New Psionics
New Physical Psionics
Shadow Hands
Telekinetic Flight
Sensitive Psionics
Omnipotent Sight
Sense Awareness
New Super Psionics
Ghost Image
Shadow Form
TK Psi-Armor
Whiplash
New Psionics
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Shadow Hands: This power is just like is sounds. Two black shadow arms or hands come from the psychic's shadow, and move and stretch out along the ground or walls. They have the same PS as the psionic, but can be increased at a rate of 2 ISP for every 5 points of PS added. They have a speed attribute of 30. The shadow arms must move along the ground, and can not attack or grab anything that isn't touching the ground or wall in some way. The Shadow Hands can not actually do any real physical damage, but they can be used to hold down an attacker, pull something along the floor or wall to the psychic. They can even pull small object (under 50lbs.) into the Shadow Realm, but the object has to be moved to a real shadow to be taken, and must exit back out a second shadow. Basicly they hold the object and give it a temporary shadow meld, and shadow movement ability. But remember, what goes into the Shadow Realm, must come out. When used in direct sunlight, or in a very bright areas, the duration, range, speed, and PS are half. Telekinetic Flight: This psionic power allows a psychic to propel himself through the air with telekinetic force. The character can fly at a max. of 45 mph plus 5 mph per level. The psychic can fly at a max altitude of 200 feet off the ground. While in flight the character gains a +4 to dodge when hovering or flying. The psychic can give himself short bursts or pushes of speed by add an adtional 2 ISP for every extra 10 mph. The bursts only last for 15 seconds (one melee). The pushes are tiring to the psychic, and he must slow down or rest for five minutes, before he can try to push it again. He my keep flying during this time, but his speed is reduced to 25 mph, and he no longer gets any dodge bonus from this power, but a penalty of -2 to inish, and -2 to strike, parry, and dodge.
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Omnipotent Sight: This power is not as powerful as the name might suggests. This power gives the psionic total sight, kind of like a psionic radar. The psionic will be able to see if he is blinded, in total darkness, and even see through shadows, and smoke as if they where not there. The power will also let a psionic be able to see after he has been magically or psionicly blinded. It isn't a cure. As long as the power is up, he will be able to see, but if the power is dropped, and the duration of the blindness/darkness is not over, they will be blind again.
Sense Awareness: This power gives the psionic the strange ability to know when he is being watched, be it by a person, camera, motion detector, or listening device. The psionic will get a strange kind of "tingal" when within the range or when a person is watching them. When the psionic get the "tingal", he will have a 55%+5% per level chance to determan what direction it is coming from. 35% +5% per level to know the exact location. If the psionic fails the direction roll, he can not try for the second roll.
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Ghost Image: This power lets the psionic become "invisible" to any and all electrical scanning and surveillance systems. Ghost Image gets its name from the unique nature of it effect on visual surveillance systems, and recording devices. Video recording equipment will still "see" what is called a "Ghost Image" or a slight faint "outline" or ripple of the person. This ripple is so faint it is almost impossible to see, (15% chance), but it will be left behind on tape or an other recording. If the person is actively looking, or studying the tape for such oddities, they will use their TV/Video or Surveillance Systems skill, but at a -35%. It is still impossible to tell who the psionic was. Heat sensors show something a little different, but basicly the same thing. No matter how far away the sensor is, the psionic will be invisible to it.
This power also effects motion detectors, but not quite the same way. The Psionic is not totally invisible to them, but they have a 12% chance of detecting him. But even then, the alarm will go off 1d8 melees later. (GM should roll and keep secret).
The psionic can not effect a second person with this power, but any equipment or armor the person had on will be effected. The psionic can also pick up object, but they will not be effected, unless an addition 15 ISP is added (Reactivating the power).
The power also give the psionic the strange ability to know when he is being watched, (not unlike Sense Awareness, but not as stronger). It gives the psionic the ability to know when he is being watched by electronic means, or when he is getting into range of some kind of sensors. The psionic will get a strange kind of "tingal" when within the 5 foot range. The psionic will have a 25%+5% per level to determan where the sensor is.
This power does not work on lessening devices at all, but it does give the psionic a natural prowl skill when activated. 35% +2% per level, or +15% to the persons normal prowl skill, (which ever is better).
Shadow Form: This power is far more then what is sounds like. This power gives the psychic the ability to change himself, and all his items, (up to 100lb.) into a living shadow, not unlike the shadow creatures that live within the Shadow Realm. Once the psychic has transformed into the Shadow Form, any and all the items he was caring become useless, and can not be used. The Shadow Form gives the psionic minor intangibility. He can not pass threw anything, but can squeeze threw even the smallest crack, or hole. If light can pass threw it, then so can the psionic. The psionic no longer has any mass, and simply slides along the ground and walls to move. As long as there is a surface to touch, the psionic can move along it. He can even move along the tops of clouds, and threw smoke.
In this form the psionic is immune to all poisons, gasses, and toxins, as well as all physical attacks pass right threw the psionic harmlessly. Energy attacks do normal damage, light based attacks such as lasers, do double damage. Also has a natural prowl, in darkness, of 65%. There is also a horror factor of 15 when people see the psionic in this form.
The psionic also gains the ability to move in shadows, with a 100% prowl effectiveness! Once inside the shadow the psionic becomes invisible, black on black. And because the psionic give off no heat the psionic is invisible to heat sensors. Oddly though, people who have night sight, or other ability to see threw shadows and darkness, will have a 75% chance of seeing the psionic when he is hiding in the shadow, but even then the psionic only shows as a wispy shape, an outline of his current shape. (They have a -4 to strike at him when he is hiding in the shadow). People who can see the invisible, will be able to see the psionic, even when he is in the shadow. The psionic does not teleport from one shadow to the next, but simply uses the shadow as cover.
