty: None

The psion has learned how plants convert light energy, normally from the Sun, into chemical energy that can be later released into the body. This gives the Psion +1D to daily Survival rolls so long as they involve forging for food.

At 7D Agrokinesis, this ability allows the psion to not require food at all so long as they are exposed to the light energy of a star, though drinking water is still necessary.
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 10:22 am

2D, Immunity:

Much like plants, the psion has learned how to filter toxins more efficiently than regular Terrans. The psion earns the Special Ability, "Immunity [1]", gaining +1D to Strength of Stamina checks when determining whether they have contracted an illness or suffers from ingested poisons.

At 8D Agrokinesis, the psion is completely immune to all diseases and poisons.
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 10:41 am

3D, Expedited Growth:

Duration: 1 minute (12 rounds) of uninterrupted concentration

Range: Line of Sight

Difficulty: 11 (Moderate)

The psion may concentrate on a single plant or collection of vegetation and expedite its growth exponentially. The psion concentrates on a single plant or group within their sight for 1 minute. The psion can take no other actions at this time. In the first round of this duration, the psion makes a Agrokinesis check, DC 11. If successful, the plants will use cleaner methods of cell production in order to grow from seedling to its full potential based on scale. See chart below.

Scale/Time Chart
-21 (beans, pea pods): 12 hours
-15 (spore peppers): 24 hours
-12 (Tomatos): 36 hours
-9 (Carrots) 48 hours
-6 (Pumpkins) 74 hours
-3 (Corn Stalks, Wheat) 98 hours
0 (Large Bushes) 1 week
3 (Small Trees) 2 weeks
6 (Basic Trees) 3 weeks
10 (Pines) 1 month
14 (Oak Tree) 1.5 months
20 (Great Pines) 2 months
24 (Red Wood Trees) 3 months

Note: This only improves plants or seeds that already exist, and can not create vegetation out of nothing.
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 10:56 am

4D, Plant Allies:

Duration: 1 action to activate

Difficulty: DC 15 (Moderate)

Range: Line of Sight

The psion may now use nearby vegetation to their advantage in combat. The psion must first concentrate on plant life that they can see and then make a Agrokinesis check, DC 15, to activate. If successful, the plants move in any way possible in order to assist the psion. The psion may choose one of the following...

Result Chart
*Obstacle- Plants stretch out or uproot in order to create an obstacle. This obstacle can be within a one square radius of the plant. Anyone attempting to cross this square must make an appropriate check (jump, climb, etc.) DC 12 +/- scale in order to avoid the obstacle.

*Lash Out- The plant uses itself to commit a single action to anything within a square of it. If it is small vegetation, it becomes stiff and thorny. If it is a tree or vine, it whips at its target. The plant rolls 4D to attack, doing 4D damage +/- scale.

*Shield- If the psion is within 1 square of the plant, it will attempt to stretch out, sprout and even uproot in order to shield the psion. The psion receives +2 to any damage resistance tests if damages while being shielded.

*Boost- The plant kicks up from the soil, uses its branches to push/pull, or bulges up at the appropriate time in order to speed up the psion's movement. If the psion moves within 1 square of any plant effected by the "Plant Allies" ability, they gain +2 squares of movement.

Note: A targeted plant can only conduct one of these actions a round.


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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 11:02 am

5D, Cellular Reproduction

Area: Self

Duration: 8 hours of rest

Difficulty: None, Automatic

The psion has learned the secret to a plant's cellular growth, and uses it on their own biology. Psions with this ability earn the Special Ability "Accelerated Healing [3]" with 3 ranks. This allows the character to gain +3D to their Strength for all natural healing attempts after rest. Any Critical Failure is treated as a 1 rather than having a negative effect on the dice roll.
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 11:38 am

6D, Vine Whip:
By focusing on a concentrated area within their hands, the Psion can create a plant-like vine that can be used as a poisonous whip or climbing tool.

Difficulty: DC 15 (Moderate)

Duration: Instant

Rule: This Power creates a a crude but exceptionally dangerous thorny tendril in their hand. This whip can be used either with the Melee Combat Skill, or as a climbing tool. The vine functions as a whip except that it does additional damage due to it's poison.

Whip: Damage is user's Strength Damage + 1D, The whip may be used from 2 squares away with +5 added to their target difficulty. If the attacker successfully does damage with whip, the target must make a Stamina check vs 1/2 the psion's Agrokinesis skill die total in toxin damage.

