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 Psionic: Seroekinesis

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PostSubject: Psionic: Seroekinesis    Sat Oct 11, 2014 10:20 am

Seroekinesis


Acid, a substance that neutralizes alkalis, dissolves metals, and burns flesh. This corrosive liquid is made up of
molecules that can simply cleanse drinking materials or burn through metal with ease. Early psions who study this frightening mental discipline are attracted by its destructive prowess, but quickly learn that while acid can be very dangerous, it also has productive qualities that assist in survival.

1D, Atmospheric Tolerance, Gas: The psion has taught their physiology how to cope with the biproduct that acid often generates and can now breath gases.

2D, Toxin Immunity: This capability allows the psion to increase acid balances in their body, allowing them to become resistant to diseases and poisons. As the psion's Seroekinesis skill strengthens, they later become immune.

3D, Corrode: The psion may make metals corrode with their mere touch.

4D, Acid Immunity: The psion learns how to not let the dangerous acidic material harm them any longer.

5D, Rancid Spray: The psion can spray a short wave of harmful acid at nearby targets.

6D, Acidic Coating: The psion coats themselves in a fuming, dangerous acid, harming anyone who tries to attack them with brawling.

7D, Balanced Biology: By manipulating the levels of acids in one's body, the psion can cleanly balance pH levels, extending their life expectancy and making them more resilient to taxing activities.

8D, Acid Wave: At this level of Seroekinesis, the psion has mastered the creation of acid, and can create a wall-like wave of dangerous acid that can move across the battlefield.


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PostSubject: Re: Psionic: Seroekinesis    Sat Oct 11, 2014 10:23 am

1D, Atmospheric Tolerance:
The psion has learned how to make their body not only tolerate the gases created by acid when it causes chemical reactions, but oxygenate their body through gases of all kinds. The psion gains the Special Ability, "Atmospheric Tolerance, Gas [2]" and can breath normally in thick gases, smoke and Special: Acidic Gas Bi-Product.
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PostSubject: Re: Psionic: Seroekinesis    Mon Oct 13, 2014 11:43 pm

2D, Toxin Immunity:  
The psion has learned how to increase the hydrochloric acids in their stomach and create acid secretion in white blood cells in order make their body more resistant to poisons and diseases. At 2D, Toxin Immunity gives the psion the Special Ability, "Immunity," adding +1D to all resistant tests against poisons and disease.

When the psion reaches 5D in Seroekinesis, they become completely immune to all diseases and poisons.
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PostSubject: Re: Psionic: Seroekinesis    Wed Oct 22, 2014 9:37 pm

3D, Corrosion:

Duration: 1 action

Difficulty: 11 (Moderate) to activate

Range: Touch

The psion may make metal objects corrode and rust with mere touch. First the psion must touch the object (anything attempting to dodge does so accordingly). Once they have contact, the psion next spends an action and must make a Seroekinesis roll, DC 11.

If successful, the psion then must pit their Seroekinesis against the item's Hull or Body (w/ Scale). For most items that don't have a Hull or Body, default to 2D (+/- scale). If the psion wins, the item corrodes and has gaping holes or orange rust that renders the item useless until repaired.

Note: This can only be used on metals. Wood, Stone, Plastic, etc. is immune.
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PostSubject: Re: Psionic: Seroekinesis    Wed Oct 22, 2014 9:54 pm

4D, Acid Immunity:

Duration: Permanent

Difficulty: None

The psion has programmed their mind to assist their body in becoming immune to harmful acids. At 4D, the psion gains the Special Ability, "Attack Resistance [2], Acid." This gives the user +1D to damage resistance totals for any harmful acids.

At 7D, the psion is COMPLETELY immune to acid, and no longer takes damage from contact.
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PostSubject: Re: Psionic: Seroekinesis    Thu Oct 23, 2014 9:23 am

5D, Rancid Spray:

Duration: 1 action to create, 1 action to throw

Difficulty: 15 (Moderate)

Range: 15 ft. cone


The psion has become so in tune to the powers of acid, that they can create limited amounts of the deadly liquid in order to spray at nearby targets. To do so, the psion must spend an action and made a Seroekinesis roll DC 15. If successful, the psion's mouth begins to smolder, as dangerous acids temporarily boil within them.

The psion can then spray the burning acid at anything within a 15 foot cone (see diagram), spewing it from their mouths towards any victims. The psion does so by rolling their throwing skill (no bonus) vs the target's dodge, etc. If successful, the psion's acid inflicts HALF the user's Seroekinesis skill dice total in acidic damage (unlike other damaging psionic powers which due all of the psion's skill dice total). For the following three rounds,
on the target's turn before they can act, the victim must take 1/2 of the psion's Seroekinesis skill dice total in damage again. Only special chemicals can neutral this dangerous chemical.
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PostSubject: Re: Psionic: Seroekinesis    Fri Oct 24, 2014 10:38 am

6D, Acidic Coating:

Range: Self

Difficulty: DC 21 (Very Difficult)

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

The psion has molded his body in order to both produce and become immune to the dangerous effects of acid. With this level of Seroekinesis, the skin of the psion sweats out a thick coating of sticky acid that becomes harmful to anyone who touches them.

To activate, the psion must spend an action concentrating. Any equipment that they are currently wearing, but not actively using (IE: Armors, equipment belt) is considered part of their body, but equipment in their hands like weapons, tools, etc. are not. The psion then makes a Seroekinesis roll, DC 21. If the psion succeeds, a fuming, sludge like acid coats their outside. Anyone who physically touches the psion takes half of the psion's Seroekinesis skill dice total in damage. Any floors that they walk on or furniture that they might sit on are considered as being weakened at the GM's discretion.
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PostSubject: Re: Psionic: Seroekinesis    Sat Apr 25, 2015 2:41 am

7D, Balanced Biology

Action: None

Duration: Permanent

Difficulty: N/A

By manipulating the levels of acids in one's body, the psion can cleanly balance pH levels, extending their life expectancy and keeping them physically able at all times. This is a two part power. Upon reaching this level, the character gains the Special Ability, Longevity [3]. The character doubles their life expectancy (IE for humans: Can live to be 200 years old).

In addition, the character gains Endurance[1] (+3D to Strength and Stanima checks when performing taxing physical tasks). This is due to the levels of acidic carbon dioxide that they can now regulate through their system.

Special: The character always seems to have a healthy complexion to them.



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PostSubject: Re: Psionic: Seroekinesis    Thu May 14, 2015 9:53 pm

8D, Acid Wave

Action: 1 action to create, 1 action to move

Duration: Sustainable

Difficulty: Very Difficult, DC 24

Range: Line of Sight

Area: 4 meters square shaped

Scale: 0

Damage: Half the Sereokinesis Dicepool in Damage upon initial contact, -1D damage each additional round

Armor Piercing: -1D

Movement: 5

Special: acid Wave can move one direction per round (can not go back-and-forth as it is a slow moving wave)

The psion is now able to create a sustainable wave of deadly acid that can be controlled on the battlefield. This wave of acid devours anything in its path, dissolving matter as it slithers to wherever its creator desires. In order to create this wave, the psion must spend a single action, and succeed in a Very Difficult roll (DC 24). If successful, the psion may initially place the acid wave anywhere within their line of sight. This wave can be moved with an additional action (1 per round) at a movement of 5.

Anything that shares a square with this wave must make a damage resistance roll equal to half the psion's Sereokinesis dicepool in damage. In addition, anyone wearing armor suffers -1D Armor Piercing. Even if a target manages to survive the initial damage, they must make damage resistance tests every round at -1D of the initial damage rating until the rating reaches zero.

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