This power also boosts the psionic's Shadow Hand ability, increase the rage to 12ft + 4ft per level, and the PS is equal to superhuman strength. (ie. take the psionic's PS score and treat it as if it was superhuman). He can now drag larger objects (over 50lbs) into the Shadow Realm, and back to himself, at the cost of 2 ISP per 4 lbs over 50. But remember, what goes into the Shadow Realm, must come out. These hands can actually do damage to people, 1d4 + 1 for every 3 levels of the psionic. This will also effect supernatural creatures, and those effected only by magic. They do double damage to creatures from the Shadow Realm.
The Shadow Realm is now with in the psionics grasp. For an extra 30 ISP, the psionic can enter the Shadow Realm. He can use this time to hide, wait out an attack, or use it to move from one shadow to another, and get the jump on someone. When inside the realm time moves much faster for the psionic. One melee in the Shadow Realm, is like 1 minute in real time. But the psionic must stay in shadow form, so the duration of this ability is limited to his time remaining. The psionic can always pump more ISP into the Shadow Form power, in order to remain in the Shadow Realm. If for some reason the psionic were to be in the Shadow Realm when the duration ran out, the psionic would violently be expelled from the Shadow Realm, taking 2d6 points directly to hit points. The psionic would then have to make a roll to see if he passes out do to the great strain. There is another draw back to hiding in the Shadow Realm. The psionic might be attacked by other Shadows who see the psionic as a possible threat to them. Most psionics only spend a few minutes in there. Creatures from the Shadow Realm do double damage to the psionic as long as he is in the Shadow Form.
The downside of becoming the shadow creature is a great strain on the psionic. Reduce all attacks by half, and he is -2 to inish., -4 to strike, parry, and dodge. Also reduce all psionic abilities to only 25% range, damage, and duration. Strong light can also do damage to the Shadow Form. Flashlights, and smaller light sources, do no damage, but will bother the psionic. Flash bulbs, or car head lights will do 1 point. High powered headlights, or large concentrations will do 1 - 2 points. Flash bombs, or other attacks that might blind a person, will do 1d4, but will not blind the shadow. Staying in the light will not do any extra damage.
Note: When used in direct sunlight, or in a very bright areas, the duration, range, and speed are half. The PS becomes normal again, and the hands do no damage. Prowl bonuses gained from the power are also negated.
TK Psi-Armor: The psychic can instantly create a strong, hard shell, or armor around himself in the blink of an eye. The armor is representative of the psychic. A psychic who beleaves in great strength, his armor might look that of a great knight, large plates of steel, and a flowing feathered cowl. One who is more into animals or nature, may have his look as if he is covered in the hide of a great bear. In all respects that armor is mostly transparent, and is the same color and the users aura. If the creation of the armor is a parry then the character must make a successful parry roll in order to block the attack, (+3 when used as a parry). A successful parry means that the armor beat the attacker's strike and takes the damage, but it will still cost the psychic an attack. The field has 45 SDC plus 25 SDC per level of experience. The psychic can created only one, but he can pump it back to full strength without having to take it down, and then take it back up. The armor is not air tight, and the psychic is still effected by all toxins, poisons and gas. They also could be drowned, or suffocated. The only major draw back to this is the great metal strain it creates. The psychic reduces his attacks by one, -4 to inish., and -3 to strike parry, and dodge. All skills are reduced by 25%.
Whiplash: This power lets the psionic redirect, or shoot another psionics power back at him. This power is used when the psionic is attacked with another psionic power. If the psionic makes a successful saving throw, he can choose to send the power, and the effect back at the person who inish. it. The psionic must have an attack remaining, and must spend the same mount of ISP that the original psionic did, but can not spend any less then 15. The original psionic must now make a saving throw, but at a -2. Psionic powers like, Psi-Sword, Mental Blast, or other powers that inflict damage that requires a to hit roll, can not be Whiplashed back at someone. Also powers like Bio-Maniplulation and Empathic Transmission, that have multiple effects, the psionic can only inflict on the other person what they wanted to do to the psionic.
New Healing Psionics
None
New Physical Psionics
Range: Self, 10 ft. + 2 ft per level.
Duration: Two melees per level of experience.
I.S.P. 8
Saving Throw: None.
Range: Self
Duration: 8 minutes per level of experience
I.S.P.: 12
Saving Throw: None.
Sensitive Psionics
Range: Self, visual range about 600 ft.
Duration: Two melees per level of experience.
I.S.P. 6
Saving Throw: None.
Range: Self; 10ft radius +5 ft per level.
Duration: Three minutes per level of experience.
I.S.P. 12
Saving Throw: None.
New Super Psionics
Range: Self Only; 5ft radius.
Duration: Two minutes per level of experience.
I.S.P. 15
Saving Throw: None.
Range: Self
Duration: One minute per level of experience.
I.S.P. 28
Saving Throw: None.
Requirements: Shadow Hands
Range: Self
Duration: SDC reduced to zero or Psychic is knocked out.
I.S.P.: 30
Saving Throw: None.
Range: Special.
Duration: Instant.
I.S.P. Special.
Saving Throw: Special.
Example: John uses Hypnotic Suggestion on Jimmy, he wants to make Jimmy think he is on fire. Jimmy makes his save, and wants to used Whiplash back on John. Hypnotic Suggestion cost John 6 ISP to use, but Jimmy has to spend at least 15 ISP. John fails his saving throw, and now beleaves he is on fire, so he runs screaming into the lake!