Climbing Tool: The thorny and sticky Vine can be used as a climbing tool, adding 3D bonus dice to any climbing checks.
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 12:15 pm

7D, Chlorophyll Surge:

Range: Self

Difficulty: DC 22 (Very Difficult)

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

The psion produces and uses Chlorophyll within their own body in order to strengthen their own physique. The psion must concentrate, making an Agrokinesis skill check, DC 22. If successful, a surge of energy allows the user to temporarily strengthen their body. The psion gains the following Special Abilities...

Fast Reactions [3]: The character gains +1D to Perception when determining initiative and for up to three times during this ability, can receive one additional action for one round.

Hypermovement [1]: The psion becomes extremely fast, adding +2 meters per round to their base Move Rate.

Increased Attribute, Strength [2, Rank 3]: The psion gains +1D to their Strength Attribute, which also positively affects any Strength skills.

Increased Attribute, Agility [2, Rank 3]: The psion gains +1D to their Agility Attribute, which also positively affects any Agility skills.
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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeTue Oct 14, 2014 12:19 pm

8D, Bark Armor:
This power allows the Psion to cover themselves with thick tree bark 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

Range: Self

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



Bark Armor Stats:

Armor Value = Half the Psion's Agrokinesis 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: Agrokinesis   Psionic: Agrokinesis Icon_minitimeMon Oct 20, 2014 5:57 pm

9D, Green Colossus:

Duration: 1 action to create, lasts an amount of rounds equal to the psion's Agrokinesis skill value

Cost: 5 Character Points per construct

Difficulty: DC 27 (Heroic)

This nightmarish ability allows the psion to create individual creatures of plant, which can think and act on their own. These creatures are made entirely of wood or vegetation, and use the psion's conscience as a reflection of their own intelligence.

To create, the psion must first spend 5 character points (used regardless if successful). The psion then rolls their Pyrokinesis skill, DC 27. If successful a manifestation of the psion's choosing is created. These creatures, much like the nature of plants, are very temporary, only lasting for less than a minute. Plant Constructs have the following stats.

ATTRIBUTES
All physical attributes are equal to half of the psion's Agrokinesis skill die total (AGILITY & STRENGTH). All mental attributes are equal to a quarter of the psion's Agrokinesis skill die total (KNOWLEDGE, MECHANICAL, PERCEPTION, TECHNICAL).

SKILLS
Plant constructs have any skill that the Psion has. All skills are equal to half of the psion's Agrokinesis skill dice total +1.

MOVEMENT
x2 the base movement of the Psion.

BODY POINTS
These creatures have an amount of body points equal the psion +20, though they do not suffer damage penalties for being stunned, wounded, or S. Wounded. The creature is considered disrupted/destroyed once they reach Incapacitated or beyond, disappearing all together.

SPECIAL ABILITIES
Green Colossus have the following Agrokinesis abilities, all using (if necessary) the psion's FULL Agrokinesis dice pool (so a minimum of 9D).

*Vine Whip
*Plant Allies
*Bark Armor


In addition, a Green Colossus automatically gets the Special Ability, "Natural Hand to Hand Weapon [2]" (+1D to unarmed combat.

SCALE
The creature grows to a scale of +10.


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PostSubject: Re: Psionic: Agrokinesis   Psionic: Agrokinesis Icon_minitimeMon Oct 20, 2014 6:18 pm

10D, Pod Double:

Duration: 1 Day to create, 1 week to fully grow per every ten years the psion has been alive

Cost: 1 Fate Point & 5 Character Points

Difficulty: 31 (Heroic)

The psion has become so adept at mixing their biology with that of plant life that they can grow a pod version of themselves. The psion must focus for an entire 24 hours (fighting any fatigue difficulties in the process). At the end of the 24 hours of meditation, the psion spends 1 Fate Point & 5 Character Points (spent whether the psion succeeds or not) and makes an Agrokinesis check, DC 31. If successful, a small green bud attaches itself to the surface where the psion is meditating.

Slowly the bud begins to grow into a large pod, completing its growth pattern in an amount of time equal to 1 week per every ten years the psion has been alive. At the end of this period, an exact replica of the psion has been created (make sure to make a copy of the psion's Character Sheet at this time). This Pod Double is in a comatose-state until the psion dies. At that time the Pod Double awakes, it knows everything that the psion knew at the initial time of creation. Use the copy of the psion's Character Sheet for all of the double's stats, minus any character/fate points.
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